Index: ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json =================================================================== --- ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json (revision 23766) +++ ps/trunk/binaries/data/mods/public/gui/credits/texts/programming.json (revision 23767) @@ -1,269 +1,270 @@ { "Title": "Programming", "Content": [ { "Title": "Programming managers", "List": [ { "nick": "Acumen", "name": "Stuart Walpole" }, { "nick": "Dak Lozar", "name": "Dave Loeser" }, { "nick": "h20", "name": "Daniel Wilhelm" }, { "nick": "Janwas", "name": "Jan Wassenberg" }, { "nick": "Raj", "name": "Raj Sharma" } ] }, { "Subtitle": "Special thanks to", "List": [ { "nick": "leper", "name": "Georg Kilzer" }, { "nick": "Ykkrosh", "name": "Philip Taylor" } ] }, { "List": [ { "nick": "01d55" }, { "nick": "aBothe", "name": "Alexander Bothe" }, { "nick": "Acumen", "name": "Stuart Walpole" }, { "nick": "adrian", "name": "Adrian Boguszewszki" }, { "name": "Adrian Fatol" }, { "nick": "AI-Amsterdam" }, { "nick": "Alan", "name": "Alan Kemp" }, { "nick": "Alex", "name": "Alexander Yakobovich" }, { "nick": "alpha123", "name": "Peter P. Cannici" }, { "nick": "Ampaex", "name": "Antonio Vazquez" }, { "name": "André Puel" }, { "nick": "andy5995", "name": "Andy Alt" }, { "nick": "Angen" }, { "nick": "ArnH", "name": "Arno Hemelhof" }, { "nick": "Aurium", "name": "Aurélio Heckert" }, { "nick": "badmadblacksad", "name": "Martin F" }, { "nick": "bb", "name": "Bouke Jansen" }, { "nick": "Ben", "name": "Ben Vinegar" }, { "nick": "Bird" }, { "nick": "Blue", "name": "Richard Welsh" }, { "nick": "bmwiedemann" }, { "nick": "boeseRaupe", "name": "Michael Kluge" }, { "nick": "bog_dan_ro", "name": "BogDan Vatra" }, { "nick": "Bonk", "name": "Christopher Ebbert" }, { "nick": "Boudica" }, { "nick": "Caius", "name": "Lars Kemmann" }, { "nick": "Calefaction", "name": "Matt Holmes" }, { "nick": "Calvinh", "name": "Carl-Johan Höiby" }, { "nick": "causative", "name": "Bart Parkis" }, { "name": "Cédric Houbart" }, { "nick": "Chakakhan", "name": "Kenny Long" }, { "nick": "Clockwork-Muse", "name": "Stephen A. Imhoff" }, { "nick": "Cracker78", "name": "Chad Heim" }, { "nick": "Crynux", "name": "Stephen J. Fewer" }, { "nick": "cwprogger" }, { "nick": "cygal", "name": "Quentin Pradet" }, { "nick": "Dak Lozar", "name": "Dave Loeser" }, { "nick": "dalerank", "name": "Sergey Kushnirenko" }, { "nick": "dan", "name": "Dan Strandberg" }, { "nick": "DanCar", "name": "Daniel Cardenas" }, { "nick": "danger89", "name": "Melroy van den Berg" }, { "name": "Daniel Trevitz" }, { "nick": "Dariost", "name": "Dario Ostuni" }, { "nick": "Dave", "name": "David Protasowski" }, { "nick": "dax", "name": "Dacian Fiordean" }, { "nick": "deebee", "name": "Deepak Anthony" }, { "nick": "Deiz" }, { "nick": "Dietger", "name": "Dietger van Antwerpen" }, { "nick": "DigitalSeraphim", "name": "Nick Owens" }, { "nick": "dp304" }, { "nick": "dpiquet", "name": "Damien Piquet" }, { "nick": "dumbo" }, { "nick": "Dunedan", "name": "Daniel Roschka" }, { "nick": "dvangennip", "name": "Doménique" }, { "nick": "Echelon9", "name": "Rhys Kidd" }, { "nick": "echotangoecho" }, { "nick": "eihrul", "name": "Lee Salzman" }, { "nick": "elexis", "name": "Alexander Heinsius" }, { "nick": "EmjeR", "name": "Matthijs de Rijk" }, { "nick": "EMontana" }, { "nick": "ericb" }, { "nick": "evanssthomas", "name": "Evans Thomas" }, { "nick": "Evulant", "name": "Alexander