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https://github.com/scp-fs2open/fs2open.github.com.git
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git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@3910 387891d4-d844-0410-90c0-e4c51a9137d3
90 lines
2.8 KiB
C++
90 lines
2.8 KiB
C++
/*
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* Code created by Thomas Whittaker (RT) for a FreeSpace 2 source code project
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*
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* You may not sell or otherwise commercially exploit the source or things you
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* created based on the source.
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*
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*/
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#ifndef __GRBATCH_H__
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#define __GRBATCH_H__
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#define LOCAL_SPACE 0
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#define WORLD_SPACE 1
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#include "graphics/2d.h"
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class geometry_batcher
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{
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private:
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// vec3d* cam_position;
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// matrix* cam_matrix;
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int n_to_render; // the number of primitives to render
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int n_allocated; // the number of verts allocated
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vertex *vert;
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vertex **vert_list; // V's stupid rendering functions need this
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// makes sure we have enough space in the memory buffer for the geometry we are about to put into it
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// you need to figure out how many verts are going to be required
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void allocate_internal(int n_verts);
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protected:
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void clone(const geometry_batcher &geo);
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public:
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int space;
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geometry_batcher(): n_to_render(0), n_allocated(0), vert(NULL), vert_list(NULL),space(LOCAL_SPACE){};
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~geometry_batcher();
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geometry_batcher(const geometry_batcher &geo) { clone(geo); }
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const geometry_batcher &operator=(const geometry_batcher &geo);
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// initial memory space needed
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// NOTE: This MUST be called BEFORE calling any of the draw_*() functions!!
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void allocate(int quad, int n_tri = 0);
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// allocate an additional block of memory to what we already have (this is a resize function)
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void add_allocate(int quad, int n_tri = 0);
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// draw a bitmap into the geometry batcher
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void draw_bitmap(vertex *position, int orient, float rad, float depth = 0);
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// draw a rotated bitmap
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void draw_bitmap(vertex *position, int orient, float rad, float angle, float depth);
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// draw a simple 3 vert polygon
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void draw_tri(vertex *verts);
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// draw a simple 4 vert polygon
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void draw_quad(vertex *verts);
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// draw a beam
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void draw_beam(vec3d *start, vec3d *end, float width, float intensity = 1.0f);
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//draw a laser
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float draw_laser(vec3d *p0, float width1, vec3d *p1, float width2, int r, int g, int b);
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// draw all of the batched geometry to the back buffer and flushes the cache
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// accepts tmap flags so you can use anything you want really
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void render(int flags);
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// determine if we even need to try and render this (helpful for particle system)
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int need_to_render() { return n_to_render; };
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void operator =(int){};
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};
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float batch_add_laser(int texture, vec3d *p0, float width1, vec3d *p1, float width2, int r = 255, int g = 255, int b = 255);
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int batch_add_bitmap(int texture, int tmap_flags, vertex *pnt, int orient, float rad, int alpha = GR_ALPHABLEND_FILTER, float depth = 0.0f);
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geometry_batcher* batch_get_geometry(uint geo);
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void batch_render_all();
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void batch_reset();
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uint find_good_batch_item(int texture, int flags=0, int alpha = GR_ALPHABLEND_FILTER);
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void batch_add_flag(uint geo, int flag);
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void batch_remove_flag(uint geo, int flag);
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void batch_set_flag(uint geo, int flag);
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#endif
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