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

309 lines
9.3 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_RENDERER_SCENERENDERER
#define INCLUDED_RENDERER_SCENERENDERER
#include "graphics/Camera.h"
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgramPtr.h"
#include "maths/BoundingBoxAligned.h"
#include "ps/Singleton.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/RenderingOptions.h"
#include "renderer/Scene.h"
#include <memory>
class CCanvas2D;
class CLightEnv;
class CMaterial;
class CMaterialManager;
class CModel;
class CParticleManager;
class CPatch;
class CSimulation2;
class ShadowMap;
class SkyManager;
class TerrainRenderer;
class WaterManager;
// rendering modes
enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES };
// transparency modes
enum ETransparentMode { TRANSPARENT, TRANSPARENT_OPAQUE, TRANSPARENT_BLEND };
class CSceneRenderer : public SceneCollector
{
public:
enum CullGroup
{
CULL_DEFAULT,
CULL_SHADOWS_CASCADE_0,
CULL_SHADOWS_CASCADE_1,
CULL_SHADOWS_CASCADE_2,
CULL_SHADOWS_CASCADE_3,
CULL_REFLECTIONS,
CULL_REFRACTIONS,
CULL_SILHOUETTE_OCCLUDER,
CULL_SILHOUETTE_CASTER,
CULL_MAX
};
CSceneRenderer(Renderer::Backend::IDevice* device);
~CSceneRenderer();
void Initialize();
void Resize(int width, int height);
void BeginFrame();
void EndFrame();
/**
* Set simulation context for rendering purposes.
* Must be called at least once when the game has started and before
* frames are rendered.
*/
void SetSimulation(CSimulation2* simulation);
// trigger a reload of shaders (when parameters they depend on have changed)
void MakeShadersDirty();
/**
* Set up the camera used for rendering the next scene; this includes
* setting OpenGL state like viewport, projection and modelview matrices.
*
* @param viewCamera this camera determines the eye position for rendering
* @param cullCamera this camera determines the frustum for culling in the renderer and
* for shadow calculations
*/
void SetSceneCamera(const CCamera& viewCamera, const CCamera& cullCamera);
/**
* Enumerate and submit all objects of the given scene which should be rendered.
* Must be called before RenderScene.
*/
void PrepareScene(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Scene& scene);
/**
* Render submitted objects of the previously given scene.
*/
void RenderScene(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Render overlays of the previously given scene.
* Must be called after RenderScene.
*/
void RenderSceneOverlays(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
/**
* Return the scene that is currently being rendered.
* Only valid when the renderer is in a RenderScene call.
*/
Scene& GetScene();
/**
* Render text overlays on top of the scene.
* Assumes the caller has set up the GL environment for orthographic rendering
* with texturing and blending.
*/
void RenderTextOverlays(CCanvas2D& canvas);
// set the current lighting environment; (note: the passed pointer is just copied to a variable within the renderer,
// so the lightenv passed must be scoped such that it is not destructed until after the renderer is no longer rendering)
void SetLightEnv(CLightEnv* lightenv)
{
m_LightEnv = lightenv;
}
// set the mode to render subsequent terrain patches
void SetTerrainRenderMode(ERenderMode mode) { m_TerrainRenderMode = mode; }
// get the mode to render subsequent terrain patches
ERenderMode GetTerrainRenderMode() const { return m_TerrainRenderMode; }
// set the mode to render subsequent water patches
void SetWaterRenderMode(ERenderMode mode) { m_WaterRenderMode = mode; }
// get the mode to render subsequent water patches
ERenderMode GetWaterRenderMode() const { return m_WaterRenderMode; }
// set the mode to render subsequent models
void SetModelRenderMode(ERenderMode mode) { m_ModelRenderMode = mode; }
// get the mode to render subsequent models
ERenderMode GetModelRenderMode() const { return m_ModelRenderMode; }
// Get the mode to render subsequent overlays.