S." }, { "nick": "fabio", "name": "Fabio Pedretti" }, { "nick": "falsevision", "name": "Mahdi Khodadadifard" }, { "nick": "fatherbushido", "name": "Nicolas Tisserand" }, { "nick": "fcxSanya", "name": "Alexander Olkhovskiy" }, { "nick": "FeXoR", "name": "Florian Finke" }, { "nick": "Fire Giant", "name": "Malte Schwarzkopf" }, { "name": "Fork AD" }, { "nick": "fpre", "name": "Frederick Stallmeyer" }, { "nick": "Freagarach" }, { "nick": "freenity", "name": "Anton Galitch" }, { "nick": "Gallaecio", "name": "Adrián Chaves" }, { "nick": "gbish (aka Iny)", "name": "Grant Bishop" }, { "nick": "Gee", "name": "Gustav Larsson" }, { "nick": "Gentz", "name": "Hal Gentz" }, { "nick": "gerbilOFdoom" }, { "nick": "godlikeldh" }, { "nick": "greybeard", "name": "Joe Cocovich" }, { "nick": "grillaz" }, { "nick": "Grugnas", "name": "Giuseppe Tranchese" }, { "nick": "gudo" }, { "nick": "Guuts", "name": "Matthew Guttag" }, { "nick": "h20", "name": "Daniel Wilhelm" }, { "nick": "Hannibal_Barca", "name": "Clive Juhász S." }, { "nick": "Haommin" }, { "nick": "happyconcepts", "name": "Ben Bird" }, { "nick": "historic_bruno", "name": "Ben Brian" }, { "nick": "idanwin" }, { "nick": "Imarok", "name": "J. S." }, { "nick": "Inari" }, { "nick": "infyquest", "name": "Vijay Kiran Kamuju" }, { "nick": "irishninja", "name": "Brian Broll" }, { "nick": "IronNerd", "name": "Matthew McMullan" }, { "nick": "Itms", "name": "Nicolas Auvray" }, { "nick": "Jaison", "name": "Marco tom Suden" }, { "nick": "jammus", "name": "James Scott" }, { "nick": "javiergodas", "name": "Javier Godas Vieitez" }, { "nick": "Jgwman" }, { "nick": "JonBaer", "name": "Jon Baer" }, { "nick": "Josh", "name": "Joshua J. Bakita" }, { "nick": "joskar", "name": "Johnny Oskarsson" }, { "nick": "jP_wanN", "name": "Jonas Platte" }, { "nick": "Jubalbarca", "name": "James Baillie" }, { "nick": "JubJub", "name": "Sebastian Vetter" }, { "nick": "jurgemaister" }, { "nick": "kabzerek", "name": "Grzegorz Kabza" }, { "nick": "Kai", "name": "Kai Chen" }, { "name": "Kareem Ergawy" }, { "nick": "kevmo", "name": "Kevin Caffrey" }, { "nick": "kezz", "name": "Graeme Kerry" }, { "nick": "kingadami", "name": "Adam Winsor" }, { "nick": "kingbasil", "name": "Giannis Fafalios" }, { "nick": "Krinkle", "name": "Timo Tijhof" }, { "nick": "lafferjm", "name": "Justin Lafferty" }, { "nick": "LeanderH", "name": "Leander Hemelhof" }, { "nick": "leper", "name": "Georg Kilzer" }, { "nick": "Link Mauve", "name": "Emmanuel Gil Peyrot" }, { "nick": "LittleDev" }, { "nick": "livingaftermidnight", "name": "Will Dull" }, { "nick": "Louhike" }, { "nick": "lsdh" }, { "nick": "Ludovic", "name": "Ludovic Rousseau" }, { "nick": "luiko", "name": "Luis Carlos Garcia Barajas" }, { "nick": "m0l0t0ph", "name": "Christoph Gielisch" }, { "nick": "madmax", "name": "Abhijit Nandy" }, { "nick": "madpilot", "name": "Guido Falsi" }, { "nick": "markcho" }, { "nick": "MarkT", "name": "Mark Thompson" }, { "nick": "Markus" }, { "nick": "Mate-86", "name": "Mate Kovacs" }, { "nick": "Matei", "name": "Matei Zaharia" }, { "nick": "MattDoerksen", "name": "Matt Doerksen" }, { "nick": "mattlott", "name": "Matt Lott" }, { "nick": "maveric", "name": "Anton Protko" }, { "nick": "Micnasty", "name": "Travis Gorkin" }, { "name": "Mikołaj \"Bajter\" Korcz" }, { "nick": "mimo" }, { "nick": "mk12", "name": "Mitchell Kember" }, { "nick": "mmayfield45", "name": "Michael Mayfield" }, { "nick": "mmoanis", "name": "Mohamed