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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef GL_WIDE_LINE_ADAPTER_HDR
#define GL_WIDE_LINE_ADAPTER_HDR
#include "AttribState.hpp"
#include "RenderDataBuffer.hpp"
#include "WideLineAdapterFwd.hpp"
#include "System/FastMath.h"
#include "System/Matrix44f.h"
#include <vector>
namespace GL {
std::vector<float>* GetWideLineBuffer();
WideLineAdapterC* GetWideLineAdapterC();
template<typename VertexArrayType>
struct WideLineAdapter {
public:
static constexpr size_t VAT_IN_FLOATS = sizeof(VertexArrayType) / sizeof(float);
void Setup(TRenderDataBuffer<VertexArrayType>* b, float x, float y, float w, const CMatrix44f& t, bool fixMinimap = false) {
assert(offset == 0);
buffer = b;
xScale = x;
yScale = y;
ixScale = 1.0f / x;
iyScale = 1.0f / y;
width = w;
transform = t;
invTransform = t.Invert(&fixMinimap);
assert(fixMinimap);
}
void SetWidth(float w) {
assert(offset == 0);
width = w;
}
size_t NumElems() const { return offset; }
private:
void EnlargeBuffer(size_t ne) {
assert(!CheckSizeE(ne));
auto* vec = GetWideLineBuffer();
do {
vec->resize(vec->size() * 2);
} while (!CheckSizeE(ne));
}
public:
bool CheckSizeE(size_t ne) const { return ((offset + (ne - 1)) < (GL::GetWideLineBuffer()->size() / VAT_IN_FLOATS)); }
void AssertSizeE(size_t ne) const { assert(CheckSizeE(ne)); }
void Append(const VertexArrayType& e) { Append(&e, 1); }
void Append(const VertexArrayType* e, size_t ne) { AssertSizeE(ne); std::memcpy(&GL::GetWideLineBuffer()->at(offset * VAT_IN_FLOATS), e, ne * sizeof(VertexArrayType)); offset += ne; }
void SafeAppend(const VertexArrayType& e) { SafeAppend(&e, 1); }
void SafeAppend(const VertexArrayType* e, size_t ne) {
if (ne == 0)
return;
if (!CheckSizeE(ne))
EnlargeBuffer(ne);
Append(e, ne);
}
void Submit(uint32_t primType) {
assert(primType == GL_LINES || primType == GL_LINE_STRIP || primType == GL_LINE_LOOP || primType == GL_QUADS);
assert(buffer->NumElems() == 0);
if (offset == 0)
return;
// worst case of needed vertices
if (!CheckSizeE(offset * 2 * 3))
EnlargeBuffer(offset * 2 * 3);
VertexArrayType* va = reinterpret_cast<VertexArrayType*>(GetWideLineBuffer()->data());
// no need to convert default-width lines
// GL_QUADS data must always be converted
if (primType != GL_QUADS && width <= 1.0f) {
buffer->SafeAppend(va, offset);
buffer->Submit(primType);
offset = 0;
return;
}
glAttribStatePtr->PushPolygonMode();
glAttribStatePtr->PolygonMode(GL_FRONT_AND_BACK, GL_FILL);
const size_t vertexCount = offset;
size_t lineCount = 0;
switch (primType) {
case GL_LINES : { lineCount = vertexCount / 2; break; }
case GL_LINE_STRIP : { lineCount = vertexCount - 1; break; }
case GL_LINE_LOOP : { lineCount = vertexCount; break; }
case GL_QUADS : { lineCount = vertexCount; break; }
default : { assert(false); break; }
}
// TODO: smooth line connections, prevent quad overlap
for (size_t i = 0; i < lineCount; ++i) {
switch (primType) {
case GL_LINES : { OutputTriangles(va + 2 * i, va + 2 * i + 1 , va); } break;
case GL_LINE_STRIP : { OutputTriangles(va + i, va + i + 1 , va); } break;
case GL_LINE_LOOP : { OutputTriangles(va + i, va + (i + 1) % vertexCount , va); } break;
case GL_QUADS : { OutputTriangles(va + i, va + i + 1 - 4 * ((i % 4) == 3), va); } break;
default : { continue; } break;
}
}
buffer->SafeAppend(va + vertexCount, offset - vertexCount);
buffer->Submit(GL_TRIANGLES);
glAttribStatePtr->PopPolygonMode();
offset = 0;
}
private:
void OutputTriangles(const VertexArrayType* v1, const VertexArrayType* v2, VertexArrayType* va) {
const float4 c1 = transform * float4(v1->p, 1.0f);
const float4 c2 = transform * float4(v2->p, 1.0f);
const float3 cf1 = c1 / c1.w;
const float3 cf2 = c2 / c2.w;
const float dx = (cf1.x - cf2.x) * xScale;
const float dy = (cf2.y - cf1.y) * yScale;
const float invLength = math::isqrt(dx * dx + dy * dy) * width;
const float3 perp = {dy * invLength * ixScale, dx * invLength * iyScale, 0.0f};
const float3 c1Left = cf1 - perp;
const float3 c1Right = cf1 + perp;
const float3 c2Left = cf2 - perp;
const float3 c2Right = cf2 + perp;
OutputVertex(v1, c1Left , va);
OutputVertex(v1, c1Right, va);
OutputVertex(v2, c2Right, va);
OutputVertex(v2, c2Right, va);
OutputVertex(v2, c2Left , va);
OutputVertex(v1, c1Left , va);
}
inline void OutputVertex(const VertexArrayType* v, const float3& c, VertexArrayType* va) {
const float4 vc = invTransform * float4(c, 1.0f);
VertexArrayType& vref = va[offset++];
vref = *v;
vref.p = vc / vc.w;
}
private:
TRenderDataBuffer<VertexArrayType>* buffer;
size_t offset = 0; // emitted (VertexArrayType) vertex count
float xScale = 0.0f;
float yScale = 0.0f;
float ixScale = 0.0f;
float iyScale = 0.0f;
float width = 0.0f;
CMatrix44f transform;
CMatrix44f invTransform;
};
}
#endif //GL_WIDE_LINE_ADAPTER_HDR
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