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0ad/source/renderer/TerrainOverlay.h

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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