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

228 lines
7.3 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/>.
*/
/*
* System for representing tile-based information on top of the
* terrain.
*/
#ifndef INCLUDED_TERRAINOVERLAY
#define INCLUDED_TERRAINOVERLAY
#include "graphics/ShaderTechniquePtr.h"
#include "renderer/backend/ITexture.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/backend/PipelineState.h"
struct CColor;
struct SColor4ub;
class CTerrain;
class CSimContext;
/**
* Common interface for terrain-tile-based and texture-based debug overlays.
*
* An overlay object will be rendered for as long as it is allocated
* (it is automatically registered/deregistered by constructor/destructor).
*/
class ITerrainOverlay
{
NONCOPYABLE(ITerrainOverlay);
public:
virtual ~ITerrainOverlay();
virtual void RenderBeforeWater(Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext)) { }
virtual void RenderAfterWater(
Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext), int UNUSED(cullGroup)) { }
/**
* Draw all ITerrainOverlay objects that exist
* and that should be drawn before water.
*/
static void RenderOverlaysBeforeWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Draw all ITerrainOverlay objects that exist
* and that should be drawn after water.
*/
static void RenderOverlaysAfterWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup);
protected:
ITerrainOverlay(int priority);
};
/**
* Base class for (relatively) simple drawing of
* data onto terrain tiles, intended for debugging purposes and for the Atlas
* editor (hence not trying to be very efficient).
*
* To start drawing a terrain overlay, first create a subclass of TerrainOverlay.
* Override the method GetTileExtents if you want to change the range over which
* it is drawn.
* Override ProcessTile to do your processing for each tile, which should call
* RenderTile and RenderTileOutline as appropriate.
*/
class TerrainOverlay : public ITerrainOverlay
{
protected:
/**
* Construct the object and register it with the global
* list of terrain overlays.
* <p>
* The priority parameter controls the order in which overlays are drawn,
* if several exist - they are processed in order of increasing priority,
* so later ones draw on top of earlier ones.
* Most should use the default of 100. Numbers from 200 are used
* by Atlas.
*
* @param priority controls the order of drawing
*/
TerrainOverlay(const CSimContext& simContext, int priority = 100);
/**
* Override to perform processing at the start of the overlay rendering,
* before the ProcessTile calls
*/
virtual void StartRender();
/**
* Override to perform processing at the end of the overlay rendering,
* after the ProcessTile calls
*/
virtual void EndRender();
/**
* Override to limit the range over which ProcessTile will
* be called. Defaults to the size of the map.
*
* @param min_i_inclusive [output] smallest <i>i</i> coordinate, in tile-space units
* (1 unit per tile, <i>+i</i> is world-space <i>+x</i> and game-space East)
* @param min_j_inclusive [output] smallest <i>j</i> coordinate
* (<i>+j</i> is world-space <i>+z</i> and game-space North)
* @param max_i_inclusive [output] largest <i>i</i> coordinate
* @param max_j_inclusive [output] largest <i>j</i> coordinate
*/
virtual void GetTileExtents(ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
ssize_t& max_i_inclusive, ssize_t& max_j_inclusive);
/**
* Override to perform processing of each tile. Typically calls
* RenderTile and/or RenderTileOutline.
*
* @param i <i>i</i> coordinate of tile being processed
* @param j <i>j</i> coordinate of tile being processed
*/
virtual void ProcessTile(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
ssize_t i, ssize_t j) = 0;
/**
* Draw a filled quad on top of the current tile.
*
* @param color color to draw. May be transparent (alpha &lt; 1)
* @param drawHidden true if hidden tiles (i.e. those behind other tiles)
* should be drawn
*/
void RenderTile(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CColor& color, bool drawHidden);
/**
* Draw a filled quad on top of the given tile.
*/
void RenderTile(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CColor& color, bool drawHidden, ssize_t i, ssize_t j);
/**
* Draw an outlined quad on top of the current tile.
*
* @param color color to draw. May be transparent (alpha &lt; 1)
* @param lineWidth width of lines in pixels. 1 is a sensible value
* @param drawHidden true if hidden tiles (i.e. those behind other tiles)
* should be drawn
*/
void RenderTileOutline(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CColor& color, bool drawHidden);
/**
* Draw an outlined quad on top of the given tile.
*/
void RenderTileOutline(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CColor& color, bool drawHidden, ssize_t i, ssize_t j);
private:
// Process all tiles
void RenderBeforeWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext) override;
// Temporary storage of tile coordinates, so ProcessTile doesn't need to
// pass it to RenderTile/etc (and doesn't have a chance to get it wrong)
ssize_t m_i, m_j;
CTerrain* m_Terrain;
CShaderTechniquePtr m_OverlayTechTile, m_OverlayTechTileHidden;
CShaderTechniquePtr m_OverlayTechOutline, m_OverlayTechOutlineHidden;
Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
};
/**
* Base class for texture-based terrain overlays, with an arbitrary number of
* texels per terrain tile, intended for debugging purposes.
* Subclasses must implement BuildTextureRGBA which will be called each frame.
*/
class TerrainTextureOverlay : public ITerrainOverlay
{
public:
TerrainTextureOverlay(float texelsPerTile, int priority = 100);
~TerrainTextureOverlay() override;
protected:
/**
* Called each frame to generate the texture to render on the terrain.
* @p data is w*h*4 bytes, where w and h are the terrain size multiplied
* by texelsPerTile. @p data defaults to fully transparent, and should
* be filled with data in RGBA order.
*/
virtual void BuildTextureRGBA(u8* data, size_t w, size_t h) = 0;
/**
* Returns an arbitrary color, for subclasses that want to distinguish
* different integers visually.
*/
SColor4ub GetColor(size_t idx, u8 alpha) const;
private:
void RenderAfterWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup) override;
float m_TexelsPerTile;
std::unique_ptr<Renderer::Backend::ITexture> m_Texture;
};
#endif // INCLUDED_TERRAINOVERLAY