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TerrainTextureOverlay Class Referenceabstract

Base class for texture-based terrain overlays, with an arbitrary number of texels per terrain tile, intended for debugging purposes. More...

#include <TerrainOverlay.h>

Inheritance diagram for TerrainTextureOverlay:
ITerrainOverlay

Public Member Functions

 TerrainTextureOverlay (float texelsPerTile, int priority=100)
 
virtual ~TerrainTextureOverlay ()
 
- Public Member Functions inherited from ITerrainOverlay
virtual ~ITerrainOverlay ()
 
virtual void RenderBeforeWater ()
 

Protected Member Functions

virtual void BuildTextureRGBA (u8 *data, size_t w, size_t h)=0
 Called each frame to generate the texture to render on the terrain. More...
 
- Protected Member Functions inherited from ITerrainOverlay
 ITerrainOverlay (int priority)
 

Private Member Functions

void RenderAfterWater ()
 

Private Attributes

float m_TexelsPerTile
 
GLuint m_Texture
 
GLsizei m_TextureW
 
GLsizei m_TextureH
 

Additional Inherited Members

- Static Public Member Functions inherited from ITerrainOverlay
static void RenderOverlaysBeforeWater ()
 Draw all ITerrainOverlay objects that exist and that should be drawn before water. More...
 
static void RenderOverlaysAfterWater ()
 Draw all ITerrainOverlay objects that exist and that should be drawn after water. More...
 

Detailed Description

Base class for texture-based terrain overlays, with an arbitrary number of texels per terrain tile, intended for debugging purposes.

Subclasses must implement BuildTextureRGBA which will be called each frame.

Definition at line 173 of file TerrainOverlay.h.

Constructor & Destructor Documentation

TerrainTextureOverlay::TerrainTextureOverlay ( float  texelsPerTile,
int  priority = 100 
)

Definition at line 283 of file TerrainOverlay.cpp.

TerrainTextureOverlay::~TerrainTextureOverlay ( )
virtual

Definition at line 289 of file TerrainOverlay.cpp.

Member Function Documentation

virtual void TerrainTextureOverlay::BuildTextureRGBA ( u8 data,
size_t  w,
size_t  h 
)
protectedpure virtual

Called each frame to generate the texture to render on the terrain.

data is w*h*4 bytes, where w and h are the terrain size multiplied by texelsPerTile. data defaults to fully transparent, and should be filled with data in RGBA order.

void TerrainTextureOverlay::RenderAfterWater ( )
privatevirtual

Reimplemented from ITerrainOverlay.

Definition at line 294 of file TerrainOverlay.cpp.

Member Data Documentation

float TerrainTextureOverlay::m_TexelsPerTile
private

Definition at line 192 of file TerrainOverlay.h.

GLuint TerrainTextureOverlay::m_Texture
private

Definition at line 193 of file TerrainOverlay.h.

GLsizei TerrainTextureOverlay::m_TextureH
private

Definition at line 194 of file TerrainOverlay.h.

GLsizei TerrainTextureOverlay::m_TextureW
private

Definition at line 194 of file TerrainOverlay.h.


The documentation for this class was generated from the following files: