1
0
forked from 0ad/0ad
0ad/source/renderer/TerrainOverlay.h
Ykkrosh 03c75100ab # Fix terrain blending logic.
Add terrain priority rendering mode in Atlas.
Fix terrain painting in Atlas to be less profligate with priority
values.
Support hotloading of blend textures.
Clean up some trivial things.

This was SVN commit r8872.
2011-01-29 16:31:48 +00:00

187 lines
5.4 KiB
C++

/* Copyright (C) 2009 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/>.
*/
/*
* System for representing tile-based information on top of the
* terrain.
*/
#ifndef INCLUDED_TERRAINOVERLAY
#define INCLUDED_TERRAINOVERLAY
struct CColor;
class CTerrain;
/**
* Base class for (relatively) simple drawing of
* data onto terrain tiles, intended for debugging purposes and for the Atlas
* editor (hence not trying to be very efficient).
*
* To start drawing a terrain overlay, first create a subclass of TerrainOverlay.
* Override the method GetTileExtents if you want to change the range over which
* it is drawn.
* Override ProcessTile to do your processing for each tile, which should call
* RenderTile and RenderTileOutline as appropriate.
* See the end of TerrainOverlay.h for an example.
*
* A TerrainOverlay object will be rendered for as long as it exists.
*
*/
class TerrainOverlay
{
public:
virtual ~TerrainOverlay();
protected:
/**
* Construct the object and register it with the global
* list of terrain overlays.
* <p>
* The priority parameter controls the order in which overlays are drawn,
* if several exist - they are processed in order of increasing priority,
* so later ones draw on top of earlier ones.
* Most should use the default of 100. Numbers from 200 are used
* by Atlas.
*
* @param priority controls the order of drawing
*/
TerrainOverlay(int priority = 100);
/**
* Override to perform processing at the start of the overlay rendering,
* before the ProcessTile calls
*/
virtual void StartRender();
/**
* Override to perform processing at the end of the overlay rendering,
* after the ProcessTile calls
*/
virtual void EndRender();
/**
* Override to limit the range over which ProcessTile will
* be called. Defaults to the size of the map.
*
* @param min_i_inclusive [output] smallest <i>i</i> coordinate, in tile-space units
* (1 unit per tile, <i>+i</i> is world-space <i>+x</i> and game-space East)
* @param min_j_inclusive [output] smallest <i>j</i> coordinate
* (<i>+j</i> is world-space <i>+z</i> and game-space North)
* @param max_i_inclusive [output] largest <i>i</i> coordinate
* @param max_j_inclusive [output] largest <i>j</i> coordinate
*/
virtual void GetTileExtents(ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
ssize_t& max_i_inclusive, ssize_t& max_j_inclusive);
/**
* Override to perform processing of each tile. Typically calls
* RenderTile and/or RenderTileOutline.
*
* @param i <i>i</i> coordinate of tile being processed
* @param j <i>j</i> coordinate of tile being processed
*/
virtual void ProcessTile(ssize_t i, ssize_t j) = 0;
/**
* Draw a filled quad on top of the current tile.
*
* @param colour colour to draw. May be transparent (alpha &lt; 1)
* @param draw_hidden true if hidden tiles (i.e. those behind other tiles)
* should be drawn
*/
void RenderTile(const CColor& colour, bool draw_hidden);
/**
* Draw a filled quad on top of the given tile.
*/
void RenderTile(const CColor& colour, bool draw_hidden, ssize_t i, ssize_t j);
/**
* Draw an outlined quad on top of the current tile.
*
* @param colour colour to draw. May be transparent (alpha &lt; 1)
* @param line_width width of lines in pixels. 1 is a sensible value
* @param draw_hidden true if hidden tiles (i.e. those behind other tiles)
* should be drawn
*/
void RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden);
/**
* Draw an outlined quad on top of the given tile.
*/
void RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden, ssize_t i, ssize_t j);
public:
/**
* Draw all TerrainOverlay objects that exist.
*/
static void RenderOverlays();
private:
/// Copying not allowed.
TerrainOverlay(const TerrainOverlay&);
friend struct render1st;
// Process all tiles
void Render();
// Temporary storage of tile coordinates, so ProcessTile doesn't need to
// pass it to RenderTile/etc (and doesn't have a chance to get it wrong)
ssize_t m_i, m_j;
CTerrain* m_Terrain;
};
/* Example usage:
class ExampleTerrainOverlay : public TerrainOverlay
{
public:
char random[1021];
ExampleTerrainOverlay()
{
for (size_t i = 0; i < ARRAY_SIZE(random); ++i)
random[i] = rand(0, 5);
}
virtual void GetTileExtents(
ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
ssize_t& max_i_inclusive, ssize_t& max_j_inclusive)
{
min_i_inclusive = 5;
min_j_inclusive = 10;
max_i_inclusive = 70;
max_j_inclusive = 50;
}
virtual void ProcessTile(ssize_t i, ssize_t j)
{
if (!random[(i*97+j*101) % ARRAY_SIZE(random)])
return;
RenderTile(CColor(random[(i*79+j*13) % ARRAY_SIZE(random)]/4.f, 1, 0, 0.3f), false);
RenderTileOutline(CColor(1, 1, 1, 1), 1, true);
}
};
ExampleTerrainOverlay test; // or allocate it dynamically somewhere
*/
#endif // INCLUDED_TERRAINOVERLAY