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forked from 0ad/0ad
0ad/source/renderer/TerrainOverlay.cpp
Ykkrosh 8a11f53011 # More consistent terrain-space coordinate names
# Removed more ancient unused code
# Partial VC2005 compatibility for Atlas editor / AoE3Ed
# Terrain overlay rendering system; used to implemented Atlas brush
display
# Renamed 'right' to 'left'

This was SVN commit r3771.
2006-04-17 20:02:51 +00:00

185 lines
5.4 KiB
C++

#include "precompiled.h"
#include "TerrainOverlay.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "graphics/Terrain.h"
#include "maths/MathUtil.h"
#include "lib/ogl.h"
// Handy things for STL:
/**
* Functor for sorting pairs, using the <-ordering of their second values.
*/
struct compare2nd
{
template<typename S, typename T> bool operator()(const std::pair<S, T>& a, const std::pair<S, T>& b) const
{
return a.second < b.second;
}
};
/**
* Functor for comparing the firsts of pairs to a specified value.
*/
template<typename S> struct equal1st
{
const S& val;
equal1st(const S& val) : val(val) {}
template <typename T> bool operator()(const std::pair<S, T>& a) const
{
return a.first == val;
}
private:
const equal1st& operator=(const equal1st& rhs);
};
/**
* Functor for calling ->Render on pairs' firsts.
*/
struct render1st
{
template<typename S, typename T> void operator()(const std::pair<S, T>& a) const
{
a.first->Render();
}
};
//////////////////////////////////////////////////////////////////////////
// Global overlay list management:
static std::vector<std::pair<TerrainOverlay*, int> > g_TerrainOverlayList;
TerrainOverlay::TerrainOverlay(int priority)
{
// Add to global list of overlays
g_TerrainOverlayList.push_back(std::make_pair(this, priority));
// Sort by overlays by priority. Do stable sort so that adding/removing
// overlays doesn't randomly disturb all the existing ones (which would
// be noticeable if they have the same priority and overlap).
std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
compare2nd());
}
TerrainOverlay::~TerrainOverlay()
{
std::vector<std::pair<TerrainOverlay*, int> >::iterator newEnd =
std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
equal1st<TerrainOverlay*>(this));
g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end());
}
void TerrainOverlay::RenderOverlays()
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_FALSE);
// To ensure that outlines are drawn on top of the terrain correctly (and
// don't Z-fight and flicker nastily), draw them as QUADS with the LINE
// PolygonMode, and use PolygonOffset to pull them towards the camera.
// (See e.g. http://www.opengl.org/resources/faq/technical/polygonoffset.htm)
glPolygonOffset(-1.f, -1.f);
glEnable(GL_POLYGON_OFFSET_LINE);
std::for_each(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(),
render1st());
// Clean up state to at least be consistent
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glDisable(GL_POLYGON_OFFSET_LINE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glDisable(GL_BLEND);
}
//////////////////////////////////////////////////////////////////////////
void TerrainOverlay::GetTileExtents(
int& min_i_inclusive, int& min_j_inclusive,
int& max_i_inclusive, int& max_j_inclusive)
{
// Default to whole map
min_i_inclusive = min_j_inclusive = 0;
max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1;
}
void TerrainOverlay::Render()
{
m_Terrain = g_Game->GetWorld()->GetTerrain();
int min_i, min_j, max_i, max_j;
GetTileExtents(min_i, min_j, max_i, max_j);
// Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered,
// but if unclamped_max<0 then no tiles at all will be rendered. And the same
// for the upper limit.
min_i = clamp(min_i, 0, (int)m_Terrain->GetTilesPerSide());
min_j = clamp(min_j, 0, (int)m_Terrain->GetTilesPerSide());
max_i = clamp(max_i, -1, (int)m_Terrain->GetTilesPerSide()-1);
max_j = clamp(max_j, -1, (int)m_Terrain->GetTilesPerSide()-1);
for (m_j = min_j; m_j <= max_j; ++m_j)
for (m_i = min_i; m_i <= max_i; ++m_i)
ProcessTile(m_i, m_j);
}
void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden)
{
// TODO: if this is unpleasantly slow, make it much more efficient
// (e.g. buffering data and making a single draw call? or at least
// far fewer calls than it makes now)
if (draw_hidden)
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
CVector3D pos;
glBegin(GL_QUADS);
glColor4fv(colour.FloatArray());
m_Terrain->CalcPosition(m_i, m_j, pos); glVertex3fv(pos.GetFloatArray());
m_Terrain->CalcPosition(m_i+1, m_j, pos); glVertex3fv(pos.GetFloatArray());
m_Terrain->CalcPosition(m_i+1, m_j+1, pos); glVertex3fv(pos.GetFloatArray());
m_Terrain->CalcPosition(m_i, m_j+1, pos); glVertex3fv(pos.GetFloatArray());
glEnd();
}
void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden)
{
if (draw_hidden)
{
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
}
else
{
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
}
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
glLineWidth((float)line_width);
CVector3D pos;
glBegin(GL_QUADS);
glColor4fv(colour.FloatArray());
m_Terrain->CalcPosition(m_i, m_j, pos); glVertex3fv(pos.GetFloatArray());
m_Terrain->CalcPosition(m_i+1, m_j, pos); glVertex3fv(pos.GetFloatArray());
m_Terrain->CalcPosition(m_i+1, m_j+1, pos); glVertex3fv(pos.GetFloatArray());
m_Terrain->CalcPosition(m_i, m_j+1, pos); glVertex3fv(pos.GetFloatArray());
glEnd();
}