template <> const Item::Bound payloadGetBound(const Overlay::Pointer& overlay) { if (overlay->is3D()) { return static_cast<Base3DOverlay*>(overlay.get())->getBounds(); } else { QRect bounds = static_cast<Overlay2D*>(overlay.get())->getBounds(); return AABox(glm::vec3(bounds.x(), bounds.y(), 0.0f), glm::vec3(bounds.width(), bounds.height(), 0.1f)); } }
template <> int payloadGetLayer(const Overlay::Pointer& overlay) { // MAgic number while we are defining the layering mechanism: const int LAYER_2D = 2; const int LAYER_3D_FRONT = 1; const int LAYER_3D = 0; if (overlay->is3D()) { return (std::dynamic_pointer_cast<Base3DOverlay>(overlay)->getDrawInFront() ? LAYER_3D_FRONT : LAYER_3D); } else { return LAYER_2D; } }
template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay) { if (overlay->is3D() && !std::dynamic_pointer_cast<Base3DOverlay>(overlay)->getDrawOnHUD()) { if (std::dynamic_pointer_cast<Base3DOverlay>(overlay)->getDrawInFront()) { return ItemKey::Builder().withTypeShape().withLayered().build(); } else { return ItemKey::Builder::opaqueShape(); } } else { return ItemKey::Builder().withTypeShape().withViewSpace().build(); } }
template <> int payloadGetLayer(const Overlay::Pointer& overlay) { if (overlay->is3D()) { auto overlay3D = std::dynamic_pointer_cast<Base3DOverlay>(overlay); if (overlay3D->getDrawInFront()) { return Item::LAYER_3D_FRONT; } else if (overlay3D->getDrawHUDLayer()) { return Item::LAYER_3D_HUD; } else { return Item::LAYER_3D; } } else { return Item::LAYER_2D; } }
template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay) { auto builder = ItemKey::Builder().withTypeShape(); if (overlay->is3D()) { if (std::static_pointer_cast<Base3DOverlay>(overlay)->getDrawInFront()) { builder.withLayered(); } if (overlay->getAlphaPulse() != 0.0f || overlay->getAlpha() != 1.0f) { builder.withTransparent(); } } else { builder.withViewSpace(); } return builder.build(); }
template <> const ItemKey payloadGetKey(const Overlay::Pointer& overlay) { auto builder = ItemKey::Builder().withTypeShape(); if (overlay->is3D()) { auto overlay3D = std::static_pointer_cast<Base3DOverlay>(overlay); if (overlay3D->getDrawInFront() || overlay3D->getDrawHUDLayer()) { builder.withLayered(); } if (overlay->isTransparent()) { builder.withTransparent(); } } else { builder.withViewSpace(); } if (!overlay->getVisible()) { builder.withInvisible(); } builder.withTagBits(render::ItemKey::TAG_BITS_0); // Only draw overlays in main view return builder.build(); }