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eepp/src/graphics/cbatchrenderer.hpp
2011-03-09 13:59:11 -03:00

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9.8 KiB
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#ifndef EE_GRAPHICSCBATCHRENDERER_H
#define EE_GRAPHICSCBATCHRENDERER_H
#include "base.hpp"
#include "ctexture.hpp"
#include "glhelper.hpp"
namespace EE { namespace Graphics {
struct eeTexCoord {
eeFloat u;
eeFloat v;
};
struct eeVertex {
eeVector2f pos;
eeTexCoord tex;
eeColorA color;
};
/** @brief A batch rendering class. */
class EE_API cBatchRenderer {
public:
cBatchRenderer();
virtual ~cBatchRenderer();
/** Construct with a defined number of vertexs preallocated */
cBatchRenderer( const eeUint& Prealloc );
/** Allocate space for vertexs */
void AllocVertexs( const eeUint& size );
/** Set the current texture to render on the batch ( if you change the texture and you have batched something, this will be renderer immediately ) */
void SetTexture( const cTexture * Tex );
/** Set the predefined blending function to use on the batch */
void SetPreBlendFunc( const EE_PRE_BLEND_FUNC& Blend );
/** Set if every batch call have to be immediately rendered */
void BatchForceRendering( const bool& force ) { mForceRendering = force; }
/** Get if the rendering is force on every batch call */
bool BatchForceRendering() const { return mForceRendering; }
/** Force the batch rendering */
void Draw();
/** Force the batch rendering only if BatchForceRendering is enable */
void DrawOpt();
/** Set the rotation of the rendered vertex. */
void BatchRotation( const eeFloat& Rotation ) { mRotation = Rotation; }
/** Get the rotation of the rendered vertex. */
eeFloat BatchRotation() const { return mRotation; }
/** Set the scale of the rendered vertex. */
void BatchScale( const eeFloat& Scale ) { mScale = Scale; }
/** Get the scale of the rendered vertex. */
eeFloat BatchScale() const { return mScale; }
/** The batch position */
void BatchPosition( const eeVector2f Pos ) { mPosition = Pos; }
/** @return The batch position */
eeVector2f BatchPosition() const { return mPosition; }
/** This will set a center position for rotating and scaling the batched vertex. */
void BatchCenter( const eeVector2f Pos ) { mCenter = Pos; }
/** @return The batch center position */
eeVector2f BatchCenter() const { return mCenter; }
/** Add to the batch a quad ( this will change your batch rendering method to DM_QUADS, so if you were using another one will Draw all the batched vertexs first ) */
void BatchQuadEx( const eeFloat& x, const eeFloat& y, const eeFloat& width, const eeFloat& height, const eeFloat& angle = 0.0f, const eeFloat& scale = 1.0f, const bool& scalefromcenter = true );
/** Add to the batch a quad ( this will change your batch rendering method to DM_QUADS, so if you were using another one will Draw all the batched vertexs first ) */
void BatchQuad( const eeFloat& x, const eeFloat& y, const eeFloat& width, const eeFloat& height, const eeFloat& angle = 0.0f );
/** Add to the batch a quad with the vertex freely seted ( this will change your batch rendering method to DM_QUADS, so if you were using another one will Draw all the batched vertexs first ) */
void BatchQuadFree( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1, const eeFloat& x2, const eeFloat& y2, const eeFloat& x3, const eeFloat& y3 );
/** Add to the batch a quad with the vertex freely seted ( this will change your batch rendering method to DM_QUADS, so if you were using another one will Draw all the batched vertexs first ) */
void BatchQuadFreeEx( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1, const eeFloat& x2, const eeFloat& y2, const eeFloat& x3, const eeFloat& y3, const eeFloat& Angle = 0.0f, const eeFloat& Scale = 1.0f );
/** This will set as the default batch rendering to GL_QUADS. WIll reset the texture subset rendering to the whole texture. Will reset the default color rendering to eeColorA(255,255,255,255). */
void QuadsBegin();
/** Set the texture sector to be rendered */
void QuadsSetSubset( const eeFloat& tl_u, const eeFloat& tl_v, const eeFloat& br_u, const eeFloat& br_v );
/** Set the texture sector to be rendered but freely seted */
void QuadsSetSubsetFree( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1, const eeFloat& x2, const eeFloat& y2, const eeFloat& x3, const eeFloat& y3 );
/** Set the quad color */
void QuadsSetColor( const eeColorA& Color );
/** Set the quad color per vertex */
void QuadsSetColorFree( const eeColorA& Color0, const eeColorA& Color1, const eeColorA& Color2, const eeColorA& Color3 );
/** This will set as the default batch rendering to DM_POINTS. And will reset the point color to eeColorA(255,255,255,255). */
void PointsBegin();
/** Set the point color */
void PointSetColor( const eeColorA& Color );
