forked from 0ad/0ad
Ykkrosh
8fee3d8ef8
Add textured line overlay rendering. Change terrain height calculations to be triangulation-dependent for improved accuracy. Add triangulation-dependent terrain normal function. Support separate S/T wrap modes for textures. Rename CVector2D_Maths since it no longer conflicts with simulation CVector2D. Coalesce freed chunks in vertex buffers, to avoid excessive fragmentation. Add some things to help debug vertex buffer allocation a little. This was SVN commit r9929.
91 lines
2.4 KiB
C++
91 lines
2.4 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/>.
|
|
*/
|
|
|
|
#ifndef INCLUDED_OVERLAYRENDERER
|
|
#define INCLUDED_OVERLAYRENDERER
|
|
|
|
struct SOverlayLine;
|
|
struct SOverlayTexturedLine;
|
|
struct SOverlaySprite;
|
|
class CCamera;
|
|
|
|
struct OverlayRendererInternals;
|
|
|
|
/**
|
|
* Class OverlayRenderer: Render various bits of data that overlay the
|
|
* game world (selection circles, health bars, etc).
|
|
*/
|
|
class OverlayRenderer
|
|
{
|
|
public:
|
|
OverlayRenderer();
|
|
~OverlayRenderer();
|
|
|
|
/**
|
|
* Add a line overlay for rendering in this frame.
|
|
*/
|
|
void Submit(SOverlayLine* overlay);
|
|
|
|
/**
|
|
* Add a textured line overlay for rendering in this frame.
|
|
*/
|
|
void Submit(SOverlayTexturedLine* overlay);
|
|
|
|
/**
|
|
* Add a sprite overlay for rendering in this frame.
|
|
*/
|
|
void Submit(SOverlaySprite* overlay);
|
|
|
|
/**
|
|
* Prepare internal data structures for rendering.
|
|
* Must be called after all Submit calls for a frame, and before
|
|
* any rendering calls.
|
|
*/
|
|
void PrepareForRendering();
|
|
|
|
/**
|
|
* Reset the list of submitted overlays.
|
|
*/
|
|
void EndFrame();
|
|
|
|
/**
|
|
* Render all the submitted overlays that are embedded in the world
|
|
* (i.e. rendered behind other objects in the normal 3D way)
|
|
* and should be drawn before water (i.e. may be visible under the water)
|
|
*/
|
|
void RenderOverlaysBeforeWater();
|
|
|
|
/**
|
|
* Render all the submitted overlays that are embedded in the world
|
|
* (i.e. rendered behind other objects in the normal 3D way)
|
|
* and should be drawn after water (i.e. may be visible on top of the water)
|
|
*/
|
|
void RenderOverlaysAfterWater();
|
|
|
|
/**
|
|
* Render all the submitted overlays that should appear on top of everything
|
|
* in the world.
|
|
* @param viewCamera camera to be used for billboard computations
|
|
*/
|
|
void RenderForegroundOverlays(const CCamera& viewCamera);
|
|
|
|
private:
|
|
OverlayRendererInternals* m;
|
|
};
|
|
|
|
#endif // INCLUDED_OVERLAYRENDERER
|