0ad/source/renderer/OverlayRenderer.cpp
Ykkrosh 7dca91f26b # Various changes to the text rendering system.
Rewrite font builder tool to be much simpler and to support more text
effects.
Change GUI to use new set of fonts.
Switch font textures from TGA to PNG so they're easier for the font
builder to create.
Support RGBA font textures (for e.g. stroked text).
Greatly improve text rendering performance by using vertex arrays.
Fix rendering code leaving vertex buffers bound.
Add 'clip' property to GUI text objects, to disable clipping when
rendering.
Delete part of unused console function registration system.

This was SVN commit r7595.
2010-05-30 13:42:56 +00:00

80 lines
1.9 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/>.
*/
#include "precompiled.h"
#include "OverlayRenderer.h"
#include "graphics/Overlay.h"
#include "lib/ogl.h"
#include "renderer/Renderer.h"
struct OverlayRendererInternals
{
std::vector<SOverlayLine*> lines;
};
OverlayRenderer::OverlayRenderer()
{
m = new OverlayRendererInternals();
}
OverlayRenderer::~OverlayRenderer()
{
delete m;
}
void OverlayRenderer::Submit(SOverlayLine* overlay)
{
m->lines.push_back(overlay);
}
void OverlayRenderer::EndFrame()
{
m->lines.clear();
// this should leave the capacity unchanged, which is okay since it
// won't be very large or very variable
}
void OverlayRenderer::PrepareForRendering()
{
// This is where we should do something like sort the overlays by
// colour/sprite/etc for more efficient rendering
}
void OverlayRenderer::RenderOverlays()
{
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
for (size_t i = 0; i < m->lines.size(); ++i)
{
SOverlayLine* line = m->lines[i];
if (line->m_Coords.empty())
continue;
debug_assert(line->m_Coords.size() % 3 == 0);
glColor4fv(line->m_Color.FloatArray());
glInterleavedArrays(GL_V3F, sizeof(float)*3, &line->m_Coords[0]);
glDrawArrays(GL_LINE_STRIP, 0, line->m_Coords.size()/3);
}
glDisable(GL_BLEND);
}