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);

	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, ssize_t(0), m_Terrain->GetTilesPerSide());
	min_j = clamp(min_j, ssize_t(0), m_Terrain->GetTilesPerSide());
	max_i = clamp(max_i, ssize_t(-1), m_Terrain->GetTilesPerSide()-1);
	max_j = clamp(max_j, ssize_t(-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);
	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
	glDepthMask(GL_TRUE);
	glDisable(GL_BLEND);
#endif
}
Exemple #2
0
void TerrainOverlay::Render()
{
	m_Terrain = g_Game->GetWorld()->GetTerrain();

	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, ssize_t(0), m_Terrain->GetTilesPerSide());
	min_j = clamp(min_j, ssize_t(0), m_Terrain->GetTilesPerSide());
	max_i = clamp(max_i, ssize_t(-1), m_Terrain->GetTilesPerSide()-1);
	max_j = clamp(max_j, ssize_t(-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();
}