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

186 lines
5.2 KiB
C++

/* Copyright (C) 2023 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_RENDERER
#define INCLUDED_RENDERER
#include "graphics/Camera.h"
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgramPtr.h"
#include "ps/containers/Span.h"
#include "ps/Singleton.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/RenderingOptions.h"
#include "renderer/Scene.h"
#include <memory>
class CDebugRenderer;
class CFontManager;
class CPostprocManager;
class CSceneRenderer;
class CShaderManager;
class CTextureManager;
class CTimeManager;
#define g_Renderer CRenderer::GetSingleton()
/**
* Higher level interface on top of the whole frame rendering. It does know
* what should be rendered and via which renderer but shouldn't know how to
* render a particular area, like UI or scene.
*/
class CRenderer : public Singleton<CRenderer>
{
public:
// stats class - per frame counts of number of draw calls, poly counts etc
struct Stats
{
// set all stats to zero
void Reset() { memset(this, 0, sizeof(*this)); }
// number of draw calls per frame - total DrawElements + Begin/End immediate mode loops
size_t m_DrawCalls;
// number of terrain triangles drawn
size_t m_TerrainTris;
// number of water triangles drawn
size_t m_WaterTris;
// number of (non-transparent) model triangles drawn
size_t m_ModelTris;
// number of overlay triangles drawn
size_t m_OverlayTris;
// number of splat passes for alphamapping
size_t m_BlendSplats;
// number of particles
size_t m_Particles;
};
enum class ScreenShotType
{
NONE,
DEFAULT,
BIG
};
public:
CRenderer(Renderer::Backend::IDevice* device);
~CRenderer();
// open up the renderer: performs any necessary initialisation
bool Open(int width, int height);
// resize renderer view
void Resize(int width, int height);
// return view width
int GetWidth() const { return m_Width; }
// return view height
int GetHeight() const { return m_Height; }
void RenderFrame(bool needsPresent);
// signal frame start
void BeginFrame();
// signal frame end
void EndFrame();
// trigger a reload of shaders (when parameters they depend on have changed)
void MakeShadersDirty();
// return stats accumulated for current frame
Stats& GetStats() { return m_Stats; }
CTextureManager& GetTextureManager();
CShaderManager& GetShaderManager();
CFontManager& GetFontManager();
CTimeManager& GetTimeManager();
CPostprocManager& GetPostprocManager();
CSceneRenderer& GetSceneRenderer();
CDebugRenderer& GetDebugRenderer();
/**
* Performs a complete frame without presenting to force loading all needed
* resources. It's used for the first frame on a game start.
* TODO: It might be better to preload resources without a complete frame
* rendering.
*/
void PreloadResourcesBeforeNextFrame();
/**
* Makes a screenshot on the next RenderFrame according of the given
* screenshot type.
*/
void MakeScreenShotOnNextFrame(ScreenShotType screenShotType);
Renderer::Backend::IDeviceCommandContext* GetDeviceCommandContext();
/**
* Returns a cached vertex input layout. The renderer owns the layout to be
* able to share it between different clients. As backend should have
* as few different layouts as possible.
* The function isn't cheap so it should be called as rarely as possible.
* TODO: we need to make VertexArray less error prone by passing layout.
*/
Renderer::Backend::IVertexInputLayout* GetVertexInputLayout(
const PS::span<const Renderer::Backend::SVertexAttributeFormat> attributes);
protected:
friend class CPatchRData;
friend class CDecalRData;
friend class HWLightingModelRenderer;
friend class ShaderModelVertexRenderer;
friend class InstancingModelRenderer;
friend class CRenderingOptions;
bool ShouldRender() const;
void RenderFrameImpl(const bool renderGUI, const bool renderLogger);
void RenderFrame2D(const bool renderGUI, const bool renderLogger);
void RenderScreenShot(const bool needsPresent);
void RenderBigScreenShot(const bool needsPresent);
// SetRenderPath: Select the preferred render path.
// This may only be called before Open(), because the layout of vertex arrays and other
// data may depend on the chosen render path.
void SetRenderPath(RenderPath rp);
void ReloadShaders();
// Private data that is not needed by inline functions.
class Internals;
std::unique_ptr<Internals> m;
// view width
int m_Width = 0;
// view height
int m_Height = 0;
// per-frame renderer stats
Stats m_Stats;
bool m_ShouldPreloadResourcesBeforeNextFrame = false;
ScreenShotType m_ScreenShotType = ScreenShotType::NONE;
};
#endif // INCLUDED_RENDERER