2022-01-04 14:29:01 +01:00
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/* Copyright (C) 2022 Wildfire Games.
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2009-04-18 19:00:33 +02:00
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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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2006-04-24 01:14:18 +02:00
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#include "precompiled.h"
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#include "TerrainOverlay.h"
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2019-01-13 16:38:41 +01:00
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#include "graphics/Color.h"
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2021-04-26 23:11:35 +02:00
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#include "graphics/ShaderManager.h"
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#include "graphics/ShaderProgram.h"
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2006-04-24 01:14:18 +02:00
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#include "graphics/Terrain.h"
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2012-04-24 18:46:32 +02:00
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#include "lib/bits.h"
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2006-04-24 01:14:18 +02:00
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#include "lib/ogl.h"
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2011-03-03 23:38:01 +01:00
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#include "maths/MathUtil.h"
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2021-05-18 13:09:54 +02:00
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#include "ps/CStrInternStatic.h"
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2011-03-03 23:38:01 +01:00
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#include "ps/Game.h"
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#include "ps/Profile.h"
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#include "ps/World.h"
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2022-02-13 20:30:28 +01:00
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#include "renderer/backend/gl/Device.h"
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2012-04-24 18:46:32 +02:00
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#include "renderer/Renderer.h"
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2022-01-04 14:29:01 +01:00
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#include "renderer/SceneRenderer.h"
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2012-04-24 18:46:32 +02:00
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#include "renderer/TerrainRenderer.h"
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#include "simulation2/system/SimContext.h"
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2006-04-24 01:14:18 +02:00
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#include <algorithm>
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// Global overlay list management:
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2012-04-24 18:46:32 +02:00
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static std::vector<std::pair<ITerrainOverlay*, int> > g_TerrainOverlayList;
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2006-04-24 01:14:18 +02:00
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2012-04-24 18:46:32 +02:00
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ITerrainOverlay::ITerrainOverlay(int priority)
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2006-04-24 01:14:18 +02:00
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{
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// Add to global list of overlays
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2015-07-30 01:44:17 +02:00
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g_TerrainOverlayList.emplace_back(this, priority);
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2006-04-24 01:14:18 +02:00
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// Sort by overlays by priority. Do stable sort so that adding/removing
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// overlays doesn't randomly disturb all the existing ones (which would
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// be noticeable if they have the same priority and overlap).
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std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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2015-08-19 05:33:04 +02:00
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[](const std::pair<ITerrainOverlay*, int>& a, const std::pair<ITerrainOverlay*, int>& b) {
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return a.second < b.second;
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});
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2006-04-24 01:14:18 +02:00
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}
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2012-04-24 18:46:32 +02:00
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ITerrainOverlay::~ITerrainOverlay()
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2006-04-24 01:14:18 +02:00
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{
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2012-04-24 18:46:32 +02:00
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std::vector<std::pair<ITerrainOverlay*, int> >::iterator newEnd =
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2006-04-24 01:14:18 +02:00
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std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
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2015-08-19 05:33:04 +02:00
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[this](const std::pair<ITerrainOverlay*, int>& a) { return a.first == this; });
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2006-04-24 01:14:18 +02:00
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g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end());
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}
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2007-10-09 09:27:45 +02:00
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2022-01-19 18:28:47 +01:00
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void ITerrainOverlay::RenderOverlaysBeforeWater(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
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2006-04-24 01:14:18 +02:00
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{
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2012-04-24 18:46:32 +02:00
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if (g_TerrainOverlayList.empty())
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2006-04-24 01:14:18 +02:00
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return;
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2012-04-24 18:46:32 +02:00
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PROFILE3_GPU("terrain overlays (before)");
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2022-02-19 16:44:32 +01:00
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GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain overlays before water");
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2011-03-03 23:38:01 +01:00
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2012-04-24 18:46:32 +02:00
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for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
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2022-01-19 18:28:47 +01:00
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g_TerrainOverlayList[i].first->RenderBeforeWater(deviceCommandContext);
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2012-04-24 18:46:32 +02:00
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}
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2006-04-24 01:14:18 +02:00
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2022-01-05 15:49:54 +01:00
