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

102 lines
3.1 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_DEBUGRENDERER
#define INCLUDED_DEBUGRENDERER
#include "graphics/ShaderTechniquePtr.h"
#include "ps/CStrIntern.h"
#include "renderer/backend/IShaderProgram.h"
#include <unordered_map>
#include <vector>
class CBoundingBoxAligned;
class CBrush;
class CCamera;
class CMatrix3D;
class CVector3D;
struct CColor;
// Helper for unoptimized rendering of geometrics primitives. Should not be
// used for regular passes.
class CDebugRenderer
{
public:
void Initialize();
/**
* Render the line in world space.
*/
void DrawLine(const CVector3D& from, const CVector3D& to,
const CColor& color, const float width, const bool depthTestEnabled = true);
void DrawLine(const std::vector<CVector3D>& line,
const CColor& color, const float width, const bool depthTestEnabled = true);
/**
* Render the circle in world space oriented to the view camera.
*/
void DrawCircle(const CVector3D& origin, const float radius, const CColor& color);
/**
* Render: Renders the camera's frustum in world space.
*
* @param intermediates determines how many intermediate distance planes should
* be hinted at between the near and far planes
*/
void DrawCameraFrustum(const CCamera& camera, const CColor& color, int intermediates = 0, bool wireframe = false);
/**
* Render the surfaces of the bound box as triangles.
*/
void DrawBoundingBox(const CBoundingBoxAligned& boundingBox, const CColor& color, bool wireframe = false);
void DrawBoundingBox(const CBoundingBoxAligned& boundingBox, const CColor& color, const CMatrix3D& transform, bool wireframe = false);
/**
* Render the surfaces of the brush as triangles.
*/
void DrawBrush(const CBrush& brush, const CColor& color, bool wireframe = false);
private:
const CShaderTechniquePtr& GetShaderTechnique(
const CStrIntern name, const CColor& color, const bool depthTestEnabled = true,
const bool wireframe = false);
struct ShaderTechniqueKey
{
CStrIntern name;
bool transparent;
bool depthTestEnabled;
bool wireframe;
};
struct ShaderTechniqueKeyHash
{
size_t operator()(const ShaderTechniqueKey& key) const;
};
struct ShaderTechniqueKeyEqual
{
bool operator()(const ShaderTechniqueKey& lhs, const ShaderTechniqueKey& rhs) const;
};
std::unordered_map<ShaderTechniqueKey, CShaderTechniquePtr, ShaderTechniqueKeyHash, ShaderTechniqueKeyEqual>
m_ShaderTechniqueMapping;
Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
};
#endif // INCLUDED_DEBUGRENDERER