182 lines
4.8 KiB
C++
182 lines
4.8 KiB
C++
/* Copyright (C) 2022 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_RENDERER
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#define INCLUDED_RENDERER
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#include "graphics/Camera.h"
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#include "graphics/ShaderDefines.h"
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#include "graphics/ShaderProgramPtr.h"
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#include "ps/Singleton.h"
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#include "renderer/backend/gl/DeviceCommandContext.h"
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#include "renderer/RenderingOptions.h"
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#include "renderer/Scene.h"
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#include <memory>
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class CDebugRenderer;
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class CFontManager;
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class CPostprocManager;
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class CSceneRenderer;
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class CShaderManager;
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class CTextureManager;
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class CTimeManager;
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#define g_Renderer CRenderer::GetSingleton()
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/**
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* Higher level interface on top of the whole frame rendering. It does know
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* what should be rendered and via which renderer but shouldn't know how to
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* render a particular area, like UI or scene.
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*/
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class CRenderer : public Singleton<CRenderer>
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{
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public:
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// stats class - per frame counts of number of draw calls, poly counts etc
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struct Stats
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{
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// set all stats to zero
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void Reset() { memset(this, 0, sizeof(*this)); }
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// number of draw calls per frame - total DrawElements + Begin/End immediate mode loops
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size_t m_DrawCalls;
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// number of terrain triangles drawn
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size_t m_TerrainTris;
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// number of water triangles drawn
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size_t m_WaterTris;
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// number of (non-transparent) model triangles drawn
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size_t m_ModelTris;
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// number of overlay triangles drawn
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size_t m_OverlayTris;
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// number of splat passes for alphamapping
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size_t m_BlendSplats;
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// number of particles
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size_t m_Particles;
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};
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enum class ScreenShotType
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{
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NONE,
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DEFAULT,
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BIG
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};
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public:
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CRenderer();
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~CRenderer();
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// open up the renderer: performs any necessary initialisation
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bool Open(int width, int height);
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// resize renderer view
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void Resize(int width, int height);
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// return view width
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int GetWidth() const { return m_Width; }
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// return view height
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int GetHeight() const { return m_Height; }
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void RenderFrame(bool needsPresent);
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// signal frame start
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void BeginFrame();
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// signal frame end
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void EndFrame();
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// trigger a reload of shaders (when parameters they depend on have changed)
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void MakeShadersDirty();
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// set the viewport
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void SetViewport(const SViewPort &);
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// get the last viewport
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SViewPort GetViewport();
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// return stats accumulated for current frame
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Stats& GetStats() { return m_Stats; }
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CTextureManager& GetTextureManager();
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CShaderManager& GetShaderManager();
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CFontManager& GetFontManager();
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CTimeManager& GetTimeManager();
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CPostprocManager& GetPostprocManager();
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CSceneRenderer& GetSceneRenderer();
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CDebugRenderer& GetDebugRenderer();
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/**
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* Performs a complete frame without presenting to force loading all needed
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* resources. It's used for the first frame on a game start.
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* TODO: It might be better to preload resources without a complete frame
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* rendering.
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*/
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void PreloadResourcesBeforeNextFrame();
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/**
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* Makes a screenshot on the next RenderFrame according of the given
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* screenshot type.
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*/
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void MakeScreenShotOnNextFrame(ScreenShotType screenShotType);
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Renderer::Backend::GL::CDeviceCommandContext* GetDeviceCommandContext();
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protected:
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friend class CPatchRData;
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friend class CDecalRData;
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friend class HWLightingModelRenderer;
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friend class ShaderModelVertexRenderer;
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friend class InstancingModelRenderer;
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friend class CRenderingOptions;
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bool ShouldRender() const;
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void RenderFrameImpl(const bool renderGUI, const bool renderLogger);
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void RenderFrame2D(const bool renderGUI, const bool renderLogger);
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void RenderScreenShot(const bool needsPresent);
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void RenderBigScreenShot(const bool needsPresent);
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// SetRenderPath: Select the preferred render path.
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// This may only be called before Open(), because the layout of vertex arrays and other
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// data may depend on the chosen render path.
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void SetRenderPath(RenderPath rp);
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void ReloadShaders();
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// Private data that is not needed by inline functions.
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class Internals;
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std::unique_ptr<Internals> m;
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// view width
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int m_Width = 0;
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// view height
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int m_Height = 0;
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SViewPort m_Viewport;
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// per-frame renderer stats
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Stats m_Stats;
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bool m_ShouldPreloadResourcesBeforeNextFrame = false;
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ScreenShotType m_ScreenShotType = ScreenShotType::NONE;
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};
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#endif // INCLUDED_RENDERER
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