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forked from 0ad/0ad
0ad/source/renderer/Scene.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

152 lines
3.5 KiB
C++

/* Copyright (C) 2021 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/>.
*/
/**
* File : Scene.h
* Project : graphics
* Description : This file contains the interfaces that are used to send a
* : scene to the renderer, and for the renderer to query objects
* : in that scene.
*
* @note This file would fit just as well into the graphics/ subdirectory.
**/
#ifndef INCLUDED_SCENE
#define INCLUDED_SCENE
class CFrustum;
class CModel;
class CModelAbstract;
class CModelDecal;
class CParticleEmitter;
class CPatch;
class CLOSTexture;
class CMiniMapTexture;
class CTerritoryTexture;
struct SOverlayLine;
struct SOverlayTexturedLine;
struct SOverlaySprite;
struct SOverlayQuad;
struct SOverlaySphere;
class SceneCollector;
/**
* This interface describes a scene to the renderer.
*
* @see CRenderer::RenderScene
*/
class Scene
{
public:
virtual ~Scene() {}
/**
* Send all objects that can be seen when rendering the given frustum
* to the scene collector.
* @param frustum The frustum that will be used for rendering.
* @param c The scene collector that should receive objects inside the frustum
* that are visible.
*/
virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c) = 0;
/**
* Return the LOS texture to be used for rendering this scene.
*/
virtual CLOSTexture& GetLOSTexture() = 0;
/**
* Return the territory texture to be used for rendering this scene.
*/
virtual CTerritoryTexture& GetTerritoryTexture() = 0;
/**
* Return the minimap texture to be used for rendering this scene.
*/
virtual CMiniMapTexture& GetMiniMapTexture() = 0;
};
/**
* This interface accepts renderable objects.
*
* @see Scene::EnumerateObjects
*/
class SceneCollector
{
public:
virtual ~SceneCollector() {}
/**
* Submit a terrain patch that is part of the scene.
*/
virtual void Submit(CPatch* patch) = 0;
/**
* Submit a line-based overlay.
*/
virtual void Submit(SOverlayLine* overlay) = 0;
/**
* Submit a textured line overlay.
*/
virtual void Submit(SOverlayTexturedLine* overlay) = 0;
/**
* Submit a sprite overlay.
*/
virtual void Submit(SOverlaySprite* overlay) = 0;
/**
* Submit a textured quad overlay.
*/
virtual void Submit(SOverlayQuad* overlay) = 0;
/**
* Submit a sphere overlay.
*/
virtual void Submit(SOverlaySphere* overlay) = 0;
/**
* Submit a terrain decal.
*/
virtual void Submit(CModelDecal* decal) = 0;
/**
* Submit a particle emitter.
*/
virtual void Submit(CParticleEmitter* emitter) = 0;
/**
* Submit a model that is part of the scene,
* without submitting attached models.
*/
virtual void SubmitNonRecursive(CModel* model) = 0;
/**
* Submit a model that is part of the scene,
* including attached sub-models.
*
* @note This function is implemented using SubmitNonRecursive,
* so you shouldn't have to reimplement it.
*/
virtual void SubmitRecursive(CModelAbstract* model);
};
#endif // INCLUDED_SCENE