0ad/source/renderer/TerrainRenderer.h
2009-04-18 17:51:05 +00:00

120 lines
3.1 KiB
C++

/* Copyright (C) 2009 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/>.
*/
/*
* Terrain rendering (everything related to patches and water) is
* encapsulated in TerrainRenderer
*/
#ifndef INCLUDED_TERRAINRENDERER
#define INCLUDED_TERRAINRENDERER
class CPatch;
class ShadowMap;
class WaterManager;
struct TerrainRendererInternals;
/**
* Class TerrainRenderer: Render everything related to the terrain,
* especially patches and water.
*/
class TerrainRenderer
{
public:
TerrainRenderer();
~TerrainRenderer();
/**
* Submit: Add a patch for rendering in this frame.
*
* preconditions : PrepareForRendering must not have been called
* for this frame yet.
* The patch must not have been submitted in this frame yet (i.e. you
* can only submit a frame once).
*
* @param patch the patch
*/
void Submit(CPatch* patch);
/**
* PrepareForRendering: Prepare internal data structures like vertex
* buffers for rendering.
*
* All patches must have been submitted before the call to
* PrepareForRendering.
* PrepareForRendering must be called before any rendering calls.
*/
void PrepareForRendering();
/**
* EndFrame: Remove all patches from the list of submitted patches.
*/
void EndFrame();
/**
* HaveSubmissions: Query whether any patches have been submitted
* for this frame.
*
* @return @c true if a patch has been submitted for this frame,
* @c false otherwise.
*/
bool HaveSubmissions();
/**
* RenderTerrain: Render textured terrain (including blends between
* different terrain types).
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderTerrain.
*
* @param shadow a prepared shadow map, in case rendering with shadows is enabled
* @param shadowColor color of shadows
*/
void RenderTerrain(ShadowMap* shadow);
/**
* RenderPatches: Render all patches un-textured as polygons.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderPatches.
*/
void RenderPatches();
/**
* RenderOutlines: Render the outline of patches as lines.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderOutlines.
*/
void RenderOutlines();
/**
* RenderWater: Render water for all patches that have been submitted
* this frame.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderWater.
*/
void RenderWater();
private:
TerrainRendererInternals* m;
};
#endif // INCLUDED_TERRAINRENDERER