/* 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_OVERLAYRENDERER #define INCLUDED_OVERLAYRENDERER #include "graphics/ShaderProgram.h" #include "renderer/backend/IDeviceCommandContext.h" struct SOverlayLine; struct SOverlayTexturedLine; struct SOverlaySprite; struct SOverlayQuad; struct SOverlaySphere; class CCamera; struct OverlayRendererInternals; /** * Class OverlayRenderer: Render various bits of data that overlay the * game world (selection circles, health bars, etc). */ class OverlayRenderer { NONCOPYABLE(OverlayRenderer); public: OverlayRenderer(); ~OverlayRenderer(); /** * Performs one-time initialization. Called by CRenderer::Open after graphics * capabilities and the shader path have been determined. */ void Initialize(); /** * Add a line overlay for rendering in this frame. * @param overlay Must be non-null. The pointed-to object must remain valid at least * until the end of the frame. */ void Submit(SOverlayLine* overlay); /** * Add a textured line overlay for rendering in this frame. * @param overlay Must be non-null. The pointed-to object must remain valid at least * until the end of the frame. */ void Submit(SOverlayTexturedLine* overlay); /** * Add a sprite overlay for rendering in this frame. * @param overlay Must be non-null. The pointed-to object must remain valid at least * until the end of the frame. */ void Submit(SOverlaySprite* overlay); /** * Add a textured quad overlay for rendering in this frame. * @param overlay Must be non-null. The pointed-to object must remain valid at least * until the end of the frame. */ void Submit(SOverlayQuad* overlay); /** * Add a sphere overlay for rendering in this frame. * @param overlay Must be non-null. The pointed-to object must remain valid at least * until the end of the frame. */ void Submit(SOverlaySphere* overlay); /** * Prepare internal data structures for rendering. * Must be called after all Submit calls for a frame, and before * any rendering calls. */ void PrepareForRendering(); /** * Reset the list of submitted overlays. */ void EndFrame(); /** * Render all the submitted overlays that are embedded in the world * (i.e. rendered behind other objects in the normal 3D way) * and should be drawn before water (i.e. may be visible under the water) */ void RenderOverlaysBeforeWater( Renderer::Backend::IDeviceCommandContext* deviceCommandContext); /** * Render all the submitted overlays that are embedded in the world * (i.e. rendered behind other objects in the normal 3D way) * and should be drawn after water (i.e. may be visible on top of the water) */ void RenderOverlaysAfterWater( Renderer::Backend::IDeviceCommandContext* deviceCommandContext); /** * Render all the submitted overlays that should appear on top of everything * in the world. * @param viewCamera camera to be used for billboard computations */ void RenderForegroundOverlays( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, const CCamera& viewCamera); /// Small vertical offset of overlays from terrain to prevent visual glitches static const float OVERLAY_VOFFSET; private: /** * Helper method; renders all overlay lines currently registered in the internals. Batch- * renders textured overlay lines batched according to their visibility status by delegating * to RenderTexturedOverlayLines(CShaderProgramPtr, bool). */ void RenderTexturedOverlayLines(Renderer::Backend::IDeviceCommandContext* deviceCommandContext); /** * Helper method; renders those overlay lines currently registered in the internals (i.e. * in m->texlines) for which the 'always visible' flag equals @p alwaysVisible. Used for * batch rendering the overlay lines according to their alwaysVisible status, as this * requires a separate shader to be used. */ void RenderTexturedOverlayLines( Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Renderer::Backend::IShaderProgram* shader, bool alwaysVisible); /** * Helper method; batch-renders all registered quad overlays, batched by their texture for effiency. */ void RenderQuadOverlays(Renderer::Backend::IDeviceCommandContext* deviceCommandContext); /** * Helper method; batch-renders all sphere quad overlays. */ void RenderSphereOverlays(Renderer::Backend::IDeviceCommandContext* deviceCommandContext); private: OverlayRendererInternals* m; }; #endif // INCLUDED_OVERLAYRENDERER