0ad/source/renderer/OverlayRenderer.h
Ykkrosh fe3315376c Add BoundingSphere, SOverlaySphere.
BoundingSphere is similar to a bounding box, but more spherical.

SOverlaySphere is useful for visualising BoundingSphere (it's quite
inefficient and should only be used for debug functionality).

Normalise the camera frustum clipping planes, so that IsSphereVisible
gives the correct result.

This was SVN commit r15261.
2014-06-01 18:05:46 +00:00

153 lines
4.6 KiB
C++

/* Copyright (C) 2013 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_OVERLAYRENDERER
#define INCLUDED_OVERLAYRENDERER
#include "graphics/ShaderManager.h"
struct SOverlayLine;
struct SOverlayTexturedLine;
struct SOverlaySprite;
struct SOverlayQuad;
struct SOverlaySphere;
class CCamera;
struct OverlayRendererInternals;
/**
* Class OverlayRenderer: Render various bits of data that overlay the
* game world (selection circles, health bars, etc).
*/
class OverlayRenderer
{
NONCOPYABLE(OverlayRenderer);
public:
OverlayRenderer();
~OverlayRenderer();
/**
* Performs one-time initialization. Called by CRenderer::Open after graphics
* capabilities and the shader path have been determined (notably VBO support).
*/
void Initialize();
/**
* Add a line overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlayLine* overlay);
/**
* Add a textured line overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlayTexturedLine* overlay);
/**
* Add a sprite overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlaySprite* overlay);
/**
* Add a textured quad overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlayQuad* overlay);
/**
* Add a sphere overlay for rendering in this frame.
* @param overlay Must be non-null. The pointed-to object must remain valid at least
* until the end of the frame.
*/
void Submit(SOverlaySphere* overlay);
/**
* Prepare internal data structures for rendering.
* Must be called after all Submit calls for a frame, and before
* any rendering calls.
*/
void PrepareForRendering();
/**
* Reset the list of submitted overlays.
*/
void EndFrame();
/**
* Render all the submitted overlays that are embedded in the world
* (i.e. rendered behind other objects in the normal 3D way)
* and should be drawn before water (i.e. may be visible under the water)
*/
void RenderOverlaysBeforeWater();
/**
* Render all the submitted overlays that are embedded in the world
* (i.e. rendered behind other objects in the normal 3D way)
* and should be drawn after water (i.e. may be visible on top of the water)
*/
void RenderOverlaysAfterWater();
/**
* Render all the submitted overlays that should appear on top of everything
* in the world.
* @param viewCamera camera to be used for billboard computations
*/
void RenderForegroundOverlays(const CCamera& viewCamera);
/// Small vertical offset of overlays from terrain to prevent visual glitches
static const float OVERLAY_VOFFSET;
private:
/**
* Helper method; renders all overlay lines currently registered in the internals. Batch-
* renders textured overlay lines batched according to their visibility status by delegating
* to RenderTexturedOverlayLines(CShaderProgramPtr, bool).
*/
void RenderTexturedOverlayLines();
/**
* Helper method; renders those overlay lines currently registered in the internals (i.e.
* in m->texlines) for which the 'always visible' flag equals @p alwaysVisible. Used for
* batch rendering the overlay lines according to their alwaysVisible status, as this
* requires a separate shader to be used.
*/
void RenderTexturedOverlayLines(CShaderProgramPtr shader, bool alwaysVisible);
/**
* Helper method; batch-renders all registered quad overlays, batched by their texture for effiency.
*/
void RenderQuadOverlays();
/**
* Helper method; batch-renders all sphere quad overlays.
*/
void RenderSphereOverlays();
private:
OverlayRendererInternals* m;
};
#endif // INCLUDED_OVERLAYRENDERER