/* Copyright (C) 2010 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ #include "precompiled.h" #include "OverlayRenderer.h" #include "graphics/Overlay.h" #include "graphics/TextureManager.h" #include "lib/ogl.h" #include "renderer/Renderer.h" struct OverlayRendererInternals { std::vector lines; std::vector sprites; }; OverlayRenderer::OverlayRenderer() { m = new OverlayRendererInternals(); } OverlayRenderer::~OverlayRenderer() { delete m; } void OverlayRenderer::Submit(SOverlayLine* overlay) { m->lines.push_back(overlay); } void OverlayRenderer::Submit(SOverlaySprite* overlay) { m->sprites.push_back(overlay); } void OverlayRenderer::EndFrame() { m->lines.clear(); m->sprites.clear(); // this should leave the capacity unchanged, which is okay since it // won't be very large or very variable } void OverlayRenderer::PrepareForRendering() { // This is where we should do something like sort the overlays by // colour/sprite/etc for more efficient rendering } void OverlayRenderer::RenderOverlays() { glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); for (size_t i = 0; i < m->lines.size(); ++i) { SOverlayLine* line = m->lines[i]; if (line->m_Coords.empty()) continue; debug_assert(line->m_Coords.size() % 3 == 0); glColor4fv(line->m_Color.FloatArray()); glLineWidth((float)line->m_Thickness); glInterleavedArrays(GL_V3F, sizeof(float)*3, &line->m_Coords[0]); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)line->m_Coords.size()/3); } glLineWidth(1.f); glDisable(GL_BLEND); } void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera) { glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glDisable(GL_DEPTH_TEST); CVector3D right = -viewCamera.m_Orientation.GetLeft(); CVector3D up = viewCamera.m_Orientation.GetUp(); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); float uvs[8] = { 0,0, 1,0, 1,1, 0,1 }; glTexCoordPointer(2, GL_FLOAT, sizeof(float)*2, &uvs); for (size_t i = 0; i < m->sprites.size(); ++i) { SOverlaySprite* sprite = m->sprites[i]; sprite->m_Texture->Bind(); CVector3D pos[4] = { sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y0, sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y0, sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y1, sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y1 }; glVertexPointer(3, GL_FLOAT, sizeof(float)*3, &pos[0].X); glDrawArrays(GL_QUADS, 0, (GLsizei)4); } glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_DEPTH_TEST); glDisable(GL_BLEND); glDisable(GL_TEXTURE_2D); }