vladislavbelov
df329d1b81
Reviewed By: wraitii Commented By: Stan Differential Revision: https://code.wildfiregames.com/D1847 This was SVN commit r23229.
70 lines
2.3 KiB
C++
70 lines
2.3 KiB
C++
/* Copyright (C) 2019 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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#include "precompiled.h"
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#include "Overlay.h"
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#include "graphics/TextureManager.h"
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#include "ps/CStr.h"
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#include "renderer/Renderer.h"
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#include "renderer/TexturedLineRData.h"
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SOverlayTexturedLine::LineCapType SOverlayTexturedLine::StrToLineCapType(const std::wstring& str)
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{
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if (str == L"round")
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return LINECAP_ROUND;
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else if (str == L"sharp")
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return LINECAP_SHARP;
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else if (str == L"square")
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return LINECAP_SQUARE;
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else if (str == L"flat")
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return LINECAP_FLAT;
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else {
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debug_warn(L"[Overlay] Unrecognized line cap type identifier");
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return LINECAP_FLAT;
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}
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}
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void SOverlayTexturedLine::CreateOverlayTexture(const SOverlayDescriptor* overlayDescriptor)
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{
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CTextureProperties texturePropsBase(overlayDescriptor->m_LineTexture.c_str());
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texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
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texturePropsBase.SetMaxAnisotropy(4.f);
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CTextureProperties texturePropsMask(overlayDescriptor->m_LineTextureMask.c_str());
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texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
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texturePropsMask.SetMaxAnisotropy(4.f);
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m_AlwaysVisible = false;
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m_Closed = true;
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m_Thickness = overlayDescriptor->m_LineThickness;
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m_TextureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
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m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
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ENSURE(m_TextureBase);
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}
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bool SOverlayTexturedLine::IsVisibleInFrustum(const CFrustum& frustum) const
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{
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// If we don't have render data, we don't have actual bounds and we need
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// to calculate them on a prerendering stage.
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if (!m_RenderData)
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return true;
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return m_RenderData->IsVisibleInFrustum(frustum);
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}
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