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void ITerrainOverlay::RenderOverlaysAfterWater(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, int cullGroup)
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2012-04-24 18:46:32 +02:00
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{
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if (g_TerrainOverlayList.empty())
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return;
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2006-07-12 16:49:10 +02:00
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2012-04-24 18:46:32 +02:00
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PROFILE3_GPU("terrain overlays (after)");
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2022-02-19 16:44:32 +01:00
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GPU_SCOPED_LABEL(deviceCommandContext, "Render terrain overlays after water");
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2006-04-24 01:14:18 +02:00
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2012-04-24 18:46:32 +02:00
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for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i)
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2022-01-05 15:49:54 +01:00
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g_TerrainOverlayList[i].first->RenderAfterWater(deviceCommandContext, cullGroup);
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2006-04-24 01:14:18 +02:00
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}
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//////////////////////////////////////////////////////////////////////////
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2012-04-24 18:46:32 +02:00
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TerrainOverlay::TerrainOverlay(const CSimContext& simContext, int priority /* = 100 */)
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: ITerrainOverlay(priority), m_Terrain(&simContext.GetTerrain())
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{
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}
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2010-01-29 22:13:18 +01:00
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void TerrainOverlay::StartRender()
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{
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}
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void TerrainOverlay::EndRender()
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{
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}
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2006-04-24 01:14:18 +02:00
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void TerrainOverlay::GetTileExtents(
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
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ssize_t& max_i_inclusive, ssize_t& max_j_inclusive)
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2006-04-24 01:14:18 +02:00
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{
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// Default to whole map
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min_i_inclusive = min_j_inclusive = 0;
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max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1;
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}
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2022-01-19 18:28:47 +01:00
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void TerrainOverlay::RenderBeforeWater(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext)
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2006-04-24 01:14:18 +02:00
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{
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2012-01-18 22:22:58 +01:00
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if (!m_Terrain)
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return; // should never happen, but let's play it safe
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2007-12-01 19:05:46 +01:00
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2010-01-29 22:13:18 +01:00
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StartRender();
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had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).
it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.
after several hours, the code now requires fewer casts and less
guesswork.
other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.
This was SVN commit r5942.
2008-05-11 20:48:32 +02:00
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ssize_t min_i, min_j, max_i, max_j;
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2007-12-01 19:05:46 +01:00
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GetTileExtents(min_i, min_j, max_i, max_j);
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// Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered,
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// but if unclamped_max<0 then no tiles at all will be rendered. And the same
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// for the upper limit.
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2019-09-18 16:44:31 +02:00
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min_i = Clamp<ssize_t>(min_i, 0, m_Terrain->GetTilesPerSide());
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min_j = Clamp<ssize_t>(min_j, 0, m_Terrain->GetTilesPerSide());
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max_i = Clamp<ssize_t>(max_i, -1, m_Terrain->GetTilesPerSide()-1);
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max_j = Clamp<ssize_t>(max_j, -1, m_Terrain->GetTilesPerSide()-1);
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2007-12-01 19:05:46 +01:00
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for (m_j = min_j; m_j <= max_j; ++m_j)
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for (m_i = min_i; m_i <= max_i; ++m_i)
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2022-01-19 18:28:47 +01:00
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ProcessTile(deviceCommandContext, m_i, m_j);
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2010-01-29 22:13:18 +01:00
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EndRender();
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2006-04-24 01:14:18 +02:00
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}
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2022-01-19 18:28:47 +01:00
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void TerrainOverlay::RenderTile(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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2022-01-27 18:25:37 +01:00
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const CColor& color, bool drawHidden)
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2010-01-29 22:13:18 +01:00
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{
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2022-01-27 18:25:37 +01:00
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RenderTile(deviceCommandContext, color, drawHidden, m_i, m_j);
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2010-01-29 22:13:18 +01:00
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}
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2022-01-19 18:28:47 +01:00
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void TerrainOverlay::RenderTile(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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2022-01-27 18:25:37 +01:00
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const CColor& color, bool drawHidden, ssize_t i, ssize_t j)
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2006-04-24 01:14:18 +02:00
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{
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2020-06-12 22:52:18 +02:00
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// TODO: unnecessary computation calls has been removed but we should use
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// a vertex buffer or a vertex shader with a texture.
