/* Copyright (C) 2021 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 . */ #ifndef INCLUDED_GRAPHICS_OVERLAY #define INCLUDED_GRAPHICS_OVERLAY #include "graphics/Color.h" #include "graphics/Texture.h" #include "maths/Vector2D.h" #include "maths/Vector3D.h" #include "ps/CStrIntern.h" #include class CFrustum; class CTerrain; class CSimContext; class CTexturedLineRData; struct SOverlayDescriptor; /** * Line-based overlay, with world-space coordinates, rendered in the world * potentially behind other objects. Designed for debug info. */ struct SOverlayLine { SOverlayLine() : m_Thickness(0.1f) { } CColor m_Color; // Shape is not automatically closed. std::vector m_Coords; // Half-width of the line, in world-space units. float m_Thickness; void PushCoords(const CVector3D& v) { m_Coords.emplace_back(v); } void PushCoords(const float x, const float y, const float z) { m_Coords.emplace_back(x, y, z); } }; /** * Textured line overlay, with world-space coordinates, rendered in the world onto the terrain. * Designed for relatively static textured lines, i.e. territory borders, originally. * * Once submitted for rendering, instances must not be copied afterwards. The reason is that they * are assigned rendering data that is unique to the submitted instance, and non-transferable to * any copies that would otherwise be made. Amongst others, this restraint includes that they must * not be submitted by their address inside a std::vector storing them by value. */ 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_Thickness(1.0f), m_Closed(false), m_AlwaysVisible(false), m_StartCapType(LINECAP_FLAT), m_EndCapType(LINECAP_FLAT), m_SimContext(NULL) { } CTexturePtr m_TextureBase; CTexturePtr m_TextureMask; /// Color to apply to the line texture, where indicated by the mask. CColor m_Color; /// (x, z) vertex coordinate pairs; y is computed automatically. std::vector m_Coords; /// Half-width of the line, in world-space units. float m_Thickness; /// Should this line be treated as a closed loop? If set, any end cap settings are ignored. bool m_Closed; /// Should this line be rendered fully visible at all times, even under the SoD? bool m_AlwaysVisible; LineCapType m_StartCapType; LineCapType m_EndCapType; /** * Simulation context applicable for this overlay line; used to obtain terrain information * during automatic computation of Y coordinates. */ const CSimContext* m_SimContext; /** * Cached renderer data, because expensive to compute. Allocated by the renderer when necessary * for rendering purposes. * * Note: the rendering data may be shared between copies of this object to prevent having to * recompute it, while at the same time maintaining copyability of this object (see also docs on * CTexturedLineRData). */ shared_ptr m_RenderData; /** * 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); /** * Creates the texture specified by the given overlay descriptor and assigns it to this overlay. */ void CreateOverlayTexture(const SOverlayDescriptor* overlayDescriptor); void PushCoords(const float x, const float z) { m_Coords.emplace_back(x, z); } void PushCoords(const CVector2D& v) { m_Coords.push_back(v); } void PushCoords(const std::vector& points) { for (const CVector2D& point : points) PushCoords(point); } bool IsVisibleInFrustum(const CFrustum& frustum) const; }; /** * 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; CColor m_Color; CVector3D m_Position; // base position float m_X0, m_Y0, m_X1, m_Y1; // billboard corner coordinates, relative to base position }; /** * Rectangular single-quad terrain overlay, in world space coordinates. The vertices of the quad * are not required to be coplanar; the quad is arbitrarily triangulated with no effort being made * to find a best fit to the underlying terrain. */ struct SOverlayQuad { CTexturePtr m_Texture; CTexturePtr m_TextureMask; CVector3D m_Corners[4]; CColor m_Color; }; struct SOverlaySphere { SOverlaySphere() : m_Radius(0) { } CVector3D m_Center; float m_Radius; CColor m_Color; }; enum EOverlayType { /// A single textured quad overlay, intended for entities that move around much, like units (e.g. foot soldiers, etc). DYNAMIC_QUAD, /// A more complex textured line overlay, composed of several textured line segments. STATIC_OUTLINE, }; struct SOverlayDescriptor { EOverlayType m_Type; CStrIntern m_QuadTexture; CStrIntern m_QuadTextureMask; CStrIntern m_LineTexture; CStrIntern m_LineTextureMask; float m_LineThickness; int m_Radius; SOverlayDescriptor() : m_LineThickness(0) { } }; // TODO: OverlayText #endif // INCLUDED_GRAPHICS_OVERLAY