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#include "CUIDrawUtil.h"
#include "ShaderProgram.h"
#include "../util/Logger.h"
#include "../util/Directories.h"
#include "../util/OptionsDB.h"
#include <GG/DrawUtil.h>
#include <cmath>
namespace {
constexpr void FindIsoscelesTriangleVertices(const GG::Pt ul, const GG::Pt lr,
ShapeOrientation orientation, double& x1_, double& y1_,
double& x2_, double& y2_, double& x3_, double& y3_) noexcept
{
switch (orientation) {
case ShapeOrientation::UP:
x1_ = Value(ul.x);
y1_ = Value(lr.y);
x2_ = Value(lr.x);
y2_ = Value(lr.y);
x3_ = (ul.x + lr.x) / 2.0;
y3_ = Value(ul.y);
break;
case ShapeOrientation::DOWN:
x1_ = Value(lr.x);
y1_ = Value(ul.y);
x2_ = Value(ul.x);
y2_ = Value(ul.y);
x3_ = (ul.x + lr.x) / 2.0;
y3_ = Value(lr.y);
break;
case ShapeOrientation::LEFT:
x1_ = Value(lr.x);
y1_ = Value(lr.y);
x2_ = Value(lr.x);
y2_ = Value(ul.y);
x3_ = Value(ul.x);
y3_ = (ul.y + lr.y) / 2.0;
break;
default:
[[fallthrough]];
case ShapeOrientation::RIGHT:
x1_ = Value(ul.x);
y1_ = Value(ul.y);
x2_ = Value(ul.x);
y2_ = Value(lr.y);
x3_ = Value(lr.x);
y3_ = (ul.y + lr.y) / 2.0;
break;
}
}
}
void BufferStoreCircleArcVertices(GG::GL2DVertexBuffer& buffer, const GG::Pt ul,
const GG::Pt lr, double theta1, double theta2,
bool filled_shape, int num_slices, bool fan)
{
int wd = Value(lr.x - ul.x);
int ht = Value(lr.y - ul.y);
double center_x = ul.x + wd/2.0;
double center_y = ul.y + ht/2.0;
double r = std::min(wd / 2.0, ht / 2.0);
static constexpr double PI = 3.141594; // intentionally slightly more than pi
static constexpr double TWO_PI = 2.0 * PI;
// correct theta* values to range [0, 2pi)
if (theta1 < 0)
theta1 += (int(-theta1 / TWO_PI) + 1) * TWO_PI;
else if (theta1 >= TWO_PI)
theta1 -= int(theta1 / TWO_PI) * TWO_PI;
if (theta2 < 0)
theta2 += (int(-theta2 / TWO_PI) + 1) * TWO_PI;
else if (theta2 >= TWO_PI)
theta2 -= int(theta2 / TWO_PI) * TWO_PI;
std::size_t SLICES = 30;
if (num_slices <= 0)
SLICES = std::min(std::max(12u, 3u + std::max(wd, ht) / 4u), 30u); // how much to tesselate the circle coordinates
else
SLICES = num_slices;
const double HORZ_THETA = TWO_PI / SLICES;
static std::map<int, std::vector<double>> unit_circle_coords;
std::vector<double>& unit_vertices = unit_circle_coords[SLICES];
bool calc_vertices = unit_vertices.size() == 0;
if (calc_vertices) {
unit_vertices.resize(2 * (SLICES + 1), 0.0);
double theta = 0.0;
for (std::size_t j = 0; j <= SLICES; theta += HORZ_THETA, ++j) { // calculate x,y values for each point on a unit circle divided into SLICES arcs
unit_vertices[j*2] = std::cos(-theta);
unit_vertices[j*2+1] = std::sin(-theta);
}
}
std::size_t first_slice_idx = static_cast<int>(theta1 / HORZ_THETA + 1);
std::size_t last_slice_idx = static_cast<int>(
theta2 / HORZ_THETA - 1 + ((theta1 >= theta2) ? SLICES : 0u));
if (fan) { // store a triangle fan vertex list, specifying each vertex just once
if (filled_shape) // central vertex first, to act as the pivot vertex for the fan
buffer.store(static_cast<GLfloat>(center_x),
static_cast<GLfloat>(center_y));
// if not filled_shape, assumes a previously-specified vertex in the buffer will act as the pivot for the fan
// point on circle at angle theta1
double theta1_x = std::cos(-theta1), theta1_y = std::sin(-theta1);
buffer.store(static_cast<GLfloat>(center_x + theta1_x * r),
static_cast<GLfloat>(center_y + theta1_y * r));
