#ifndef BBGE_RENDERGRID_H #define BBGE_RENDERGRID_H #include "Vector.h" #include "DataStructures.h" #include "VertexBuffer.h" #include "Texture.h" // TexCoordBox struct RenderState; enum GridDrawOrder { GRID_DRAW_LRTB = 0, // the default. ignores grid.z GRID_DRAW_LRBT = 1, // Y axis inverted GRID_DRAW_WORLDMAP = 2, // LRTB order, uses grid.z as alpha GRID_DRAW_DEFAULT = GRID_DRAW_LRTB }; enum GridType { GRID_UNDEFINED = 0, GRID_WAVY = 1, GRID_STRIP = 2, // quad is in strip mode GRID_INTERP = 3, // quad is in grid mode }; // simple render grid, must be manually uploaded to GPU if changed class RenderGrid { public: RenderGrid(); ~RenderGrid(); void dropBuffers(); void init(size_t w, size_t h); void init(size_t w, size_t h, const TexCoordBox& tc); void reset01(); void reset(); void resetWithAlpha(float a); void render(const RenderState& rs) const; void renderDebugPoints(const RenderState& rs) const; void setAlpha(size_t x, size_t y, float a); void setDrawOrder(GridDrawOrder ord, bool force = false); inline GridDrawOrder getDrawOrder() const { return GridDrawOrder(drawOrder); } void setTexCoords(const TexCoordBox& tc); const TexCoordBox& getTexCoords() const { return tc; } bool empty() const { return !(width() | height()); } size_t width() const { return grid.width(); } size_t height() const { return grid.height(); } size_t linearsize() const { return grid.linearsize(); } const Vector *data() const { return grid.data(); } Vector *data() { return grid.data(); } Array2d& array2d() { return grid; } const Array2d& array2d() const { return grid; } const DynamicGPUBuffer& getVBO() const { return vbo; } void updateVBO(); void updateVBOIfNecessary(); static void ResetWithAlpha(Vector* dst, size_t w, size_t h, float alpha); protected: DynamicGPUBuffer indexbuf, vbo; size_t trisToDraw; Array2d grid; TexCoordBox tc; void render_Indexed(const RenderState& rs) const; void render_WithAlpha(const RenderState& rs) const; public: bool needVBOUpdate; GridDrawOrder drawOrder; }; // supports animation and automatic upload class DynamicRenderGrid : public RenderGrid { public: DynamicRenderGrid(); ~DynamicRenderGrid(); void update(float dt); void setSegs(float dgox, float dgoy, float dgmx, float dgmy, float dgtm, bool dgo); void setStripPoints(bool vert, const Vector *points, size_t n); void setFromWavy(const float *wavy, size_t len, float width); protected: float gridTimer; float drawGridOffsetX; float drawGridOffsetY; float drawGridModX; float drawGridModY; float drawGridTimeMultiplier; bool drawGridOut; public: unsigned char gridType; // unsigned char to save space }; #endif