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Add textured line overlay rendering. Change terrain height calculations to be triangulation-dependent for improved accuracy. Add triangulation-dependent terrain normal function. Support separate S/T wrap modes for textures. Rename CVector2D_Maths since it no longer conflicts with simulation CVector2D. Coalesce freed chunks in vertex buffers, to avoid excessive fragmentation. Add some things to help debug vertex buffer allocation a little. This was SVN commit r9929.
76 lines
2.6 KiB
C++
76 lines
2.6 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_HELPER_RENDER
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#define INCLUDED_HELPER_RENDER
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/**
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* @file
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* Helper functions related to rendering
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*/
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class CSimContext;
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class CVector2D;
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struct SOverlayLine;
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namespace SimRender
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{
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/**
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* Updates @p overlay so that it represents the given line (a list of x, z coordinate pairs),
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* flattened on the terrain (or on the water if @p floating).
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*/
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void ConstructLineOnGround(const CSimContext& context, const std::vector<float>& xz,
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SOverlayLine& overlay,
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bool floating, float heightOffset = 0.25f);
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/**
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* Updates @p overlay so that it represents the given circle, flattened on the terrain.
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*/
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void ConstructCircleOnGround(const CSimContext& context, float x, float z, float radius,
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SOverlayLine& overlay,
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bool floating, float heightOffset = 0.25f);
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/**
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* Updates @p overlay so that it represents the given square, flattened on the terrain.
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* @p x and @p z are position of center, @p w and @p h are size of rectangle, @p a is clockwise angle.
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*/
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void ConstructSquareOnGround(const CSimContext& context, float x, float z, float w, float h, float a,
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SOverlayLine& overlay,
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bool floating, float heightOffset = 0.25f);
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/**
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* Updates @p points so each point is averaged with its neighbours, resulting in
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* a somewhat smoother curve, assuming the points are roughly equally spaced.
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* If @p closed then the points are treated as a closed path (the last is connected
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* to the first).
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*/
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void SmoothPointsAverage(std::vector<CVector2D>& points, bool closed);
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/**
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* Updates @p points to include intermediate points interpolating between the original
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* control points, using a rounded nonuniform spline.
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* The points are also shifted by @p offset in a direction 90 degrees clockwise from
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* the direction of the curve.
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* If @p closed then the points are treated as a closed path (the last is connected
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* to the first).
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*/
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void InterpolatePointsRNS(std::vector<CVector2D>& points, bool closed, float offset);
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} // namespace
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#endif // INCLUDED_HELPER_RENDER
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