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forked from 0ad/0ad
0ad/source/graphics/Overlay.cpp

74 lines
2.5 KiB
C++

/* Copyright (C) 2022 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/>.
*/
#include "precompiled.h"
#include "Overlay.h"
#include "graphics/TextureManager.h"
#include "ps/CStr.h"
#include "renderer/Renderer.h"
#include "renderer/TexturedLineRData.h"
SOverlayTexturedLine::LineCapType SOverlayTexturedLine::StrToLineCapType(const std::wstring& str)
{
if (str == L"round")
return LINECAP_ROUND;
else if (str == L"sharp")
return LINECAP_SHARP;
else if (str == L"square")
return LINECAP_SQUARE;
else if (str == L"flat")
return LINECAP_FLAT;
else {
debug_warn(L"[Overlay] Unrecognized line cap type identifier");
return LINECAP_FLAT;
}
}
void SOverlayTexturedLine::CreateOverlayTexture(const SOverlayDescriptor* overlayDescriptor)
{
CTextureProperties texturePropsBase(overlayDescriptor->m_LineTexture.c_str());
texturePropsBase.SetAddressMode(
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER,
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
texturePropsBase.SetAnisotropicFilter(true);
CTextureProperties texturePropsMask(overlayDescriptor->m_LineTextureMask.c_str());
texturePropsMask.SetAddressMode(
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER,
Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
texturePropsMask.SetAnisotropicFilter(true);
m_AlwaysVisible = false;
m_Closed = true;
m_Thickness = overlayDescriptor->m_LineThickness;
m_TextureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
ENSURE(m_TextureBase);
}
bool SOverlayTexturedLine::IsVisibleInFrustum(const CFrustum& frustum) const
{
// If we don't have render data, we don't have actual bounds and we need
// to calculate them on a prerendering stage.
if (!m_RenderData)
return true;
return m_RenderData->IsVisibleInFrustum(frustum);
}