// angles in between theta1 and theta2, if any
for (std::size_t i = first_slice_idx; i <= last_slice_idx + 1; ++i) {
int X = (i > SLICES ? (i - SLICES) : i) * 2, Y = X + 1;
buffer.store(static_cast<GLfloat>(center_x + unit_vertices[X] * r),
static_cast<GLfloat>(center_y + unit_vertices[Y] * r));
}
// theta2
double theta2_x = std::cos(-theta2), theta2_y = std::sin(-theta2);
buffer.store(static_cast<GLfloat>(center_x + theta2_x * r),
static_cast<GLfloat>(center_y + theta2_y * r));
} else { // (not a fan) store a list of complete lines / triangles
// if storing a filled_shape, the first point in each triangle should be the centre of the arc
std::pair<GLfloat, GLfloat> first_point{static_cast<GLfloat>(center_x),
static_cast<GLfloat>(center_y)};
// (not used for non-filled-shape)
// angles in between theta1 and theta2, if any
for (std::size_t i = first_slice_idx - 1; i <= last_slice_idx; ++i) {
if (filled_shape) {
buffer.store(first_point.first, first_point.second);
// list of triangles: need two more vertices on the arc per starting vertex
}
// else: list of lines, with two vertices each
int X = (i > SLICES ? (i - SLICES) : i) * 2;
int Y = X + 1;
buffer.store(static_cast<GLfloat>(center_x + unit_vertices[X] * r),
static_cast<GLfloat>(center_y + unit_vertices[Y] * r));
auto next_i = i + 1;
X = (next_i > SLICES ? (next_i - SLICES) : next_i) * 2;
Y = X + 1;
buffer.store(static_cast<GLfloat>(center_x + unit_vertices[X] * r),
static_cast<GLfloat>(center_y + unit_vertices[Y] * r));
}
// theta2
if (filled_shape)
buffer.store(first_point.first, first_point.second);
auto i = last_slice_idx + 1;
auto X = (i > SLICES ? (i - SLICES) : i) * 2;
auto Y = X + 1;
buffer.store(static_cast<GLfloat>(center_x + unit_vertices[X] * r),
static_cast<GLfloat>(center_y + unit_vertices[Y] * r));
double theta2_x = std::cos(-theta2), theta2_y = std::sin(-theta2);
buffer.store(static_cast<GLfloat>(center_x + theta2_x * r),
static_cast<GLfloat>(center_y + theta2_y * r));
}
}
GG::Clr AdjustBrightness(GG::Clr color, int amount, bool jointly_capped)
{
if (jointly_capped) {
uint8_t max_val = std::max(std::max(color.r, color.g), color.b);
amount = std::min(amount, 255-max_val);
}
return {
std::max<uint8_t>(0, std::min(color.r + amount, 255)),
std::max<uint8_t>(0, std::min(color.g + amount, 255)),
std::max<uint8_t>(0, std::min(color.b + amount, 255)),
color.a
};
}
GG::Clr AdjustBrightness(GG::Clr color, double amount, bool jointly_capped)
{
if (jointly_capped) {
uint8_t max_val = std::max(std::max(color.r, color.g), color.b);
amount = max_val > 0 ? std::min(amount, 255.0/max_val) : 255.0;
}
return {
std::max<uint8_t>(0, std::min(color.r * amount, 255.0)),
std::max<uint8_t>(0, std::min(color.g * amount, 255.0)),
std::max<uint8_t>(0, std::min(color.b * amount, 255.0)),
color.a
};
}
GG::Clr OpaqueColor(GG::Clr color)
{
color.a = 255;
return color;
}
void BufferStoreRectangle(GG::GL2DVertexBuffer& buffer, GG::Rect area, GG::Rect border_thickness)
{
GG::X inner_x1(area.ul.x + border_thickness.ul.x);
GG::Y inner_y1(area.ul.y + border_thickness.ul.y);
GG::X inner_x2(area.lr.x - border_thickness.lr.x);
GG::Y inner_y2(area.lr.y - border_thickness.lr.y);
buffer.reserve(14);
buffer.store(inner_x2, inner_y1);
buffer.store(area.lr.x, area.ul.y);
buffer.store(inner_x1, inner_y1);
buffer.store(area.ul.x, area.ul.y);
buffer.store(inner_x1, inner_y2);
