Files
MapLibreParticleLab/include/llmr/geometry/line_buffer.hpp
2014-02-03 21:57:46 +00:00

66 lines
1.8 KiB
C++

#ifndef LLMR_GEOMETRY_LINE_BUFFER
#define LLMR_GEOMETRY_LINE_BUFFER
#include <vector>
#include <cstdint>
#include <cmath>
namespace llmr {
class LineBuffer {
public:
~LineBuffer();
/*
* Scale the extrusion vector so that the normal length is this value.
* Contains the "texture" normals (-1..1). This is distinct from the extrude
* normals for line joins, because the x-value remains 0 for the texture
* normal array, while the extrude normal actually moves the vertex to create
* the acute/bevelled line join.
*/
const int8_t extrudeScale = 63;
/*
* Add a vertex to this buffer
*
* @param {number} x vertex position
* @param {number} y vertex position
* @param {number} ex extrude normal
* @param {number} ey extrude normal
* @param {number} tx texture normal
* @param {number} ty texture normal
*/
void add(int16_t x, int16_t y, float ex, float ey, int8_t tx, int8_t ty, int32_t linesofar = 0);
/*
* Add a degenerate triangle to the buffer
*
* > So we need a way to get from the end of one triangle strip
* to the beginning of the next strip without actually filling triangles
* on the way. We can do this with "degenerate" triangles: We simply
* repeat the last coordinate of the first triangle strip and the first
* coordinate of the next triangle strip.
*/
void addDegenerate();
/*
* Returns the number of elements in this buffer. This is not the number of
* bytes, but rather the number of coordinates with associated information.
*/
uint32_t length() const;
/*
* Transfers this buffer to the GPU and binds the buffer to the GL context.
*/
void bind();
private:
bool dirty = true;
std::vector<int16_t> array;
uint32_t buffer = 0;
};
}
#endif