Ykkrosh
67a94572ec
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.
213 lines
4.2 KiB
C++
213 lines
4.2 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 "Sprite.h"
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#include "graphics/TextureManager.h"
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#include "renderer/Renderer.h"
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#include "lib/ogl.h"
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#include "lib/res/graphics/ogl_tex.h"
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CSprite::CSprite()
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{
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// default scale 1:1
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m_scale.X = m_scale.Y = m_scale.Z = 1.0f;
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// default position (0.0f, 0.0f, 0.0f)
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m_translation.X = m_translation.Y = m_translation.Z = 0.0f;
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// default size 1.0 x 1.0
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SetSize(1.0f, 1.0f);
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// default colour, white
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m_colour[0] = m_colour[1] = m_colour[2] = m_colour[3] = 1.0f;
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}
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CSprite::~CSprite()
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{
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}
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void CSprite::Render()
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{
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glPushMatrix();
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glTranslatef(m_translation.X, m_translation.Y, m_translation.Z);
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glScalef(m_scale.X, m_scale.Y, m_scale.Z);
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BeginBillboard();
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glDisable(GL_CULL_FACE);
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if (m_texture)
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m_texture->Bind();
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glColor4fv(m_colour);
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glBegin(GL_TRIANGLE_STRIP);
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// bottom left
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glTexCoord2f(0.0f, 0.0f);
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glVertex3fv(m_coords[0].GetFloatArray());
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// top left
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glTexCoord2f(0.0f, 1.0f);
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glVertex3fv(m_coords[1].GetFloatArray());
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// bottom right
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glTexCoord2f(1.0f, 0.0f);
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glVertex3fv(m_coords[2].GetFloatArray());
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// top left
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glTexCoord2f(1.0f, 1.0f);
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glVertex3fv(m_coords[3].GetFloatArray());
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glEnd();
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glEnable(GL_CULL_FACE);
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EndBillboard();
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}
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void CSprite::SetTexture(const CTexturePtr& texture)
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{
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m_texture = texture;
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}
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void CSprite::SetSize(float width, float height)
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{
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m_width = width;
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m_height = height;
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float xOffset = m_width / 2;
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float yOffset = m_height / 2;
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// bottom left
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m_coords[0].X = - (xOffset);
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m_coords[0].Y = - (yOffset);
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m_coords[0].Z = 0.0f;
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// top left
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m_coords[1].X = - (xOffset);
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m_coords[1].Y = yOffset;
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m_coords[1].Z = 0.0f;
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// bottom right
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m_coords[2].X = xOffset;
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m_coords[2].Y = - (yOffset);
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m_coords[2].Z = 0.0f;
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// top right
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m_coords[3].X = xOffset;
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m_coords[3].Y = yOffset;
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m_coords[3].Z = 0.0f;
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}
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float CSprite::GetWidth()
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{
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return m_width;
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}
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void CSprite::SetWidth(float width)
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{
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SetSize(width, m_height);
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}
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float CSprite::GetHeight()
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{
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return m_height;
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}
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void CSprite::SetHeight(float height)
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{
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SetSize(m_width, height);
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}
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CVector3D CSprite::GetTranslation()
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{
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return m_translation;
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}
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void CSprite::SetTranslation(CVector3D trans)
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{
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m_translation = trans;
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}
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void CSprite::SetTranslation(float x, float y, float z)
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{
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m_translation.X = x;
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m_translation.Y = y;
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m_translation.Z = z;
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}
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CVector3D CSprite::GetScale()
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{
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return m_scale;
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}
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void CSprite::SetScale(CVector3D scale)
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{
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m_scale = scale;
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}
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void CSprite::SetScale(float x, float y, float z)
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{
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m_scale.X = x;
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m_scale.Y = y;
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m_scale.Z = z;
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}
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void CSprite::SetColour(float * colour)
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{
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m_colour[0] = colour[0];
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m_colour[1] = colour[1];
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m_colour[2] = colour[2];
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m_colour[3] = colour[3];
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}
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void CSprite::SetColour(float r, float g, float b, float a)
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{
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m_colour[0] = r;
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m_colour[1] = g;
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m_colour[2] = b;
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m_colour[3] = a;
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}
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//Must call glPushMatrix() before this. Should be called before any other gl calls
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void CSprite::BeginBillboard()
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{
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float newMatrix[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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float currentMatrix[16];
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glGetFloatv(GL_MODELVIEW_MATRIX, currentMatrix);
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newMatrix[0] = currentMatrix[0];
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newMatrix[1] = currentMatrix[4];
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newMatrix[2] = currentMatrix[8];
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newMatrix[4] = currentMatrix[1];
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newMatrix[5] = currentMatrix[5];
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newMatrix[6] = currentMatrix[9];
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newMatrix[8] = currentMatrix[2];
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newMatrix[9] = currentMatrix[6];
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newMatrix[10] = currentMatrix[10];
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glMultMatrixf(newMatrix);
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}
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void CSprite::EndBillboard()
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{
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glPopMatrix();
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}
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