ERenderMode GetOverlayRenderMode() const { return m_OverlayRenderMode; }
// Set the mode to render subsequent overlays.
void SetOverlayRenderMode(ERenderMode mode) { m_OverlayRenderMode = mode; }
// debugging
void SetDisplayTerrainPriorities(bool enabled) { m_DisplayTerrainPriorities = enabled; }
// return the current light environment
const CLightEnv &GetLightEnv() { return *m_LightEnv; }
// return the current view camera
const CCamera& GetViewCamera() const { return m_ViewCamera; }
// replace the current view camera
void SetViewCamera(const CCamera& camera) { m_ViewCamera = camera; }
// return the current cull camera
const CCamera& GetCullCamera() const { return m_CullCamera; }
/**
* GetWaterManager: Return the renderer's water manager.
*
* @return the WaterManager object used by the renderer
*/
WaterManager& GetWaterManager();
/**
* GetSkyManager: Return the renderer's sky manager.
*
* @return the SkyManager object used by the renderer
*/
SkyManager& GetSkyManager();
CParticleManager& GetParticleManager();
TerrainRenderer& GetTerrainRenderer();
CMaterialManager& GetMaterialManager();
ShadowMap& GetShadowMap();
/**
* Resets the render state to default, that was before a game started
*/
void ResetState();
void ReloadShaders(Renderer::Backend::IDevice* device);
protected:
void Submit(CPatch* patch) override;
void Submit(SOverlayLine* overlay) override;
void Submit(SOverlayTexturedLine* overlay) override;
void Submit(SOverlaySprite* overlay) override;
void Submit(SOverlayQuad* overlay) override;
void Submit(CModelDecal* decal) override;
void Submit(CParticleEmitter* emitter) override;
void Submit(SOverlaySphere* overlay) override;
void SubmitNonRecursive(CModel* model) override;
/**
* Update and upload all needed data for submitted objects.
*/
void PrepareSubmissions(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CBoundingBoxAligned& waterScissor);
// render any batched objects
void RenderSubmissions(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CBoundingBoxAligned& waterScissor);
// patch rendering stuff
void RenderPatches(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup);
// model rendering stuff
void RenderModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup);
void RenderTransparentModels(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, ETransparentMode transparentMode);
void RenderSilhouettes(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context);
void RenderParticles(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup);
// shadow rendering stuff
void RenderShadowMap(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context);
// render water reflection and refraction textures
void RenderReflections(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, const CBoundingBoxAligned& scissor);
void RenderRefractions(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, const CBoundingBoxAligned& scissor);
void ComputeReflectionCamera(CCamera& camera, const CBoundingBoxAligned& scissor) const;
void ComputeRefractionCamera(CCamera& camera, const CBoundingBoxAligned& scissor) const;
// debugging
void DisplayFrustum();
// enable oblique frustum clipping with the given clip plane
void SetObliqueFrustumClipping(CCamera& camera, const CVector4D& clipPlane) const;
// Private data that is not needed by inline functions.
class Internals;
std::unique_ptr<Internals> m;
// Current terrain rendering mode.
ERenderMode m_TerrainRenderMode;
// Current water rendering mode.
ERenderMode m_WaterRenderMode;
// Current model rendering mode.
ERenderMode m_ModelRenderMode;
// Current overlay rendering mode.
ERenderMode m_OverlayRenderMode;
/**
* m_ViewCamera: determines the eye position for rendering
*
* @see CGameView::m_ViewCamera
*/
CCamera m_ViewCamera;
/**
* m_CullCamera: determines the frustum for culling and shadowmap calculations
*
* @see CGameView::m_ViewCamera
*/
CCamera m_CullCamera;
// only valid inside a call to RenderScene
Scene* m_CurrentScene;
int m_CurrentCullGroup;
CBoundingBoxAligned m_WaterScissor;
// current lighting setup
CLightEnv* m_LightEnv;
/**
* Enable rendering of terrain tile priority text overlay, for debugging.
*/
bool m_DisplayTerrainPriorities;
};
#endif // INCLUDED_RENDERER_SCENERENDERER