buffer.store(area.ul.x, area.lr.y);
buffer.store(inner_x2, inner_y2);
buffer.store(area.lr.x, area.lr.y);
buffer.store(inner_x2, inner_y1);
buffer.store(area.lr.x, area.ul.y);
buffer.store(inner_x2, inner_y1);
buffer.store(inner_x1, inner_y1);
buffer.store(inner_x1, inner_y2);
buffer.store(inner_x2, inner_y2);
}
void AngledCornerRectangle(const GG::Pt ul, const GG::Pt lr, GG::Clr color, GG::Clr border,
int angle_offset, int thick, bool upper_left_angled,
bool lower_right_angled, bool draw_bottom)
{
glDisable(GL_TEXTURE_2D);
GG::GL2DVertexBuffer vert_buf;
vert_buf.reserve(14);
GG::Pt thick_pt = GG::Pt(GG::X(thick), GG::Y(thick));
BufferStoreAngledCornerRectangleVertices(vert_buf, ul + thick_pt, lr - thick_pt, angle_offset,
upper_left_angled, lower_right_angled, draw_bottom);
glDisable(GL_TEXTURE_2D);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
vert_buf.activate();
glColor(color);
glDrawArrays(GL_TRIANGLE_FAN, 0, vert_buf.size());
if (thick > 0) {
glColor(border);
glLineWidth(thick);
glDrawArrays(GL_LINE_STRIP, 0, vert_buf.size());
glLineWidth(1.0f);
}
glPopClientAttrib();
glEnable(GL_TEXTURE_2D);
}
void BufferStoreAngledCornerRectangleVertices(GG::GL2DVertexBuffer& buffer, const GG::Pt ul,
const GG::Pt lr, int angle_offset,
bool upper_left_angled, bool lower_right_angled,
bool connect_bottom_line)
{
// these are listed in CCW order
if (connect_bottom_line)
buffer.store(Value(ul.x), Value(lr.y));
if (lower_right_angled) {
buffer.store(Value(lr.x) - angle_offset - 3,Value(lr.y)); // don't know why, but - 3 here and the next line seem to make things symmetric top-left and bottom-right
buffer.store(Value(lr.x), Value(lr.y) - angle_offset - 3);
} else {
buffer.store(Value(lr.x), Value(lr.y));
}
buffer.store(Value(lr.x), Value(ul.y));
if (upper_left_angled) {
buffer.store(Value(ul.x) + angle_offset, Value(ul.y));
buffer.store(Value(ul.x), Value(ul.y) + angle_offset);
} else {
buffer.store(Value(ul.x), Value(ul.y));
}
buffer.store(Value(ul.x), Value(lr.y));
}
bool InAngledCornerRect(const GG::Pt pt, const GG::Pt ul, const GG::Pt lr, int angle_offset,
bool upper_left_angled, bool lower_right_angled) noexcept
{
bool retval = (ul <= pt) && (pt < lr);
if (retval) {
GG::Pt dist_from_ul = pt - ul;
GG::Pt dist_from_lr = lr - pt;
bool inside_upper_left_corner = upper_left_angled ? (angle_offset < Value(dist_from_ul.x) + Value(dist_from_ul.y)) : true;
bool inside_lower_right_corner = lower_right_angled ? (angle_offset < Value(dist_from_lr.x) + Value(dist_from_lr.y)) : true;
retval = inside_upper_left_corner && inside_lower_right_corner;
}
return retval;
}
void Triangle(double x1, double y1, double x2, double y2, double x3, double y3, GG::Clr color, bool border) {
const GG::Clr border_clr = border ? AdjustBrightness(color, 75) : color;
GG::Triangle(GG::Pt(GG::X(x1), GG::Y(y1)),
GG::Pt(GG::X(x2), GG::Y(y2)),
GG::Pt(GG::X(x3), GG::Y(y3)),
color, border ? border_clr : GG::CLR_ZERO);
}
bool InTriangle(const GG::Pt pt, double x1, double y1, double x2, double y2, double x3, double y3) noexcept {
double vec_A_x = x2 - x1; // side A is the vector from pt1 to pt2
double vec_A_y = y2 - y1; // side A is the vector from pt1 to pt2
double vec_B_x = x3 - x2; // side B is the vector from pt2 to pt3
double vec_B_y = y3 - y2; // side B is the vector from pt2 to pt3
double vec_C_x = x1 - x3; // side C is the vector from pt3 to pt1
