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0ad/source/renderer/TerrainRenderer.h

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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/>.
*/
/*
* Terrain rendering (everything related to patches and water) is
* encapsulated in TerrainRenderer
*/
#ifndef INCLUDED_TERRAINRENDERER
#define INCLUDED_TERRAINRENDERER
#include "graphics/Color.h"
#include "maths/BoundingBoxAligned.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/ITexture.h"
#include "renderer/backend/IShaderProgram.h"
class CCamera;
class CCanvas2D;
class CModelDecal;
class CPatch;
class CShaderDefines;
class CSimulation2;
class CVector2D;
class ShadowMap;
struct TerrainRendererInternals;
/**
* Class TerrainRenderer: Render everything related to the terrain,
* especially patches and water.
*/
class TerrainRenderer
{
friend class CPatchRData;
friend class CDecalRData;
public:
TerrainRenderer();
~TerrainRenderer();
void Initialize();
/**
* Set the simulation context for this frame.
* Call at start of frame, before any other Submits.
*/
void SetSimulation(CSimulation2* simulation);
/**
* Submit: Add a patch for rendering in this frame.
*
* preconditions : PrepareForRendering must not have been called
* for this frame yet.
* The patch must not have been submitted in this frame yet (i.e. you
* can only submit a frame once).
*
* @param patch the patch
*/
void Submit(int cullGroup, CPatch* patch);
/**
* Submit: Add a terrain decal for rendering in this frame.
*/
void Submit(int cullGroup, CModelDecal* decal);
/**
* PrepareForRendering: Prepare internal data structures like vertex
* buffers for rendering.
*
* All patches must have been submitted before the call to
* PrepareForRendering.
* PrepareForRendering must be called before any rendering calls.
*/
void PrepareForRendering();
/**
* EndFrame: Remove all patches from the list of submitted patches.
*/
void EndFrame();
/**
* Render textured terrain (including blends between
* different terrain types).
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderTerrain.
*
* @param deviceCommandContext A context to submit commands.
* @param shadow A prepared shadow map, in case rendering with shadows is enabled.
*/
void RenderTerrainShader(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, ShadowMap* shadow);
/**
* RenderPatches: Render all patches un-textured as polygons.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderPatches.
*
* @param filtered If true then only render objects that passed CullPatches.
* @param color Fill color of the patches.
*/
void RenderPatches(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup, const CShaderDefines& defines,
const CColor& color = CColor(0.0f, 0.0f, 0.0f, 1.0f));
/**
* RenderOutlines: Render the outline of patches as lines.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderOutlines.
*
* @param filtered If true then only render objects that passed CullPatches.
*/
void RenderOutlines(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup);
/**
* RenderWater: Render water for all patches that have been submitted
* this frame.
*
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderWater.
*/
void RenderWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, ShadowMap* shadow);
/**
* Renders terrain to a framebuffer to occlude shore foams.
*/
void RenderWaterFoamOccluders(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup);
/**
* Calculate a scissor rectangle for the visible water patches.
*/
CBoundingBoxAligned ScissorWater(int cullGroup, const CCamera& camera);
/**
* Render priority text for all submitted patches, for debugging.
*/
void RenderPriorities(CCanvas2D& canvas, int cullGroup);
/**
* Render texture unit 0 over the terrain mesh, with UV coords calculated
* by the given texture matrix.
* Intended for use by TerrainTextureOverlay.
*/
void RenderTerrainOverlayTexture(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup, const CVector2D& textureTransform, Renderer::Backend::ITexture* texture);
private:
TerrainRendererInternals* m;
/**
* RenderFancyWater: internal rendering method for fancy water.
* Returns false if unable to render with fancy water.
*/
bool RenderFancyWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, ShadowMap* shadow);
/**
* RenderSimpleWater: internal rendering method for water
*/
void RenderSimpleWater(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
int cullGroup);
static void PrepareShader(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, ShadowMap* shadow);
};
#endif // INCLUDED_TERRAINRENDERER