Moanis" }, { "nick": "Molotov", "name": "Dario Alvarez" }, { "nick": "mpmoreti", "name": "Marcos Paulo Moreti" }, { "nick": "mreiland", "name": "Michael Reiland" }, { "nick": "myconid" }, { "nick": "nani", "name": "S. N." }, { "nick": "nd3c3nt", "name": "Gavin Fowler" }, { "nick": "Nescio" }, { "nick": "niektb", "name": "Niek ten Brinke" }, { "nick": "njm" }, { "nick": "NoMonkey", "name": "John Mena" }, { "nick": "norsnor" }, { "nick": "notpete", "name": "Rich Cross" }, { "nick": "nwtour" }, { "nick": "odoaker", "name": "Ágoston Sipos" }, { "nick": "Offensive ePeen", "name": "Jared Ryan Bills" }, { "nick": "Ols", "name": "Oliver Whiteman" }, { "nick": "olsner", "name": "Simon Brenner" }, { "nick": "OptimusShepard", "name": "Pirmin Stanglmeier" }, { "nick": "otero" }, { "nick": "Palaxin", "name": "David A. Freitag" }, { "name": "Paul Withers" }, { "nick": "paulobezerr", "name": "Paulo George Gomes Bezerra" }, { "nick": "pcpa", "name": "Paulo Andrade" }, { "nick": "Pendingchaos" }, { "nick": "PeteVasi", "name": "Pete Vasiliauskas" }, { "nick": "pilino1234" }, { "nick": "PingvinBetyar", "name": "Schronk Tamás" }, { "nick": "plugwash", "name": "Peter Michael Green" }, { "nick": "Polakrity" }, { "nick": "Poya", "name": "Poya Manouchehri" }, { "nick": "prefect", "name": "Nicolai Hähnle" }, { "nick": "Prodigal Son" }, { "nick": "pstumpf", "name": "Pascal Stumpf" }, { "nick": "pyrolink", "name": "Andrew Decker" }, { "nick": "quantumstate", "name": "Jonathan Waller" }, { "nick": "QuickShot", "name": "Walter Krawec" }, { "nick": "quonter" }, { "nick": "qwertz" }, { "nick": "Radagast" }, { "nick": "Raj", "name": "Raj Sharma" }, { "nick": "rapidelectron", "name": "Christian Weihsbach" }, { "nick": "RedFox", "name": "Jorma Rebane" }, { "nick": "RefinedCode" }, { "nick": "Riemer" }, { "name": "Rolf Sievers" }, { "nick": "s0600204", "name": "Matthew Norwood" }, { "nick": "sacha_vrand", "name": "Sacha Vrand" }, { "nick": "SafaAlfulaij" }, { "name": "Samuel Guarnieri" }, { "nick": "Sandarac" }, { "nick": "sanderd17", "name": "Sander Deryckere" }, { "nick": "sathyam", "name": "Sathyam Vellal" }, { "nick": "sbirmi", "name": "Sharad Birmiwal" }, { "nick": "sbte", "name": "Sven Baars" }, { "nick": "scroogie", "name": "André Gemünd" }, { "nick": "scythetwirler", "name": "Casey X." }, { "nick": "serveurix" }, { "nick": "Shane", "name": "Shane Grant" }, { "nick": "shh" }, { "nick": "Silk", "name": "Josh Godsiff" }, { "nick": "silure" }, { "nick": "Simikolon", "name": "Yannick & Simon" }, { "nick": "smiley", "name": "M. L." }, { "nick": "Spahbod", "name": "Omid Davoodi" }, { "nick": "Stan", "name": "Stanislas Dolcini" }, { "nick": "Stefan" }, { "nick": "stilz", "name": "Sławomir Zborowski" }, { "nick": "stwf", "name": "Steven Fuchs" }, { "nick": "svott", "name": "Sven Ott" }, { "nick": "t4nk004" }, { "nick": "tau" }, { "nick": "tbm", "name": "Martin Michlmayr" }, { "nick": "Teiresias" }, { "nick": "temple" }, { "nick": "texane" }, { "nick": "thamlett", "name": "Timothy Hamlett" }, { "nick": "thedrunkyak", "name": "Dan Fuhr" }, { "nick": "Tobbi" }, { "nick": "TrinityDeath", "name": "Jethro Lu" }, { "nick": "triumvir", "name": "Corin Schedler" }, { "nick": "trompetin17", "name": "Juan Guillermo" }, { "nick": "user1", "name": "A. C." }, { "nick": "usey11" }, { "nick": "vincent_c", "name": "Vincent Cheng" }, + { "nick": "vinhig", "name": "Vincent Higginson" }, { "nick": "vladislavbelov", "name": "Vladislav