/* Copyright (C) 2009 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 . */ #include "precompiled.h" #include "OverlayRenderer.h" #include "graphics/Overlay.h" #include "lib/ogl.h" #include "renderer/Renderer.h" struct OverlayRendererInternals { std::vector lines; }; OverlayRenderer::OverlayRenderer() { m = new OverlayRendererInternals(); } OverlayRenderer::~OverlayRenderer() { delete m; } void OverlayRenderer::Submit(SOverlayLine* overlay) { m->lines.push_back(overlay); } void OverlayRenderer::EndFrame() { m->lines.clear(); // this should leave the capacity unchanged, which is okay since it // won't be very large or very variable } void OverlayRenderer::PrepareForRendering() { // This is where we should do something like sort the overlays by // colour/sprite/etc for more efficient rendering } void OverlayRenderer::RenderOverlays() { // Unbind any vertex buffer object, if our card supports VBO's if (g_Renderer.GetCapabilities().m_VBO) { pglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0); } glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); for (size_t i = 0; i < m->lines.size(); ++i) { SOverlayLine* line = m->lines[i]; if (line->m_Coords.empty()) continue; debug_assert(line->m_Coords.size() % 3 == 0); glColor4fv(line->m_Color.FloatArray()); glInterleavedArrays(GL_V3F, sizeof(float)*3, &line->m_Coords[0]); glDrawArrays(GL_LINE_STRIP, 0, line->m_Coords.size()/3); } glDisable(GL_BLEND); }