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RenderableWinding.h
105 lines (84 loc) · 2.34 KB
/
RenderableWinding.h
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#pragma once
#include <vector>
#include "irender.h"
#include "Winding.h"
namespace render
{
class RenderableWinding :
public OpenGLRenderable
{
private:
const Winding& _winding;
ShaderPtr _shader;
IRenderEntity* _entity;
bool _needsUpdate;
IWindingRenderer::Slot _slot;
Winding::size_type _windingSize;
public:
RenderableWinding(const Winding& winding) :
_winding(winding),
_entity(nullptr),
_needsUpdate(true),
_slot(IWindingRenderer::InvalidSlot),
_windingSize(0)
{}
void queueUpdate()
{
_needsUpdate = true;
}
void update(const ShaderPtr& shader, IRenderEntity& entity)
{
if (!_needsUpdate) return;
_needsUpdate = false;
if (_shader != shader || &entity != _entity)
{
clear();
}
auto numPoints = _winding.size();
if (numPoints < 3 || !shader)
{
clear();
return;
}
std::vector<ArbitraryMeshVertex> vertices;
vertices.reserve(numPoints);
// Use the colour defined by the entity as vertex colour
auto entityColour = entity.getEntityColour();
for (const auto& vertex : _winding)
{
vertices.emplace_back(ArbitraryMeshVertex(vertex.vertex, vertex.normal, vertex.texcoord, entityColour));
}
if (_shader && _slot != IWindingRenderer::InvalidSlot && numPoints != _windingSize)
{
_shader->removeWinding(_slot);
_slot = IWindingRenderer::InvalidSlot;
_windingSize = 0;
}
_shader = shader;
_windingSize = numPoints;
if (_slot == IWindingRenderer::InvalidSlot)
{
_slot = shader->addWinding(vertices, &entity);
}
else
{
shader->updateWinding(_slot, vertices);
}
}
void clear()
{
if (!_shader || _slot == IWindingRenderer::InvalidSlot) return;
_shader->removeWinding(_slot);
_shader.reset();
_slot = IWindingRenderer::InvalidSlot;
_windingSize = 0;
}
void render(const RenderInfo& info) const override
{
if (_slot != render::IWindingRenderer::InvalidSlot && _shader)
{
_shader->renderWinding(render::IWindingRenderer::RenderMode::Polygon, _slot);
}
}
};
}