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0ad/source/renderer/ParticleRenderer.h

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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_PARTICLERENDERER
#define INCLUDED_PARTICLERENDERER
#include "renderer/backend/IDeviceCommandContext.h"
class CParticleEmitter;
class CShaderDefines;
struct ParticleRendererInternals;
/**
* Render particles.
*/
class ParticleRenderer
{
NONCOPYABLE(ParticleRenderer);
public:
ParticleRenderer();
~ParticleRenderer();
/**
* Add an emitter for rendering in this frame.
*/
void Submit(int cullGroup, CParticleEmitter* emitter);
/**
* Prepare internal data structures for rendering.
* Must be called after all Submit calls for a frame, and before
* any rendering calls.
*/
void PrepareForRendering(const CShaderDefines& context);
/**
* Upload internal data to the backend. Must be called after the data is
* prepared and before any rendering calls.
*/
void Upload(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Reset the list of submitted overlays.
*/
void EndFrame();
/**
* Render all the submitted particles.
*/
void RenderParticles(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup, bool wireframe = false);
/**
* Render bounding boxes for all the submitted emitters.
*/
void RenderBounds(int cullGroup);
private:
ParticleRendererInternals* m;
};
#endif // INCLUDED_PARTICLERENDERER