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// Not sure if it's possible on old OpenGL.
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2006-04-24 01:14:18 +02:00
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2020-06-12 22:52:18 +02:00
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CVector3D pos[2][2];
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for (int di = 0; di < 2; ++di)
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for (int dj = 0; dj < 2; ++dj)
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m_Terrain->CalcPosition(i + di, j + dj, pos[di][dj]);
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2021-04-26 23:11:35 +02:00
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std::vector<float> vertices;
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#define ADD(position) \
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vertices.emplace_back((position).X); \
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vertices.emplace_back((position).Y); \
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vertices.emplace_back((position).Z);
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if (m_Terrain->GetTriangulationDir(i, j))
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{
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ADD(pos[0][0]);
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ADD(pos[1][0]);
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ADD(pos[0][1]);
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ADD(pos[1][0]);
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ADD(pos[1][1]);
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ADD(pos[0][1]);
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}
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else
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{
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ADD(pos[0][0]);
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ADD(pos[1][0]);
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ADD(pos[1][1]);
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ADD(pos[1][1]);
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ADD(pos[0][1]);
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ADD(pos[0][0]);
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}
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#undef ADD
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CShaderTechniquePtr overlayTech =
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g_Renderer.GetShaderManager().LoadEffect(str_debug_line);
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2022-01-19 18:28:47 +01:00
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Renderer::Backend::GraphicsPipelineStateDesc pipelineStateDesc =
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overlayTech->GetGraphicsPipelineStateDesc();
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2022-02-01 17:38:55 +01:00
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pipelineStateDesc.depthStencilState.depthTestEnabled = !drawHidden;
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2022-01-19 18:28:47 +01:00
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pipelineStateDesc.blendState.enabled = true;
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pipelineStateDesc.blendState.srcColorBlendFactor = pipelineStateDesc.blendState.srcAlphaBlendFactor =
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Renderer::Backend::BlendFactor::SRC_ALPHA;
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pipelineStateDesc.blendState.dstColorBlendFactor = pipelineStateDesc.blendState.dstAlphaBlendFactor =
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Renderer::Backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
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pipelineStateDesc.blendState.colorBlendOp = pipelineStateDesc.blendState.alphaBlendOp =
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Renderer::Backend::BlendOp::ADD;
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2022-01-27 18:25:37 +01:00
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pipelineStateDesc.rasterizationState.cullMode =
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drawHidden ? Renderer::Backend::CullMode::NONE : Renderer::Backend::CullMode::BACK;
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2022-02-26 22:49:32 +01:00
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// To ensure that outlines are drawn on top of the terrain correctly (and
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// don't Z-fight and flicker nastily), use detph bias to pull them towards
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// the camera.
