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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _FARTEXTURE_HANDLER_H
#define _FARTEXTURE_HANDLER_H
#include <vector>
#include "System/type2.h"
#include "Rendering/GL/FBO.h"
class CSolidObject;
class CVertexArray;
/**
* @brief Cheap unit lodding using imposters.
*/
class CFarTextureHandler
{
public:
CFarTextureHandler();
~CFarTextureHandler();
void Queue(const CSolidObject* obj);
void Draw();
private:
bool HaveFarIcon(const CSolidObject* obj) const;
bool CheckResizeAtlas();
float2 GetTextureCoords(const int farTextureNum, const int orientation) const;
void DrawFarTexture(const CSolidObject* obj, CVertexArray*);
int2 GetTextureCoordsInt(const int farTextureNum, const int orientation) const;
void CreateFarTexture(const CSolidObject* obj);
private:
int2 texSize;
int2 iconSize;
struct CachedIcon {
unsigned int farTexNum;
float2 texScales;
float3 texOffset;
};
std::vector<const CSolidObject*> drawQueue;
std::vector< std::vector<CachedIcon> > iconCache;
FBO fbo;
unsigned int farTextureID;
unsigned int usedFarTextures;
};
extern CFarTextureHandler* farTextureHandler;
#endif // _FARTEXTURE_HANDLER_H
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