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forked from 0ad/0ad
0ad/source/gui/GUIRenderer.h
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

86 lines
1.9 KiB
C++

/* Copyright (C) 2010 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/>.
*/
#ifndef GUIRenderer_h
#define GUIRenderer_h
#include "graphics/Texture.h"
#include "lib/res/handle.h"
#include "ps/Overlay.h"
#include "ps/CStr.h"
#include <vector>
struct SGUIImageEffects;
struct SGUIImage;
namespace GUIRenderer
{
class IGLState
{
public:
virtual ~IGLState() {};
virtual void Set(const CTexturePtr& tex)=0;
virtual void Unset()=0;
};
struct SDrawCall
{
SDrawCall(const SGUIImage* image) : m_Image(image), m_Effects(NULL) {}
CRect ComputeTexCoords() const;
const SGUIImage* m_Image;
bool m_HasTexture;
CTexturePtr m_Texture;
CRect m_ObjectSize;
int m_CellID;
bool m_EnableBlending;
IGLState* m_Effects;
CRect m_Vertices;
float m_DeltaZ;
CColor m_BorderColor; // == CColor() for no border
CColor m_BackColor;
};
class DrawCalls : public std::vector<SDrawCall>
{
public:
void clear();
DrawCalls();
~DrawCalls();
// Copy/assignment results in an empty list, not an actual copy
DrawCalls(const DrawCalls&);
const DrawCalls& operator=(const DrawCalls&);
};
}
#include "gui/CGUISprite.h"
namespace GUIRenderer
{
void UpdateDrawCallCache(DrawCalls &Calls, const CStr& SpriteName, const CRect& Size, int CellID, std::map<CStr, CGUISprite> &Sprites);
void Draw(DrawCalls &Calls);
}
#endif // GUIRenderer_h