1
0
forked from 0ad/0ad
0ad/source/renderer/ParticleRenderer.h
Ykkrosh 6bc33fe8bd Update renderer design to be more flexible and data-driven based on material and shader definitions.
Support conditional expressions in shader effect XML files.
Consolidate fixed-function model rendering into the shader system.
Remove lots of now-obsolete renderer code.
Move shader defines from std::map to new class with interned data, for
performance.
Move texture from model into material.
Alleviate singletonitis.
Remove obsolete lodbias setting.
Remove unused terrain shadow transparency.

This was SVN commit r11423.
2012-04-03 18:44:46 +00:00

68 lines
1.6 KiB
C++

/* Copyright (C) 2011 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_PARTICLERENDERER
#define INCLUDED_PARTICLERENDERER
class CParticleEmitter;
struct ParticleRendererInternals;
#include "graphics/ShaderProgram.h"
/**
* Render particles.
*/
class ParticleRenderer
{
public:
ParticleRenderer();
~ParticleRenderer();
/**
* Add an emitter for rendering in this frame.
*/
void Submit(CParticleEmitter* emitter);
/**
* Prepare internal data structures for rendering.
* Must be called after all Submit calls for a frame, and before
* any rendering calls.
*/
void PrepareForRendering(const CShaderDefines& context);
/**
* Reset the list of submitted overlays.
*/
void EndFrame();
/**
* Render all the submitted particles.
*/
void RenderParticles(bool solidColor = false);
/**
* Render bounding boxes for all the submitted emitters.
*/
void RenderBounds(CShaderProgramPtr& shader);
private:
ParticleRendererInternals* m;
};
#endif // INCLUDED_PARTICLERENDERER