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pipelineStateDesc.rasterizationState.depthBiasEnabled = true;
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pipelineStateDesc.rasterizationState.depthBiasConstantFactor = -1.0f;
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pipelineStateDesc.rasterizationState.depthBiasSlopeFactor = -1.0f;
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2022-01-19 18:28:47 +01:00
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deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc);
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2022-03-14 23:16:14 +01:00
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deviceCommandContext->BeginPass();
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2022-01-19 18:28:47 +01:00
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2022-03-14 23:16:14 +01:00
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Renderer::Backend::GL::CShaderProgram* overlayShader = overlayTech->GetShader();
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2012-02-13 16:06:25 +01:00
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2022-01-04 14:29:01 +01:00
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overlayShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
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2021-04-26 23:11:35 +02:00
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overlayShader->Uniform(str_color, color);
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2022-04-23 22:11:14 +02:00
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deviceCommandContext->SetVertexAttributeFormat(
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Renderer::Backend::VertexAttributeStream::POSITION,
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0, 0);
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deviceCommandContext->SetVertexBufferData(0, vertices.data());
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2021-04-26 23:11:35 +02:00
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2022-03-03 08:09:59 +01:00
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deviceCommandContext->Draw(0, vertices.size() / 3);
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2021-04-26 23:11:35 +02:00
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2022-03-14 23:16:14 +01:00
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deviceCommandContext->EndPass();
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2006-04-24 01:14:18 +02:00
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}
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2022-01-19 18:28:47 +01:00
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void TerrainOverlay::RenderTileOutline(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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2022-02-26 01:37:27 +01:00
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const CColor& color, bool drawHidden)
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2010-01-29 22:13:18 +01:00
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{
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2022-02-26 01:37:27 +01:00
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RenderTileOutline(deviceCommandContext, color, drawHidden, m_i, m_j);
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2010-01-29 22:13:18 +01:00
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}
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2022-01-19 18:28:47 +01:00
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void TerrainOverlay::RenderTileOutline(
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Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext,
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2022-02-26 01:37:27 +01:00