Belov" }, { "nick": "voroskoi" }, { "nick": "vts", "name": "Jeroen DR" }, { "nick": "wacko", "name": "Andrew Spiering" }, { "nick": "WhiteTreePaladin", "name": "Brian Ashley" }, { "nick": "wraitii", "name": "Lancelot de Ferrière le Vayer" }, { "nick": "Xentelian", "name": "Mark Strawson" }, { "nick": "Xienen", "name": "Dayle Flowers" }, { "nick": "xtizer", "name": "Matt Green" }, { "nick": "yashi", "name": "Yasushi Shoji" }, { "nick": "Ykkrosh", "name": "Philip Taylor" }, { "nick": "Yves" }, { "nick": "Zeusthor", "name": "Jeffrey Tavares" }, { "nick": "zoot" }, { "nick": "zsol", "name": "Zsolt Dollenstein" }, { "nick": "ztamas", "name": "Tamas Zolnai" }, { "nick": "Zyi", "name": "Charles De Meulenaer" } ] } ] } Index: ps/trunk/source/renderer/TerrainOverlay.cpp =================================================================== --- ps/trunk/source/renderer/TerrainOverlay.cpp (revision 23766) +++ ps/trunk/source/renderer/TerrainOverlay.cpp (revision 23767) @@ -1,347 +1,351 @@ -/* Copyright (C) 2019 Wildfire Games. +/* Copyright (C) 2020 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 "TerrainOverlay.h" #include "graphics/Color.h" #include "graphics/Terrain.h" #include "lib/bits.h" #include "lib/ogl.h" #include "maths/MathUtil.h" #include "ps/Game.h" #include "ps/Profile.h" #include "ps/World.h" #include "renderer/Renderer.h" #include "renderer/TerrainRenderer.h" #include "simulation2/system/SimContext.h" #include // Global overlay list management: static std::vector > g_TerrainOverlayList; ITerrainOverlay::ITerrainOverlay(int priority) { // Add to global list of overlays g_TerrainOverlayList.emplace_back(this, priority); // Sort by overlays by priority. Do stable sort so that adding/removing // overlays doesn't randomly disturb all the existing ones (which would // be noticeable if they have the same priority and overlap). std::stable_sort(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(), [](const std::pair& a, const std::pair& b) { return a.second < b.second; }); } ITerrainOverlay::~ITerrainOverlay() { std::vector >::iterator newEnd = std::remove_if(g_TerrainOverlayList.begin(), g_TerrainOverlayList.end(), [this](const std::pair& a) { return a.first == this; }); g_TerrainOverlayList.erase(newEnd, g_TerrainOverlayList.end()); } void ITerrainOverlay::RenderOverlaysBeforeWater() { if (g_TerrainOverlayList.empty()) return; PROFILE3_GPU("terrain overlays (before)"); for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i) g_TerrainOverlayList[i].first->RenderBeforeWater(); } void ITerrainOverlay::RenderOverlaysAfterWater(int cullGroup) { if (g_TerrainOverlayList.empty()) return; PROFILE3_GPU("terrain overlays (after)"); for (size_t i = 0; i < g_TerrainOverlayList.size(); ++i) g_TerrainOverlayList[i].first->RenderAfterWater(cullGroup); } ////////////////////////////////////////////////////////////////////////// TerrainOverlay::TerrainOverlay(const CSimContext& simContext, int priority /* = 100 */) : ITerrainOverlay(priority), m_Terrain(&simContext.GetTerrain()) { } void TerrainOverlay::StartRender() { } void TerrainOverlay::EndRender() { } void TerrainOverlay::GetTileExtents( ssize_t& min_i_inclusive, ssize_t& min_j_inclusive, ssize_t& max_i_inclusive, ssize_t& max_j_inclusive) { // Default to whole map min_i_inclusive = min_j_inclusive = 0; max_i_inclusive = max_j_inclusive = m_Terrain->GetTilesPerSide()-1; } void TerrainOverlay::RenderBeforeWater() { if (!m_Terrain) return; // should