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0
forked from 0ad/0ad
0ad/source/renderer/ParticleRenderer.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

79 lines
2.0 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
#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