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

86 lines
2.3 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_SILHOUETTERENDERER
#define INCLUDED_SILHOUETTERENDERER
#include "graphics/Overlay.h"
#include "graphics/ShaderTechniquePtr.h"
#include "maths/BoundingBoxAligned.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
class CCamera;
class CModel;
class CPatch;
class SceneCollector;
class SilhouetteRenderer
{
public:
SilhouetteRenderer();
void AddOccluder(CPatch* patch);
void AddOccluder(CModel* model);
void AddCaster(CModel* model);
void ComputeSubmissions(const CCamera& camera);
void RenderSubmitOverlays(SceneCollector& collector);
void RenderSubmitOccluders(SceneCollector& collector);
void RenderSubmitCasters(SceneCollector& collector);
void RenderDebugBounds(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
void RenderDebugOverlays(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
void EndFrame();
private:
bool m_DebugEnabled;
std::vector<CPatch*> m_SubmittedPatchOccluders;
std::vector<CModel*> m_SubmittedModelOccluders;
std::vector<CModel*> m_SubmittedModelCasters;
std::vector<CPatch*> m_VisiblePatchOccluders;
std::vector<CModel*> m_VisibleModelOccluders;
std::vector<CModel*> m_VisibleModelCasters;
struct DebugBounds
{
CColor color;
CBoundingBoxAligned bounds;
};
struct DebugRect
{
CColor color;
float x0, y0, x1, y1;
};
std::vector<DebugBounds> m_DebugBounds;
std::vector<DebugRect> m_DebugRects;
std::vector<SOverlaySphere> m_DebugSpheres;
CShaderTechniquePtr m_ShaderTech;
Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
};
#endif // INCLUDED_SILHOUETTERENDERER