0ad/source/renderer/Renderer.h

189 lines
5.3 KiB
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/>.
*/
#ifndef INCLUDED_RENDERER
#define INCLUDED_RENDERER
#include "graphics/Camera.h"
#include "graphics/ShaderDefines.h"
#include "graphics/ShaderProgramPtr.h"
#include "ps/containers/Span.h"
#include "ps/Singleton.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
#include "renderer/RenderingOptions.h"
#include "renderer/Scene.h"
#include <memory>
class CDebugRenderer;
class CFontManager;
class CPostprocManager;
class CSceneRenderer;
class CShaderManager;
class CTextureManager;
class CTimeManager;
class CVertexBufferManager;
#define g_Renderer CRenderer::GetSingleton()
/**
* Higher level interface on top of the whole frame rendering. It does know
* what should be rendered and via which renderer but shouldn't know how to
* render a particular area, like UI or scene.
*/
class CRenderer : public Singleton<CRenderer>
{
public:
// stats class - per frame counts of number of draw calls, poly counts etc
struct Stats
{
// set all stats to zero
void Reset() { memset(this, 0, sizeof(*this)); }
// number of draw calls per frame - total DrawElements + Begin/End immediate mode loops
size_t m_DrawCalls;
// number of terrain triangles drawn
size_t m_TerrainTris;
// number of water triangles drawn
size_t m_WaterTris;
// number of (non-transparent) model triangles drawn
size_t m_ModelTris;
// number of overlay triangles drawn
size_t m_OverlayTris;
// number of splat passes for alphamapping
size_t m_BlendSplats;
// number of particles
size_t m_Particles;
};
enum class ScreenShotType
{
NONE,
DEFAULT,
BIG
};
public:
CRenderer(Renderer::Backend::IDevice* device);
~CRenderer();
// open up the renderer: performs any necessary initialisation
bool Open(int width, int height);
// resize renderer view
void Resize(int width, int height);
// return view width
int GetWidth() const { return m_Width; }
// return view height
int GetHeight() const { return m_Height; }
void RenderFrame(bool needsPresent);
// signal frame start
void BeginFrame();
// signal frame end
void EndFrame();
// trigger a reload of shaders (when parameters they depend on have changed)
void MakeShadersDirty();
// return stats accumulated for current frame
Stats& GetStats() { return m_Stats; }
CTextureManager& GetTextureManager();
CVertexBufferManager& GetVertexBufferManager();
CShaderManager& GetShaderManager();
CFontManager& GetFontManager();
CTimeManager& GetTimeManager();
CPostprocManager& GetPostprocManager();
CSceneRenderer& GetSceneRenderer();
CDebugRenderer& GetDebugRenderer();
/**
* Performs a complete frame without presenting to force loading all needed
* resources. It's used for the first frame on a game start.
* TODO: It might be better to preload resources without a complete frame
* rendering.
*/
void PreloadResourcesBeforeNextFrame();
/**
* Makes a screenshot on the next RenderFrame according of the given
* screenshot type.
*/
void MakeScreenShotOnNextFrame(ScreenShotType screenShotType);
Renderer::Backend::IDeviceCommandContext* GetDeviceCommandContext();
/**
* Returns a cached vertex input layout. The renderer owns the layout to be
* able to share it between different clients. As backend should have
* as few different layouts as possible.
* The function isn't cheap so it should be called as rarely as possible.
* TODO: we need to make VertexArray less error prone by passing layout.
*/
Renderer::Backend::IVertexInputLayout* GetVertexInputLayout(
const PS::span<const Renderer::Backend::SVertexAttributeFormat> attributes);
protected:
friend class CPatchRData;
friend class CDecalRData;
friend class HWLightingModelRenderer;
friend class ShaderModelVertexRenderer;
friend class InstancingModelRenderer;
friend class CRenderingOptions;
bool ShouldRender() const;
void RenderFrameImpl(const bool renderGUI, const bool renderLogger);
void RenderFrame2D(const bool renderGUI, const bool renderLogger);
void RenderScreenShot(const bool needsPresent);
void RenderBigScreenShot(const bool needsPresent);
// SetRenderPath: Select the preferred render path.
// This may only be called before Open(), because the layout of vertex arrays and other
// data may depend on the chosen render path.
void SetRenderPath(RenderPath rp);
void ReloadShaders();
// Private data that is not needed by inline functions.
class Internals;
std::unique_ptr<Internals> m;
// view width
int m_Width = 0;
// view height
int m_Height = 0;
// per-frame renderer stats
Stats m_Stats;
bool m_ShouldPreloadResourcesBeforeNextFrame = false;
ScreenShotType m_ScreenShotType = ScreenShotType::NONE;
};
#endif // INCLUDED_RENDERER