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0ad/source/renderer/SceneRenderer.h

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/* 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