forked from 0ad/0ad
198 lines
6.0 KiB
C++
198 lines
6.0 KiB
C++
/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* System for representing tile-based information on top of the
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* terrain.
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*/
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#ifndef INCLUDED_TERRAINOVERLAY
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#define INCLUDED_TERRAINOVERLAY
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#include "lib/ogl.h"
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struct CColor;
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class CTerrain;
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class CSimContext;
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/**
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* Common interface for terrain-tile-based and texture-based debug overlays.
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*
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* An overlay object will be rendered for as long as it is allocated
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* (it is automatically registered/deregistered by constructor/destructor).
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*/
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class ITerrainOverlay
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{
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NONCOPYABLE(ITerrainOverlay);
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public:
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virtual ~ITerrainOverlay();
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virtual void RenderBeforeWater() { }
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virtual void RenderAfterWater() { }
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/**
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* Draw all ITerrainOverlay objects that exist
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* and that should be drawn before water.
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*/
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static void RenderOverlaysBeforeWater();
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/**
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* Draw all ITerrainOverlay objects that exist
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* and that should be drawn after water.
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*/
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static void RenderOverlaysAfterWater();
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protected:
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ITerrainOverlay(int priority);
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};
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/**
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* Base class for (relatively) simple drawing of
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* data onto terrain tiles, intended for debugging purposes and for the Atlas
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* editor (hence not trying to be very efficient).
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*
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* To start drawing a terrain overlay, first create a subclass of TerrainOverlay.
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* Override the method GetTileExtents if you want to change the range over which
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* it is drawn.
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* Override ProcessTile to do your processing for each tile, which should call
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* RenderTile and RenderTileOutline as appropriate.
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*/
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class TerrainOverlay : public ITerrainOverlay
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{
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protected:
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/**
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* Construct the object and register it with the global
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* list of terrain overlays.
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* <p>
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* The priority parameter controls the order in which overlays are drawn,
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* if several exist - they are processed in order of increasing priority,
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* so later ones draw on top of earlier ones.
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* Most should use the default of 100. Numbers from 200 are used
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* by Atlas.
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*
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* @param priority controls the order of drawing
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*/
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TerrainOverlay(const CSimContext& simContext, int priority = 100);
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/**
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* Override to perform processing at the start of the overlay rendering,
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* before the ProcessTile calls
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*/
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virtual void StartRender();
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/**
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* Override to perform processing at the end of the overlay rendering,
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* after the ProcessTile calls
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*/
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virtual void EndRender();
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/**
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* Override to limit the range over which ProcessTile will
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* be called. Defaults to the size of the map.
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*
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* @param min_i_inclusive [output] smallest <i>i</i> coordinate, in tile-space units
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* (1 unit per tile, <i>+i</i> is world-space <i>+x</i> and game-space East)
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* @param min_j_inclusive [output] smallest <i>j</i> coordinate
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* (<i>+j</i> is world-space <i>+z</i> and game-space North)
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* @param max_i_inclusive [output] largest <i>i</i> coordinate
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* @param max_j_inclusive [output] largest <i>j</i> coordinate
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*/
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virtual void GetTileExtents(ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
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ssize_t& max_i_inclusive, ssize_t& max_j_inclusive);
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/**
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* Override to perform processing of each tile. Typically calls
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* RenderTile and/or RenderTileOutline.
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*
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* @param i <i>i</i> coordinate of tile being processed
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* @param j <i>j</i> coordinate of tile being processed
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*/
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virtual void ProcessTile(ssize_t i, ssize_t j) = 0;
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/**
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* Draw a filled quad on top of the current tile.
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*
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* @param colour colour to draw. May be transparent (alpha < 1)
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* @param draw_hidden true if hidden tiles (i.e. those behind other tiles)
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* should be drawn
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*/
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void RenderTile(const CColor& colour, bool draw_hidden);
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/**
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* Draw a filled quad on top of the given tile.
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*/
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void RenderTile(const CColor& colour, bool draw_hidden, ssize_t i, ssize_t j);
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/**
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* Draw an outlined quad on top of the current tile.
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*
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* @param colour colour to draw. May be transparent (alpha < 1)
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* @param line_width width of lines in pixels. 1 is a sensible value
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* @param draw_hidden true if hidden tiles (i.e. those behind other tiles)
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* should be drawn
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*/
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void RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden);
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/**
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* Draw an outlined quad on top of the given tile.
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*/
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void RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden, ssize_t i, ssize_t j);
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private:
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// Process all tiles
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virtual void RenderBeforeWater();
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// Temporary storage of tile coordinates, so ProcessTile doesn't need to
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// pass it to RenderTile/etc (and doesn't have a chance to get it wrong)
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ssize_t m_i, m_j;
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CTerrain* m_Terrain;
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};
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/**
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* Base class for texture-based terrain overlays, with an arbitrary number of
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* texels per terrain tile, intended for debugging purposes.
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* Subclasses must implement BuildTextureRGBA which will be called each frame.
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*/
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class TerrainTextureOverlay : public ITerrainOverlay
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{
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public:
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TerrainTextureOverlay(float texelsPerTile, int priority = 100);
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virtual ~TerrainTextureOverlay();
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protected:
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/**
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* Called each frame to generate the texture to render on the terrain.
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* @p data is w*h*4 bytes, where w and h are the terrain size multiplied
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* by texelsPerTile. @p data defaults to fully transparent, and should
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* be filled with data in RGBA order.
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*/
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virtual void BuildTextureRGBA(u8* data, size_t w, size_t h) = 0;
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private:
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void RenderAfterWater();
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float m_TexelsPerTile;
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GLuint m_Texture;
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GLsizei m_TextureW, m_TextureH;
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};
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#endif // INCLUDED_TERRAINOVERLAY
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