elexis
13ad114dd6
This abstraction allows calling that code again from other simulation components, like the RangeOverlayRenderer in D555. Differential Revision: https://code.wildfiregames.com/D1139 Refs #3915, D555 Comments By: Vladislav, echotangoecho This was SVN commit r20621.
60 lines
2.0 KiB
C++
60 lines
2.0 KiB
C++
/* Copyright (C) 2017 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 "Overlay.h"
|
|
|
|
#include "graphics/TextureManager.h"
|
|
#include "ps/CStr.h"
|
|
#include "renderer/Renderer.h"
|
|
|
|
SOverlayTexturedLine::LineCapType SOverlayTexturedLine::StrToLineCapType(const std::wstring& str)
|
|
{
|
|
if (str == L"round")
|
|
return LINECAP_ROUND;
|
|
else if (str == L"sharp")
|
|
return LINECAP_SHARP;
|
|
else if (str == L"square")
|
|
return LINECAP_SQUARE;
|
|
else if (str == L"flat")
|
|
return LINECAP_FLAT;
|
|
else {
|
|
debug_warn(L"[Overlay] Unrecognized line cap type identifier");
|
|
return LINECAP_FLAT;
|
|
}
|
|
}
|
|
|
|
void SOverlayTexturedLine::CreateOverlayTexture(const SOverlayDescriptor* overlayDescriptor)
|
|
{
|
|
CTextureProperties texturePropsBase(overlayDescriptor->m_LineTexture.c_str());
|
|
texturePropsBase.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
|
|
texturePropsBase.SetMaxAnisotropy(4.f);
|
|
|
|
CTextureProperties texturePropsMask(overlayDescriptor->m_LineTextureMask.c_str());
|
|
texturePropsMask.SetWrap(GL_CLAMP_TO_BORDER, GL_CLAMP_TO_EDGE);
|
|
texturePropsMask.SetMaxAnisotropy(4.f);
|
|
|
|
m_AlwaysVisible = false;
|
|
m_Closed = true;
|
|
m_Thickness = overlayDescriptor->m_LineThickness;
|
|
m_TextureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
|
|
m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
|
|
|
|
ENSURE(m_TextureBase);
|
|
}
|