tibia-client/src/framework/graphics/vertexarray.h

86 lines
2.8 KiB
C++

/*
* Copyright (c) 2010-2013 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef VERTEXARRAY_H
#define VERTEXARRAY_H
#include "declarations.h"
#include <framework/util/databuffer.h>
class VertexArray
{
public:
inline void addVertex(float x, float y) { m_buffer << x << y; }
inline void addTriangle(const Point& a, const Point& b, const Point& c) {
addVertex(a.x, a.y);
addVertex(b.x, b.y);
addVertex(c.x, c.y);
}
inline void addRect(const Rect& rect) {
float top = rect.top();
float right = rect.right()+1;
float bottom = rect.bottom()+1;
float left = rect.left();
addVertex(left, top);
addVertex(right, top);
addVertex(left, bottom);
addVertex(left, bottom);
addVertex(right, top);
addVertex(right, bottom);
}
inline void addQuad(const Rect& rect) {
float top = rect.top();
float right = rect.right()+1;
float bottom = rect.bottom()+1;
float left = rect.left();
addVertex(left, top);
addVertex(right, top);
addVertex(left, bottom);
addVertex(right, bottom);
}
inline void addUpsideDownQuad(const Rect& rect) {
float top = rect.top();
float right = rect.right()+1;
float bottom = rect.bottom()+1;
float left = rect.left();
addVertex(left, bottom);
addVertex(right, bottom);
addVertex(left, top);
addVertex(right, top);
}
void clear() { m_buffer.reset(); }
float *vertices() const { return m_buffer.data(); }
int vertexCount() const { return m_buffer.size() / 2; }
int size() const { return m_buffer.size(); }
private:
DataBuffer<float> m_buffer;
};
#endif