double vec_C_y = y1 - y3; // side C is the vector from pt3 to pt1
int pt_x = Value(pt.x);
int pt_y = Value(pt.y);
// take dot products of perpendicular vectors (normals of sides) with point pt, and sum the signs of these products
int sum = (0 < (pt_x - x1) * vec_A_y + (pt_y - y1) * -vec_A_x ? 1 : 0) +
(0 < (pt_x - x2) * vec_B_y + (pt_y - y2) * -vec_B_x ? 1 : 0) +
(0 < (pt_x - x3) * vec_C_y + (pt_y - y3) * -vec_C_x ? 1 : 0);
// if the products are all the same sign, the point is in the triangle
return (sum == 3 || sum == 0);
}
void IsoscelesTriangle(const GG::Pt ul, const GG::Pt lr, ShapeOrientation orientation,
GG::Clr color, bool border)
{
double x1_, y1_, x2_, y2_, x3_, y3_;
FindIsoscelesTriangleVertices(ul, lr, orientation, x1_, y1_, x2_, y2_, x3_, y3_);
Triangle(x1_, y1_, x2_, y2_, x3_, y3_, color, border);
}
void BufferStoreIsoscelesTriangle(GG::GL2DVertexBuffer& buffer, const GG::Pt ul,
const GG::Pt lr, ShapeOrientation orientation)
{
double x1_, y1_, x2_, y2_, x3_, y3_;
FindIsoscelesTriangleVertices(ul, lr, orientation, x1_, y1_, x2_, y2_, x3_, y3_);
buffer.store(x1_, y1_);
buffer.store(x2_, y2_);
buffer.store(x3_, y3_);
}
bool InIsoscelesTriangle(const GG::Pt pt, const GG::Pt ul, const GG::Pt lr,
ShapeOrientation orientation) noexcept
{
double x1_, y1_, x2_, y2_, x3_, y3_;
FindIsoscelesTriangleVertices(ul, lr, orientation, x1_, y1_, x2_, y2_, x3_, y3_);
return InTriangle(pt, x1_, y1_, x2_, y2_, x3_, y3_);
}
void CircleArc(const GG::Pt ul, const GG::Pt lr, double theta1, double theta2,
bool filled_shape)
{
//std::cout << "CircleArc ul: " << ul << " lr: " << lr << " theta1: " << theta1 << " theta2: " << theta2 << " filled: " << filled_shape << std::endl;
GG::GL2DVertexBuffer vert_buf;
vert_buf.reserve(31); // max number that BufferStoreCircleArcVertices might add
BufferStoreCircleArcVertices(vert_buf, ul, lr, theta1, theta2, filled_shape, 0, true);
//glDisable(GL_TEXTURE_2D);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
vert_buf.activate();
if (filled_shape)
glDrawArrays(GL_TRIANGLE_FAN, 0, vert_buf.size());
else
glDrawArrays(GL_LINE_STRIP, 0, vert_buf.size());
glPopClientAttrib();
//glEnable(GL_TEXTURE_2D);
}
void CircleArcSegments(GG::Pt ul, GG::Pt lr, int segments, bool filled_shape) {
if (segments < 2)
return;
GG::GL2DVertexBuffer vert_buf;
vert_buf.reserve(5 * segments); // guesstimate for how many verts might be added
constexpr double TWO_PI = 2.0*3.1415926536;
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
float segment = static_cast<float>(TWO_PI) / segments;
for (int n = 0; n < 24; n = n + 2) {
auto theta1 = n * segment;
auto theta2 = (n+1) * segment;
BufferStoreCircleArcVertices(vert_buf, ul, lr, theta1, theta2, filled_shape, 0, false);
}
vert_buf.activate();
if (filled_shape)
glDrawArrays(GL_TRIANGLES, 0, vert_buf.size());
else
glDrawArrays(GL_LINES, 0, vert_buf.size());
glPopClientAttrib();
}
void PartlyRoundedRect(const GG::Pt ul, const GG::Pt lr, int radius,
bool ur_round, bool ul_round,
bool ll_round, bool lr_round, bool fill)
{
GG::GL2DVertexBuffer vert_buf;
vert_buf.reserve(210); // should be enough for 4 corners with 50 verts each, plus a bit extra to be safe
BufferStorePartlyRoundedRectVertices(vert_buf, ul, lr, radius, ur_round,
lr_round, ll_round, lr_round);
//glDisable(GL_TEXTURE_2D);
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
vert_buf.activate();
if (fill)
