/* 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 . */ #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