never happen, but let's play it safe #if CONFIG2_GLES #warning TODO: implement TerrainOverlay::RenderOverlays for GLES #else glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDepthMask(GL_FALSE); // To ensure that outlines are drawn on top of the terrain correctly (and // don't Z-fight and flicker nastily), draw them as QUADS with the LINE // PolygonMode, and use PolygonOffset to pull them towards the camera. // (See e.g. http://www.opengl.org/resources/faq/technical/polygonoffset.htm) glPolygonOffset(-1.f, -1.f); //glEnable(GL_POLYGON_OFFSET_LINE); glEnable(GL_POLYGON_OFFSET_FILL); pglActiveTextureARB(GL_TEXTURE0); glDisable(GL_TEXTURE_2D); StartRender(); ssize_t min_i, min_j, max_i, max_j; GetTileExtents(min_i, min_j, max_i, max_j); // Clamp the min to 0, but the max to -1 - so tile -1 can never be rendered, // but if unclamped_max<0 then no tiles at all will be rendered. And the same // for the upper limit. min_i = Clamp(min_i, 0, m_Terrain->GetTilesPerSide()); min_j = Clamp(min_j, 0, m_Terrain->GetTilesPerSide()); max_i = Clamp(max_i, -1, m_Terrain->GetTilesPerSide()-1); max_j = Clamp(max_j, -1, m_Terrain->GetTilesPerSide()-1); for (m_j = min_j; m_j <= max_j; ++m_j) for (m_i = min_i; m_i <= max_i; ++m_i) ProcessTile(m_i, m_j); EndRender(); // Clean up state changes glEnable(GL_CULL_FACE); glEnable(GL_DEPTH_TEST); //glDisable(GL_POLYGON_OFFSET_LINE); glDisable(GL_POLYGON_OFFSET_FILL); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); glDepthMask(GL_TRUE); glDisable(GL_BLEND); #endif } void TerrainOverlay::RenderTile(const CColor& color, bool draw_hidden) { RenderTile(color, draw_hidden, m_i, m_j); } void TerrainOverlay::RenderTile(const CColor& color, bool draw_hidden, ssize_t i, ssize_t j) { - // TODO: if this is unpleasantly slow, make it much more efficient - // (e.g. buffering data and making a single draw call? or at least - // far fewer calls than it makes now) + // TODO: unnecessary computation calls has been removed but we should use + // a vertex buffer or a vertex shader with a texture. + // Not sure if it's possible on old OpenGL. if (draw_hidden) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); } else { glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } #if CONFIG2_GLES #warning TODO: implement TerrainOverlay::RenderTile for GLES #else glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - CVector3D pos; + CVector3D pos[2][2]; + for (int di = 0; di < 2; ++di) + for (int dj = 0; dj < 2; ++dj) + m_Terrain->CalcPosition(i + di, j + dj, pos[di][dj]); + glBegin(GL_TRIANGLES); glColor4fv(color.FloatArray()); if (m_Terrain->GetTriangulationDir(i, j)) { - m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); - m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); - m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); - - m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); - m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); - m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); + glVertex3fv(pos[0][0].GetFloatArray()); + glVertex3fv(pos[1][0].GetFloatArray()); + glVertex3fv(pos[0][1].GetFloatArray()); + + glVertex3fv(pos[1][0].GetFloatArray()); + glVertex3fv(pos[1][1].GetFloatArray()); + glVertex3fv(pos[0][1].GetFloatArray()); } else { - m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); - m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); - m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); - - m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); - m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); - m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); + glVertex3fv(pos[0][0].GetFloatArray()); + glVertex3fv(pos[1][0].GetFloatArray()); + glVertex3fv(pos[1][1].GetFloatArray()); + + glVertex3fv(pos[1][1].GetFloatArray()); + glVertex3fv(pos[0][1].GetFloatArray()); + glVertex3fv(pos[0][0].GetFloatArray()); } glEnd(); #endif } void TerrainOverlay::RenderTileOutline(const CColor& color, int line_width, bool draw_hidden) { RenderTileOutline(color, line_width, draw_hidden, m_i, m_j); } void TerrainOverlay::RenderTileOutline(const CColor& color, int line_width, bool draw_hidden, ssize_t i, ssize_t j) { if (draw_hidden) { glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); } else { glEnable(GL_DEPTH_TEST); glEnable(GL_CULL_FACE); } #if CONFIG2_GLES #warning TODO: implement TerrainOverlay::RenderTileOutline for GLES #else glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); if (line_width != 1) glLineWidth((float)line_width); CVector3D pos; glBegin(GL_QUADS); glColor4fv(color.FloatArray()); m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray()); m_Terrain->CalcPosition(i, j+1, pos); glVertex3fv(pos.GetFloatArray()); glEnd(); if (line_width != 1) glLineWidth(1.0f); #endif } ////////////////////////////////////////////////////////////////////////// TerrainTextureOverlay::TerrainTextureOverlay(float texelsPerTile, int priority) : ITerrainOverlay(priority), m_TexelsPerTile(texelsPerTile), m_Texture(0), m_TextureW(0), m_TextureH(0) { glGenTextures(1, &m_Texture); } TerrainTextureOverlay::~TerrainTextureOverlay() { glDeleteTextures(1, &m_Texture); } void TerrainTextureOverlay::RenderAfterWater(int cullGroup) { CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); ssize_t w = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile); ssize_t h = (ssize_t)(terrain->GetTilesPerSide() * m_TexelsPerTile); pglActiveTextureARB(GL_TEXTURE0); // Recreate the texture with new size if necessary if (round_up_to_pow2(w) != m_TextureW || round_up_to_pow2(h) != m_TextureH) { m_TextureW = round_up_to_pow2(w); m_TextureH = round_up_to_pow2(h); glBindTexture(GL_TEXTURE_2D, m_Texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_TextureW, m_TextureH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } u8* data = (u8*)calloc(w * h, 4); BuildTextureRGBA(data, w, h); glBindTexture(GL_TEXTURE_2D, m_Texture); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data); free(data); CMatrix3D matrix; matrix.SetZero(); matrix._11 = m_TexelsPerTile / (m_TextureW * TERRAIN_TILE_SIZE); matrix._23 = m_TexelsPerTile / (m_TextureH * TERRAIN_TILE_SIZE); matrix._44 = 1; g_Renderer.GetTerrainRenderer().RenderTerrainOverlayTexture(cullGroup, matrix); } SColor4ub TerrainTextureOverlay::GetColor(size_t idx, u8 alpha) const { static u8 colors[][3] = { { 255, 0, 0 }, { 0, 255, 0 }, { 0, 0, 255 }, { 255, 255, 0 }, { 255, 0, 255 }, { 0, 255, 255 }, { 255, 255, 255 }, { 127, 0, 0 }, { 0, 127, 0 }, { 0, 0, 127 }, { 127, 127, 0 }, { 127, 0, 127 }, { 0, 127, 127 }, { 127, 127, 127}, { 255, 127, 0 }, { 127, 255, 0 }, { 255, 0, 127 }, { 127, 0, 255}, { 0, 255, 127 }, { 0, 127, 255}, { 255, 127, 127}, { 127, 255, 127}, { 127, 127, 255}, { 127, 255, 255 }, { 255, 127, 255 }, { 255, 255, 127 }, }; size_t c = idx % ARRAY_SIZE(colors); return SColor4ub(colors[c][0], colors[c][1], colors[c][2], alpha); }