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const CColor& color, bool drawHidden, ssize_t i, ssize_t j)
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2006-04-24 01:14:18 +02:00
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{
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2021-04-26 23:11:35 +02:00
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std::vector<float> vertices;
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#define ADD(i, j) \
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m_Terrain->CalcPosition(i, j, position); \
|
|
|
|
vertices.emplace_back(position.X); \
|
|
|
|
vertices.emplace_back(position.Y); \
|
|
|
|
vertices.emplace_back(position.Z);
|
|
|
|
|
|
|
|
CVector3D position;
|
2022-02-26 01:37:27 +01:00
|
|
|
ADD(i, j);
|
|
|
|
ADD(i + 1, j);
|
|
|
|
ADD(i + 1, j + 1);
|
|
|
|
ADD(i, j);
|
|
|
|
ADD(i + 1, j + 1);
|
|
|
|
ADD(i, j + 1);
|
2021-04-26 23:11:35 +02:00
|
|
|
#undef ADD
|
|
|
|
|
|
|
|
CShaderTechniquePtr overlayTech =
|
|
|
|
g_Renderer.GetShaderManager().LoadEffect(str_debug_line);
|
2022-01-19 18:28:47 +01:00
|
|
|
Renderer::Backend::GraphicsPipelineStateDesc pipelineStateDesc =
|
|
|
|
overlayTech->GetGraphicsPipelineStateDesc();
|
2022-02-01 17:38:55 +01:00
|
|
|
pipelineStateDesc.depthStencilState.depthTestEnabled = !drawHidden;
|
2022-01-19 18:28:47 +01:00
|
|
|
pipelineStateDesc.blendState.enabled = true;
|
|
|
|
pipelineStateDesc.blendState.srcColorBlendFactor = pipelineStateDesc.blendState.srcAlphaBlendFactor =
|
|
|
|
Renderer::Backend::BlendFactor::SRC_ALPHA;
|
|
|
|
pipelineStateDesc.blendState.dstColorBlendFactor = pipelineStateDesc.blendState.dstAlphaBlendFactor =
|
|
|
|
Renderer::Backend::BlendFactor::ONE_MINUS_SRC_ALPHA;
|
|
|
|
pipelineStateDesc.blendState.colorBlendOp = pipelineStateDesc.blendState.alphaBlendOp =
|
|
|
|
Renderer::Backend::BlendOp::ADD;
|
2022-01-27 18:25:37 +01:00
|
|
|
pipelineStateDesc.rasterizationState.cullMode =
|
|
|
|
drawHidden ? Renderer::Backend::CullMode::NONE : Renderer::Backend::CullMode::BACK;
|
2022-02-25 23:05:06 +01:00
|
|
|
pipelineStateDesc.rasterizationState.polygonMode = Renderer::Backend::PolygonMode::LINE;
|
2022-01-19 18:28:47 +01:00
|
|
|
deviceCommandContext->SetGraphicsPipelineState(pipelineStateDesc);
|
2022-03-14 23:16:14 +01:00
|
|
|
deviceCommandContext->BeginPass();
|
2022-01-19 18:28:47 +01:00
|
|
|
|
2022-03-14 23:16:14 +01:00
|
|
|
Renderer::Backend::GL::CShaderProgram* overlayShader = overlayTech->GetShader();
|
2021-04-26 23:11:35 +02:00
|
|
|
|
2022-01-04 14:29:01 +01:00
|
|
|
overlayShader->Uniform(str_transform, g_Renderer.GetSceneRenderer().GetViewCamera().GetViewProjection());
|
2021-04-26 23:11:35 +02:00
|
|
|
overlayShader->Uniform(str_color, color);
|
|
|
|
|
2022-04-23 22:11:14 +02:00
|
|
|
deviceCommandContext->SetVertexAttributeFormat(
|
|
|
|
Renderer::Backend::VertexAttributeStream::POSITION,
|
|
|
|
Renderer::Backend::Format::R32G32B32_SFLOAT, 0, 0, 0);
|
|
|
|
|
|
|
|
deviceCommandContext->SetVertexBufferData(0, vertices.data());
|
2021-04-26 23:11:35 +02:00
|
|
|
|
2022-03-03 08:09:59 +01:00
|
|
|
deviceCommandContext->Draw(0, vertices.size() / 3);
|
2021-04-26 23:11:35 +02:00
|
|
|
|
2022-03-14 23:16:14 +01:00
|
|
|
deviceCommandContext->EndPass();
|
2006-04-24 01:14:18 +02:00
|
|
|
}
|
2012-04-24 18:46:32 +02:00
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
TerrainTextureOverlay::TerrainTextureOverlay(float texelsPerTile, int priority) :
|
2021-12-26 10:48:48 +01:00
|
|
|
ITerrainOverlay(priority), m_TexelsPerTile(texelsPerTile)
|
2012-04-24 18:46:32 +02:00
|
|
|
{
|
|
|
|
}
|
|
|
|
|
2021-12-26 10:48:48 +01:00
|
|
|
TerrainTextureOverlay::~TerrainTextureOverlay() = default;
|
2012-04-24 18:46:32 +02:00
