Line data Source code
1 : /* Copyright (C) 2022 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #include "precompiled.h"
19 :
20 : #include "Overlay.h"
21 :
22 : #include "graphics/TextureManager.h"
23 : #include "ps/CStr.h"
24 : #include "renderer/Renderer.h"
25 : #include "renderer/TexturedLineRData.h"
26 :
27 0 : SOverlayTexturedLine::LineCapType SOverlayTexturedLine::StrToLineCapType(const std::wstring& str)
28 : {
29 0 : if (str == L"round")
30 0 : return LINECAP_ROUND;
31 0 : else if (str == L"sharp")
32 0 : return LINECAP_SHARP;
33 0 : else if (str == L"square")
34 0 : return LINECAP_SQUARE;
35 0 : else if (str == L"flat")
36 0 : return LINECAP_FLAT;
37 : else {
38 0 : debug_warn(L"[Overlay] Unrecognized line cap type identifier");
39 0 : return LINECAP_FLAT;
40 : }
41 : }
42 :
43 0 : void SOverlayTexturedLine::CreateOverlayTexture(const SOverlayDescriptor* overlayDescriptor)
44 : {
45 0 : CTextureProperties texturePropsBase(overlayDescriptor->m_LineTexture.c_str());
46 0 : texturePropsBase.SetAddressMode(
47 : Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER,
48 : Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
49 0 : texturePropsBase.SetAnisotropicFilter(true);
50 :
51 0 : CTextureProperties texturePropsMask(overlayDescriptor->m_LineTextureMask.c_str());
52 0 : texturePropsMask.SetAddressMode(
53 : Renderer::Backend::Sampler::AddressMode::CLAMP_TO_BORDER,
54 : Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE);
55 0 : texturePropsMask.SetAnisotropicFilter(true);
56 :
57 0 : m_AlwaysVisible = false;
58 0 : m_Closed = true;
59 0 : m_Thickness = overlayDescriptor->m_LineThickness;
60 0 : m_TextureBase = g_Renderer.GetTextureManager().CreateTexture(texturePropsBase);
61 0 : m_TextureMask = g_Renderer.GetTextureManager().CreateTexture(texturePropsMask);
62 :
63 0 : ENSURE(m_TextureBase);
64 0 : }
65 :
66 0 : bool SOverlayTexturedLine::IsVisibleInFrustum(const CFrustum& frustum) const
67 : {
68 : // If we don't have render data, we don't have actual bounds and we need
69 : // to calculate them on a prerendering stage.
70 0 : if (!m_RenderData)
71 0 : return true;
72 0 : return m_RenderData->IsVisibleInFrustum(frustum);
73 3 : }
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