0ad/source/graphics/Overlay.h
Ykkrosh 8fee3d8ef8 # New territory border rendering.
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.
2011-07-30 00:56:45 +00:00

73 lines
2.3 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
};
/**
* Textured line overlay, with world-space coordinates, rendered in the world
* onto the terrain. Designed for territory borders.
*/
struct SOverlayTexturedLine
{
SOverlayTexturedLine() : m_Terrain(NULL), m_Thickness(1.0f) { }
CTerrain* m_Terrain;
CTexturePtr m_TextureBase;
CTexturePtr m_TextureMask;
CColor m_Color;
std::vector<float> m_Coords; // (x, z) vertex coordinate pairs; y is computed automatically; shape is automatically closed
float m_Thickness; // world-space units
shared_ptr<CRenderData> m_RenderData; // cached renderer data (shared_ptr so that copies/deletes are automatic)
};
/**
* 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