|
|
|
|
2022-01-05 15:49:54 +01:00
|
|
|
void TerrainTextureOverlay::RenderAfterWater(
|
|
|
|
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, int cullGroup)
|
2012-04-24 18:46:32 +02:00
|
|
|
{
|
|
|
|
CTerrain* terrain = g_Game->GetWorld()->GetTerrain();
|
|
|
|
|
|
|
|
ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
|
|
|
|
ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile);
|
|
|
|
|
2021-12-26 10:48:48 +01:00
|
|
|
const uint32_t requiredWidth = round_up_to_pow2(w);
|
|
|
|
const uint32_t requiredHeight = round_up_to_pow2(h);
|
|
|
|
|
2012-04-24 18:46:32 +02:00
|
|
|
// Recreate the texture with new size if necessary
|
2021-12-26 10:48:48 +01:00
|
|
|
if (!m_Texture || m_Texture->GetWidth() != requiredWidth || m_Texture->GetHeight() != requiredHeight)
|
2012-04-24 18:46:32 +02:00
|
|
|
{
|
2022-02-13 20:30:28 +01:00
|
|
|
m_Texture = deviceCommandContext->GetDevice()->CreateTexture2D("TerrainOverlayTexture",
|
2022-03-06 23:14:57 +01:00
|
|
|
Renderer::Backend::Format::R8G8B8A8_UNORM, requiredWidth, requiredHeight,
|
2021-12-26 10:48:48 +01:00
|
|
|
Renderer::Backend::Sampler::MakeDefaultSampler(
|
|
|
|
Renderer::Backend::Sampler::Filter::NEAREST,
|
|
|
|
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
|
2012-04-24 18:46:32 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
u8* data = (u8*)calloc(w * h, 4);
|
|
|
|
BuildTextureRGBA(data, w, h);
|
|
|
|
|
2022-01-06 15:16:32 +01:00
|
|
|
deviceCommandContext->UploadTextureRegion(
|
2022-03-06 23:14:57 +01:00
|
|
|
m_Texture.get(), Renderer::Backend::Format::R8G8B8A8_UNORM, data, w * h * 4, 0, 0, w, h);
|
2012-04-24 18:46:32 +02:00
|
|
|
|
|
|
|
free(data);
|
|
|
|
|
|
|
|
CMatrix3D matrix;
|
|
|
|
matrix.SetZero();
|
2021-12-26 10:48:48 +01:00
|
|
|
matrix._11 = m_TexelsPerTile / (m_Texture->GetWidth() * TERRAIN_TILE_SIZE);
|
|
|
|
matrix._23 = m_TexelsPerTile / (m_Texture->GetHeight() * TERRAIN_TILE_SIZE);
|
2012-04-24 18:46:32 +02:00
|
|
|
matrix._44 = 1;
|
|
|
|
|
2022-01-19 18:28:47 +01:00
|
|
|
g_Renderer.GetSceneRenderer().GetTerrainRenderer().RenderTerrainOverlayTexture(
|
|
|
|
deviceCommandContext, cullGroup, matrix, m_Texture.get());
|
2012-04-24 18:46:32 +02:00
|
|
|
}
|
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 20:58:24 +02:00
|
|
|
|
|
|
|
SColor4ub TerrainTextureOverlay::GetColor(size_t idx, u8 alpha) const
|
|
|
|
{
|
2021-12-30 17:37:51 +01:00
|
|
|
static u8 colors[][3] =
|
|
|
|
{
|
New long-range pathfinder.
Based on Philip's work located at
http://git.wildfiregames.com/gitweb/?p=0ad.git;a=shortlog;h=refs/heads/projects/philip/pathfinder
Includes code by wraitii, sanderd17 and kanetaka.
An updated version of docs/pathfinder.pdf describing the changes in
detail will be committed ASAP.
Running update-workspaces is needed after this change.
Fixes #1756.
Fixes #930, #1259, #2908, #2960, #3097
Refs #1200, #1914, #1942, #2568, #2132, #2563
This was SVN commit r16751.
2015-06-12 20:58:24 +02:00
|
|
|
{ 255, 0, 0 },
|
|
|
|
{ 0, 255, 0 },
|
|
|
|
{ 0, 0, 255 },
|
|
|
|
{ 255, 255, 0 },
|
|
|
|
{ 255, 0, 255 },
|
|
|
|
{ 0, 255, 255 },
|
|
|
|
{ 255, 255, 255 },
|
|
|
|
|
|
|
|
{ 127, 0, 0 },
|
|
|
|
{ 0, 127, 0 },
|
|
|
|
{ 0, 0, 127 },
|
|
|
|
{ 127, 127, 0 },
|
|
|
|
{ 127, 0, 127 },
|
|
|
|
{ 0, 127, 127 },
|
|
|
|
{ 127, 127, 127},
|
|
|
|
|
|
|
|
{ 255, 127, 0 },
|
|
|
|
{ 127, 255, 0 },
|
|
|
|
{ 255, 0, 127 },
|
|
|
|
{ 127, 0, 255},
|
|
|
|
{ 0, 255, 127 },
|
|
|
|
{ 0, 127, 255},
|
|
|
|
{ 255, 127, 127},
|
|
|
|
{ 127, 255, 127},
|
|
|
|
{ 127, 127, 255},
|
|
|
|
|
|
|
|
{ 127, 255, 255 },
|
|
|
|
{ 255, 127, 255 },
|
|
|
|
{ 255, 255, 127 },
|
|
|
|
};
|
|
|
|
|
|
|
|
size_t c = idx % ARRAY_SIZE(colors);
|
|
|
|
return SColor4ub(colors[c][0], colors[c][1], colors[c][2], alpha);
|
|
|
|
}
|