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forked from 0ad/0ad
0ad/source/graphics/Overlay.h
vts db864f10c3 Rendering marker lines between buildings and rally points
Added command button to focus on rally point
(implements #524)

This was SVN commit r10704.
2011-12-10 07:07:04 +00:00

105 lines
4.0 KiB
C++

/* Copyright (C) 2011 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/>.
*/
#ifndef INCLUDED_GRAPHICS_OVERLAY
#define INCLUDED_GRAPHICS_OVERLAY
#include "graphics/RenderableObject.h"
#include "graphics/Texture.h"
#include "maths/Vector3D.h"
#include "ps/Overlay.h" // CColor (TODO: that file has nothing to do with overlays, it should be renamed)
class CTerrain;
/**
* Line-based overlay, with world-space coordinates, rendered in the world
* potentially behind other objects. Designed for selection circles and debug info.
*/
struct SOverlayLine
{
SOverlayLine() : m_Thickness(1) { }
CColor m_Color;
std::vector<float> m_Coords; // (x, y, z) vertex coordinate triples; shape is not automatically closed
u8 m_Thickness; // pixels
/// Utility function; pushes three vertex coordinates at once onto the coordinates array
void PushCoords(const float x, const float y, const float z) { m_Coords.push_back(x); m_Coords.push_back(y); m_Coords.push_back(z); }
/// Utility function; pushes a vertex location onto the coordinates array
void PushCoords(const CVector3D& v) { PushCoords(v.X, v.Y, v.Z); }
};
/**
* Textured line overlay, with world-space coordinates, rendered in the world
* onto the terrain. Designed for territory borders.
*/
struct SOverlayTexturedLine
{
enum LineCapType
{
LINECAP_FLAT, ///< no line ending; abrupt stop of the line (aka. butt ending)
/**
* Semi-circular line ending. The texture is mapped by curving the left vertical edge around the semi-circle's rim. That is,
* the center point has UV coordinates (0.5;0.5), and the rim vertices all have U coordinate 0 and a V coordinate that ranges
* from 0 to 1 as the rim is traversed.
*/
LINECAP_ROUND,
LINECAP_SHARP, ///< sharp point ending
LINECAP_SQUARE, ///< square end that extends half the line width beyond the line end
};
SOverlayTexturedLine()
: m_Terrain(NULL), m_Thickness(1.0f), m_Closed(false), m_AlwaysVisible(false), m_StartCapType(LINECAP_FLAT), m_EndCapType(LINECAP_FLAT)
{}
CTerrain* m_Terrain;
CTexturePtr m_TextureBase;
CTexturePtr m_TextureMask;
CColor m_Color; ///< Color to apply to the line texture
std::vector<float> m_Coords; ///< (x, z) vertex coordinate pairs; y is computed automatically
float m_Thickness; ///< Half-width of the line, in world-space units
bool m_Closed; ///< Should this line be treated as a closed loop? (if set, the end cap settings are ignored)
bool m_AlwaysVisible; ///< Should this line be rendered even under the SoD?
LineCapType m_StartCapType; ///< LineCapType to be used at the start of the line
LineCapType m_EndCapType; ///< LineCapType to be used at the end of the line
shared_ptr<CRenderData> m_RenderData; ///< Cached renderer data (shared_ptr so that copies/deletes are automatic)
/**
* Converts a string line cap type into its corresponding LineCap enum value, and returns the resulting value.
* If the input string is unrecognized, a warning is issued and a default value is returned.
*/
static LineCapType StrToLineCapType(const std::wstring& str);
};
/**
* Billboard sprite overlay, with world-space coordinates, rendered on top
* of all other objects. Designed for health bars and rank icons.
*/
struct SOverlaySprite
{
CTexturePtr m_Texture;
CVector3D m_Position; // base position
float m_X0, m_Y0, m_X1, m_Y1; // billboard corner coordinates, relative to base position
};
// TODO: OverlayText
#endif // INCLUDED_GRAPHICS_OVERLAY