engine/include/Render/RenderMisc.h

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#ifndef RENDER_MISC_H_INCLUDED
#define RENDER_MISC_H_INCLUDED
#include "include/Utils/DataTypes/DataTypes.h"
//#include "include/Utils/SerializeInterface/SerializeInterface.h"
#include "boost/shared_ptr.hpp"
#include <vector>
#include <list>
#include <map>
#ifdef TARGET_WIN32
#include "include/OpenGLExt/OpenGlExt.h"
#endif
namespace SE
{
struct T2DQuad
{
vec3 VertexCoord[4];
vec2 TextureCoord[4];
};
struct TDataTriangleList
{
mutable std::map<std::string, std::vector<vec3>> Vec3CoordArr; //mutable because when you call [] on map, it may create a new vector =)
mutable std::map<std::string, std::vector<vec2>> Vec2CoordArr; //mutable because when you call [] on map, it may create a new vector =)
TDataTriangleList& operator+=(const TDataTriangleList& dataTriangleList);
};
class TTriangleListAncestor
{
public:
TDataTriangleList Data;
virtual void RefreshBuffer() { } //Dummy for Android, but you need this for PC
TTriangleListAncestor();
TTriangleListAncestor(const TTriangleListAncestor& c);
TTriangleListAncestor& operator=(const TTriangleListAncestor& c);
TTriangleListAncestor(const TDataTriangleList& dataTriangleList);
TTriangleListAncestor& operator=(const TDataTriangleList& dataTriangleList);
virtual ~TTriangleListAncestor();
};
#ifdef TARGET_WIN32
class VBOObject //Must stay in shared ptr only!
{
public:
cardinal Buffer;
VBOObject();
VBOObject(const VBOObject& c);
VBOObject& operator=(const VBOObject& c);
~VBOObject();
};
class TTriangleList : public TTriangleListAncestor //Implementation differs for Windows and Android
{
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protected:
virtual void InnerRefreshBuffer();
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bool NeedPrepareBufferObjects;
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bool NeedRefreshBuffer; //Dummy for Android, but you need this for PC
public:
mutable std::map<std::string, std::shared_ptr<VBOObject>> VertBufferArr;
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TTriangleList();
~TTriangleList();
virtual void RefreshBuffer();
};
#endif
#ifdef TARGET_ANDROID
class TTriangleList : public TTriangleListAncestor
{
//No difference
};
#endif
#ifdef TARGET_IOS
class TTriangleList : public TTriangleListAncestor
{
//No difference
};
#endif
void FillVertexCoordVec(std::vector<vec3>& coordVec, int pos, vec2 posFrom, vec2 posTo);
void FillTexCoordVec(std::vector<vec2>& coordVec, int pos, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
std::vector<vec3> MakeVertexCoordVec(vec2 posFrom, vec2 posTo);
std::vector<vec2> MakeTexCoordVec(vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
TDataTriangleList MakeDataTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
void MoveDataTriangleList(TDataTriangleList& triangleList, vec3 shift);
void RotateDataTriangleList(TDataTriangleList& triangleList, const mat3& m);
void ScaleDataTriangleList(TDataTriangleList& triangleList, float scale);
void ScaleDataTriangleList(TDataTriangleList& triangleList, vec3 scaleVec);
TDataTriangleList& ClearDataTriangleList(TDataTriangleList& triangleList);
TDataTriangleList& InsertIntoDataTriangleList(TDataTriangleList& triangleList, const std::vector<vec3>& vertexArr, const std::vector<vec2>& texCoordArr);
void Replace6PointsInTriangleList(TDataTriangleList& triangleList, int pos, vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
TTriangleList MakeTriangleList(vec2 posFrom, vec2 posTo, vec2 texCoordFrom = vec2(0,0), vec2 texCoordTo = vec2(1,1));
void CheckGlError(const std::string& msg = "");
} //namespace SE
#endif