1
0
forked from 0ad/0ad
0ad/source/renderer/OverlayRenderer.h
vts db864f10c3 Rendering marker lines between buildings and rally points
Added command button to focus on rally point
(implements #524)

This was SVN commit r10704.
2011-12-10 07:07:04 +00:00

102 lines
2.9 KiB
C++

/* Copyright (C) 2011 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_OVERLAYRENDERER
#define INCLUDED_OVERLAYRENDERER
#include "graphics/ShaderManager.h"
struct SOverlayLine;
struct SOverlayTexturedLine;
struct SOverlaySprite;
class CCamera;
struct OverlayRendererInternals;
/**
* Class OverlayRenderer: Render various bits of data that overlay the
* game world (selection circles, health bars, etc).
*/
class OverlayRenderer
{
public:
OverlayRenderer();
~OverlayRenderer();
/**
* Add a line overlay for rendering in this frame.
*/
void Submit(SOverlayLine* overlay);
/**
* Add a textured line overlay for rendering in this frame.
*/
void Submit(SOverlayTexturedLine* overlay);
/**
* Add a sprite overlay for rendering in this frame.
*/
void Submit(SOverlaySprite* 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();
/**
* 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();
/**
* 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(const CCamera& viewCamera);
private:
/**
* Helper method; renders those overlay lines currently registered in the internals (i.e. in m->texlines) for which the
* always visible flag equals @alwaysVisible. Used for batch rendering the overlay lines by their alwaysVisible status,
* because this requires a separate shader to be used.
*/
void RenderTexturedOverlayLines(CShaderProgramPtr shader, bool alwaysVisible);
private:
OverlayRendererInternals* m;
};
#endif // INCLUDED_OVERLAYRENDERER