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0ad/source/renderer/SilhouetteRenderer.h

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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