23 #ifndef INCLUDED_TERRAINOVERLAY 24 #define INCLUDED_TERRAINOVERLAY 105 virtual void StartRender();
111 virtual void EndRender();
124 virtual void GetTileExtents(
ssize_t& min_i_inclusive,
ssize_t& min_j_inclusive,
134 virtual void ProcessTile(
147 const CColor& color,
bool drawHidden);
164 void RenderTileOutline(
166 const CColor& color,
bool drawHidden);
171 void RenderTileOutline(
211 virtual void BuildTextureRGBA(
u8* data,
size_t w,
size_t h) = 0;
227 #endif // INCLUDED_TERRAINOVERLAY #define UNUSED(param)
mark a function parameter as unused and avoid the corresponding compiler warning. ...
Definition: code_annotation.h:38
CTerrain * m_Terrain
Definition: TerrainOverlay.h:184
virtual void RenderBeforeWater(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Definition: TerrainOverlay.h:50
Base class for (relatively) simple drawing of data onto terrain tiles, intended for debugging purpose...
Definition: TerrainOverlay.h:84
Contains pointers to various 'global' objects that are needed by the simulation code, to allow easy access without using real (evil) global variables.
Definition: SimContext.h:32
virtual ~ITerrainOverlay()
Definition: TerrainOverlay.cpp:105
uint8_t u8
Definition: types.h:37
static void RenderOverlaysAfterWater(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, int cullGroup)
Draw all ITerrainOverlay objects that exist and that should be drawn after water. ...
Definition: TerrainOverlay.cpp:127
Common interface for terrain-tile-based and texture-based debug overlays.
Definition: TerrainOverlay.h:43
CShaderTechniquePtr m_OverlayTechTileHidden
Definition: TerrainOverlay.h:186
NONCOPYABLE(ITerrainOverlay)
float m_TexelsPerTile
Definition: TerrainOverlay.h:223
ssize_t m_j
Definition: TerrainOverlay.h:182
intptr_t ssize_t
Definition: wposix_types.h:82
CShaderTechniquePtr m_OverlayTechOutlineHidden
Definition: TerrainOverlay.h:187
static void RenderOverlaysBeforeWater(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Draw all ITerrainOverlay objects that exist and that should be drawn before water.
Definition: TerrainOverlay.cpp:114
Base class for texture-based terrain overlays, with an arbitrary number of texels per terrain tile...
Definition: TerrainOverlay.h:197
ITerrainOverlay(int priority)
Definition: TerrainOverlay.cpp:92
virtual void RenderAfterWater(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, int cullGroup)
Definition: TerrainOverlay.h:52
std::shared_ptr< CShaderTechnique > CShaderTechniquePtr
Definition: ShaderTechniquePtr.h:27
std::unique_ptr< Renderer::Backend::ITexture > m_Texture
Definition: TerrainOverlay.h:224
Definition: IDeviceCommandContext.h:40