/** Add to the batch a point ( this will change your batch rendering method to DM_POINTS, so if you were using another one will Draw all the batched vertexs first ) */
void BatchPoint( const eeFloat& x, const eeFloat& y );
/** This will set as the default batch rendering to DM_LINES. And will reset the line color to eeColorA(255,255,255,255). */
void LinesBegin();
/** Set the line color */
void LinesSetColor( const eeColorA& Color );
/** Set the line color, per vertex */
void LinesSetColorFree( const eeColorA& Color0, const eeColorA& Color1 );
/** Add to the batch a line ( this will change your batch rendering method to DM_LINES, so if you were using another one will Draw all the batched vertexs first ) */
void BatchLine( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1 );
/** This will set as the default batch rendering to GL_LINE_LOOP. And will reset the line color to eeColorA(255,255,255,255). */
void LineLoopBegin();
/** Set the line color */
void LineLoopSetColor( const eeColorA& Color );
/** Set the line color, per vertex */
void LineLoopSetColorFree( const eeColorA& Color0, const eeColorA& Color1 );
/** Add to the batch a line ( this will change your batch rendering method to DM_LINE_LOOP, so if you were using another one will Draw all the batched vertexs first ) */
void BatchLineLoop( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1 );
void BatchLineLoop( const eeFloat& x0, const eeFloat& y0);
void BatchLineLoop( const eeVector2f& vector1, const eeVector2f& vector2 );
void BatchLineLoop( const eeVector2f& vector1 );
/** This will set as the default batch rendering to DM_TRIANGLE_FAN. And will reset the line color to eeColorA(255,255,255,255). */
void TriangleFanBegin();
/** Set the triangle fan color */
void TriangleFanSetColor( const eeColorA& Color );
/** Set the triangle fan color, per vertex */
void TriangleFanSetColorFree( const eeColorA& Color0, const eeColorA& Color1, const eeColorA& Color2 );
/** Set the texture sector to be rendered but freely seted */
void TriangleFanSetSubset( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1, const eeFloat& x2, const eeFloat& y2 );
/** Add to the batch a triangle fan ( this will change your batch rendering method to DM_TRIANGLE_FAN, so if you were using another one will Draw all the batched vertexs first ) */
void BatchTriangleFan( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1, const eeFloat& x2, const eeFloat& y2 );
/** This will set as the default batch rendering to DM_TRIANGLES. And will reset the line color to eeColorA(255,255,255,255). */
void TrianglesBegin();
/** Set the triangles color */
void TrianglesSetColor( const eeColorA& Color );
/** Set the triangles color, per vertex */
void TrianglesSetColorFree( const eeColorA& Color0, const eeColorA& Color1, const eeColorA& Color2 );
/** Set the texture sector to be rendered but freely seted */
void TrianglesSetSubset( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1, const eeFloat& x2, const eeFloat& y2 );
/** Add to the batch a triangle ( this will change your batch rendering method to DM_TRIANGLES, so if you were using another one will Draw all the batched vertexs first ) */
void BatchTriangle( const eeFloat& x0, const eeFloat& y0, const eeFloat& x1, const eeFloat& y1, const eeFloat& x2, const eeFloat& y2 );
/** Set the polygon color */
void PolygonSetColor( const eeColorA& Color );
/** Add to the batch a polygon ( this will change your batch rendering method to DM_POLYGON, so if you were using another one will Draw all the batched vertexs first ) */
void BatchPolygon( const eePolygon2f& Polygon );
/** Set the line width */
void SetLineWidth( const eeFloat& lineWidth );
/** @return The current line width */
eeFloat GetLineWidth();
/** Set the point size */
void SetPointSize( const eeFloat& pointSize );
/** @return The current point size */
eeFloat GetPointSize();
/** Batch a poligon adding one by one vector */
void BatchPolygonByPoint( const eeFloat& x, const eeFloat& y );
/** Batch a poligon adding one by one vector */
void BatchPolygonByPoint( const eeVector2f& Vector );
/** Foce the blending mode change, ignoring if it's the same that before ( so you can change the blend mode and restore it without problems ) */
void ForceBlendModeChange( const bool& Force );
/** @return If the blending mode switch is forced */
const bool& ForceBlendModeChange() const;
protected:
eeVertex * mVertex;
eeUint mVertexSize;
eeVertex * mTVertex;
eeUint mNumVertex;
const cTexture * mTexture;
EE_PRE_BLEND_FUNC mBlend;
eeTexCoord mTexCoord[4];
eeColorA mVerColor[4];
EE_DRAW_MODE mCurrentMode;
eeFloat mRotation;
eeFloat mScale;
eeVector2f mPosition;
eeVector2f mCenter;
bool mForceRendering;
bool mForceBlendMode;
void Flush();
void Init();
void AddVertexs( const eeUint& num );
void Rotate( const eeVector2f& center, eeVector2f* point, const eeFloat& angle );
void SetBlendMode( EE_DRAW_MODE Mode, const bool& Force );
};
}}
#endif