glDrawArrays(GL_TRIANGLE_FAN, 0, vert_buf.size());
else
glDrawArrays(GL_LINE_LOOP, 0, vert_buf.size());
glPopClientAttrib();
//glEnable(GL_TEXTURE_2D);
}
void BufferStorePartlyRoundedRectVertices(GG::GL2DVertexBuffer& buffer, const GG::Pt ul,
const GG::Pt lr, int radius, bool ur_round,
bool ul_round, bool ll_round, bool lr_round)
{
static constexpr double PI = 3.141594; // probably intentionally sightly more than Pi
buffer.store(lr.x, ul.y + radius);
if (ur_round)
BufferStoreCircleArcVertices(buffer, GG::Pt(lr.x - 2 * radius, ul.y),
GG::Pt(lr.x, ul.y + 2 * radius), 0.0, PI / 2.0, false);
else
buffer.store(lr.x, ul.y);
if (ul_round)
BufferStoreCircleArcVertices(buffer, ul, GG::Pt(ul.x + 2 * radius, ul.y + 2 * radius),
PI / 2.0, PI, false);
else
buffer.store(ul.x, ul.y);
if (ll_round)
BufferStoreCircleArcVertices(buffer, GG::Pt(ul.x, lr.y - 2 * radius),
GG::Pt(ul.x + 2 * radius, lr.y),
PI, 3.0 * PI / 2.0, false);
else
buffer.store(ul.x, lr.y);
if (lr_round)
BufferStoreCircleArcVertices(buffer, GG::Pt(lr.x - 2 * radius, lr.y - 2 * radius),
lr, 3.0 * PI / 2.0, 0.0, false);
else
buffer.store(lr.x, lr.y);
buffer.store(lr.x, ul.y + radius);
}
namespace {
constexpr double TWO_PI = 2.0 * 3.14159;
}
class ScanlineRenderer::Impl {
public:
Impl() :
m_scanline_shader(),
m_failed_init(false)
{ m_color = GG::CLR_BLACK; }
void StartUsing() {
if (m_failed_init)
return;
if (!m_scanline_shader) {
boost::filesystem::path shader_path = GetRootDataDir() / "default" / "shaders" / "scanlines.frag";
std::string shader_text;
if (!ReadFile(shader_path, shader_text)) {
ErrorLogger() << "ScanlineRenderer failed to read shader at path " << shader_path.string();
m_failed_init = true;
return;
}
m_scanline_shader = ShaderProgram::shaderProgramFactory("", shader_text);
if (!m_scanline_shader) {
ErrorLogger() << "ScanlineRenderer failed to initialize shader.";
m_failed_init = true;
return;
}
}
float fog_scanline_spacing = static_cast<float>(GetOptionsDB().Get<double>("ui.map.system.scanlines.spacing"));
m_scanline_shader->Use();
m_scanline_shader->Bind("scanline_spacing", fog_scanline_spacing);
m_scanline_shader->Bind("line_color", m_color.r * (1.f / 255.f), m_color.g * (1.f / 255.f), m_color.b * (1.f / 255.f), m_color.a * (1.f / 255.f));
}
void SetColor(GG::Clr clr) {
m_color = clr;
}
void StopUsing()
{ m_scanline_shader->stopUse(); }
void RenderCircle(const GG::Pt ul, const GG::Pt lr) {
StartUsing();
CircleArc(ul, lr, 0.0, TWO_PI, true);
StopUsing();
}
void RenderRectangle(const GG::Pt ul, const GG::Pt lr) {
StartUsing();
GG::FlatRectangle(ul, lr, GG::CLR_WHITE, GG::CLR_WHITE, 0u);
StopUsing();
}
std::unique_ptr<ShaderProgram> m_scanline_shader;
bool m_failed_init;
GG::Clr m_color;
};
ScanlineRenderer::ScanlineRenderer() :
m_impl(std::make_unique<Impl>())
{}
// This destructor is required here because ~ScanlineRendererImpl is declared here.
ScanlineRenderer::~ScanlineRenderer() = default;
void ScanlineRenderer::RenderCircle(const GG::Pt ul, const GG::Pt lr)
{ m_impl->RenderCircle(ul, lr); }
void ScanlineRenderer::RenderRectangle(const GG::Pt ul, const GG::Pt lr)
{ m_impl->RenderRectangle(ul, lr); }
void ScanlineRenderer::StartUsing()
{ m_impl->StartUsing(); }
void ScanlineRenderer::SetColor(GG::Clr clr)
{ m_impl->SetColor(clr); }
void ScanlineRenderer::StopUsing()
{ m_impl->StopUsing(); }
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