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0ad/source/renderer/OverlayRenderer.h

167 lines
5.3 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_OVERLAYRENDERER
#define INCLUDED_OVERLAYRENDERER
#include "graphics/ShaderProgram.h"
#include "renderer/backend/IDeviceCommandContext.h"
struct SOverlayLine;
struct SOverlayTexturedLine;
struct SOverlaySprite;
struct SOverlayQuad;
struct SOverlaySphere;
class CCamera;
struct OverlayRendererInternals;
/**
* Class OverlayRenderer: Render various bits of data that overlay the
* game world (selection circles, health bars, etc).
*/
class OverlayRenderer
{
NONCOPYABLE(OverlayRenderer);
public:
OverlayRenderer();
~OverlayRenderer();
/**
* Performs one-time initialization. Called by CRenderer::Open after graphics
* capabilities and the shader path have been determined.
*/
void Initialize();
/**
* Add a line overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlayLine* overlay);
/**
* Add a textured line overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlayTexturedLine* overlay);
/**
* Add a sprite overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlaySprite* overlay);
/**
* Add a textured quad overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlayQuad* overlay);
/**
* Add a sphere overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlaySphere* overlay);
/**
* Prepare internal data structures for rendering.
* Must be called after all Submit calls for a frame, and before
* uploading data.
*/
void PrepareForRendering();
/**
* Upload prepared data to backend.
* Must be called after preparing, and before any rendering calls.
*/
void Upload(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Reset the list of submitted overlays.
*/
void EndFrame();
/**
* Render all the submitted overlays that are embedded in the world
* (i.e. rendered behind other objects in the normal 3D way)
* and should be drawn before water (i.e. may be visible under the water)
*/
void RenderOverlaysBeforeWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Render all the submitted overlays that are embedded in the world
* (i.e. rendered behind other objects in the normal 3D way)
* and should be drawn after water (i.e. may be visible on top of the water)
*/
void RenderOverlaysAfterWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Render all the submitted overlays that should appear on top of everything
* in the world.
* @param viewCamera camera to be used for billboard computations
*/
void RenderForegroundOverlays(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CCamera& viewCamera);
/// Small vertical offset of overlays from terrain to prevent visual glitches
static const float OVERLAY_VOFFSET;
private:
/**
* Helper method; renders all overlay lines currently registered in the internals. Batch-
* renders textured overlay lines batched according to their visibility status by delegating
* to RenderTexturedOverlayLines(IShaderProgram, bool).
*/
void RenderTexturedOverlayLines(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Helper method; renders those overlay lines currently registered in the internals (i.e.
* in m->texlines) for which the 'always visible' flag equals @p alwaysVisible. Used for
* batch rendering the overlay lines according to their alwaysVisible status, as this
* requires a separate shader to be used.
*/
void RenderTexturedOverlayLines(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, bool alwaysVisible);
/**
* Helper method; batch-renders all registered quad overlays, batched by their texture for effiency.
*/
void RenderQuadOverlays(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Helper method; batch-renders all sphere quad overlays.
*/
void RenderSphereOverlays(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
private:
OverlayRendererInternals* m;
};
#endif // INCLUDED_OVERLAYRENDERER