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forked from 0ad/0ad
0ad/source/renderer/OverlayRenderer.cpp
Ykkrosh 7ea522a484 # Add on-screen health bars
This was SVN commit r8241.
2010-10-02 12:41:29 +00:00

133 lines
3.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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<SOverlayLine*> lines;
std::vector<SOverlaySprite*> 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);
}