forked from 0ad/0ad
70 lines
1.7 KiB
C++
70 lines
1.7 KiB
C++
/* Copyright (C) 2013 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_PARTICLERENDERER
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#define INCLUDED_PARTICLERENDERER
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class CParticleEmitter;
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class CShaderDefines;
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struct ParticleRendererInternals;
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#include "graphics/ShaderProgramPtr.h"
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/**
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* Render particles.
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*/
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class ParticleRenderer
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{
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NONCOPYABLE(ParticleRenderer);
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public:
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ParticleRenderer();
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~ParticleRenderer();
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/**
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* Add an emitter for rendering in this frame.
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*/
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void Submit(int cullGroup, CParticleEmitter* emitter);
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/**
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* Prepare internal data structures for rendering.
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* Must be called after all Submit calls for a frame, and before
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* any rendering calls.
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*/
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void PrepareForRendering(const CShaderDefines& context);
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/**
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* Reset the list of submitted overlays.
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*/
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void EndFrame();
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/**
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* Render all the submitted particles.
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*/
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void RenderParticles(int cullGroup, bool solidColor = false);
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/**
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* Render bounding boxes for all the submitted emitters.
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*/
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void RenderBounds(int cullGroup, CShaderProgramPtr& shader);
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private:
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ParticleRendererInternals* m;
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};
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#endif // INCLUDED_PARTICLERENDERER
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