133 lines
3.3 KiB
C++
133 lines
3.3 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "OverlayRenderer.h"
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#include "graphics/Overlay.h"
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#include "graphics/TextureManager.h"
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#include "lib/ogl.h"
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#include "renderer/Renderer.h"
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struct OverlayRendererInternals
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{
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std::vector<SOverlayLine*> lines;
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std::vector<SOverlaySprite*> sprites;
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};
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OverlayRenderer::OverlayRenderer()
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{
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m = new OverlayRendererInternals();
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}
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OverlayRenderer::~OverlayRenderer()
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{
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delete m;
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}
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void OverlayRenderer::Submit(SOverlayLine* overlay)
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{
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m->lines.push_back(overlay);
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}
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void OverlayRenderer::Submit(SOverlaySprite* overlay)
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{
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m->sprites.push_back(overlay);
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}
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void OverlayRenderer::EndFrame()
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{
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m->lines.clear();
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m->sprites.clear();
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// this should leave the capacity unchanged, which is okay since it
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// won't be very large or very variable
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}
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void OverlayRenderer::PrepareForRendering()
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{
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// This is where we should do something like sort the overlays by
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// colour/sprite/etc for more efficient rendering
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}
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void OverlayRenderer::RenderOverlays()
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{
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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for (size_t i = 0; i < m->lines.size(); ++i)
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{
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SOverlayLine* line = m->lines[i];
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if (line->m_Coords.empty())
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continue;
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debug_assert(line->m_Coords.size() % 3 == 0);
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glColor4fv(line->m_Color.FloatArray());
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glLineWidth((float)line->m_Thickness);
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glInterleavedArrays(GL_V3F, sizeof(float)*3, &line->m_Coords[0]);
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)line->m_Coords.size()/3);
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}
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glLineWidth(1.f);
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glDisable(GL_BLEND);
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}
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void OverlayRenderer::RenderForegroundOverlays(const CCamera& viewCamera)
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{
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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CVector3D right = -viewCamera.m_Orientation.GetLeft();
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CVector3D up = viewCamera.m_Orientation.GetUp();
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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float uvs[8] = { 0,0, 1,0, 1,1, 0,1 };
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glTexCoordPointer(2, GL_FLOAT, sizeof(float)*2, &uvs);
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for (size_t i = 0; i < m->sprites.size(); ++i)
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{
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SOverlaySprite* sprite = m->sprites[i];
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sprite->m_Texture->Bind();
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CVector3D pos[4] = {
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sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y0,
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sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y0,
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sprite->m_Position + right*sprite->m_X1 + up*sprite->m_Y1,
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sprite->m_Position + right*sprite->m_X0 + up*sprite->m_Y1
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};
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glVertexPointer(3, GL_FLOAT, sizeof(float)*3, &pos[0].X);
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glDrawArrays(GL_QUADS, 0, (GLsizei)4);
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}
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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}
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