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0
forked from 0ad/0ad
0ad/source/graphics/Sprite.h
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
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.
2010-09-10 21:02:10 +00:00

86 lines
2.1 KiB
C++

/* Copyright (C) 2010 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/>.
*/
/*
* Billboarding sprite class - always faces the camera. It does this by
* getting the current model view matrix state.
*/
// Usage: Instantiate, then be sure to pass a loaded
// (using CTextureManager) texture before calling Render().
#ifndef INCLUDED_SPRITE
#define INCLUDED_SPRITE
//--------------------------------------------------------
// Includes / Compiler directives
//--------------------------------------------------------
#include "maths/Vector3D.h"
#include "Texture.h"
//--------------------------------------------------------
// Declarations
//--------------------------------------------------------
class CSprite
{
public:
CSprite();
~CSprite();
void Render();
void SetTexture(const CTexturePtr& texture);
void SetSize(float width, float height);
float GetWidth();
void SetWidth(float width);
float GetHeight();
void SetHeight(float height);
CVector3D GetTranslation();
void SetTranslation(CVector3D pos);
void SetTranslation(float x, float y, float z);
CVector3D GetScale();
void SetScale(CVector3D scale);
void SetScale(float x, float y, float z);
void SetColour(float * colour);
void SetColour(float r, float g, float b, float a = 1.0f);
private:
void BeginBillboard();
void EndBillboard();
CTexturePtr m_texture;
CVector3D m_coords[4];
float m_width;
float m_height;
CVector3D m_translation;
CVector3D m_scale;
float m_colour[4];
};
#endif // INCLUDED_SPRITE