/* 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 . */ /** * 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