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

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