forked from 0ad/0ad
140 lines
4.3 KiB
C++
140 lines
4.3 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_OVERLAYRENDERER
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#define INCLUDED_OVERLAYRENDERER
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#include "graphics/ShaderManager.h"
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struct SOverlayLine;
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struct SOverlayTexturedLine;
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struct SOverlaySprite;
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struct SOverlayQuad;
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class CCamera;
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struct OverlayRendererInternals;
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/**
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* Class OverlayRenderer: Render various bits of data that overlay the
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* game world (selection circles, health bars, etc).
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*/
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class OverlayRenderer
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{
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NONCOPYABLE(OverlayRenderer);
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public:
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OverlayRenderer();
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~OverlayRenderer();
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/**
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* Performs one-time initialization. Called by CRenderer::Open after graphics
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* capabilities and the shader path have been determined (notably VBO support).
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*/
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void Initialize();
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/**
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* Add a line overlay for rendering in this frame.
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* @param overlay Must be non-null. The pointed-to object must remain valid at least
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* until the end of the frame.
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*/
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void Submit(SOverlayLine* overlay);
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/**
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* Add a textured line overlay for rendering in this frame.
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* @param overlay Must be non-null. The pointed-to object must remain valid at least
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* until the end of the frame.
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*/
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void Submit(SOverlayTexturedLine* overlay);
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/**
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* Add a sprite overlay for rendering in this frame.
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* @param overlay Must be non-null. The pointed-to object must remain valid at least
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* until the end of the frame.
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*/
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void Submit(SOverlaySprite* overlay);
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/**
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* Add a textured quad overlay for rendering in this frame.
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* @param overlay Must be non-null. The pointed-to object must remain valid at least
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* until the end of the frame.
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*/
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void Submit(SOverlayQuad* overlay);
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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();
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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 overlays that are embedded in the world
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* (i.e. rendered behind other objects in the normal 3D way)
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* and should be drawn before water (i.e. may be visible under the water)
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*/
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void RenderOverlaysBeforeWater();
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/**
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* Render all the submitted overlays that are embedded in the world
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* (i.e. rendered behind other objects in the normal 3D way)
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* and should be drawn after water (i.e. may be visible on top of the water)
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*/
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void RenderOverlaysAfterWater();
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/**
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* Render all the submitted overlays that should appear on top of everything
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* in the world.
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* @param viewCamera camera to be used for billboard computations
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*/
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void RenderForegroundOverlays(const CCamera& viewCamera);
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/// Small vertical offset of overlays from terrain to prevent visual glitches
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static const float OVERLAY_VOFFSET;
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private:
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/**
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* Helper method; renders all overlay lines currently registered in the internals. Batch-
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* renders textured overlay lines batched according to their visibility status by delegating
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* to RenderTexturedOverlayLines(CShaderProgramPtr, bool).
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*/
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void RenderTexturedOverlayLines();
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/**
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* Helper method; renders those overlay lines currently registered in the internals (i.e.
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* in m->texlines) for which the 'always visible' flag equals @p alwaysVisible. Used for
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* batch rendering the overlay lines according to their alwaysVisible status, as this
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* requires a separate shader to be used.
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*/
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void RenderTexturedOverlayLines(CShaderProgramPtr shader, bool alwaysVisible);
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/**
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* Helper method; batch-renders all registered quad overlays, batched by their texture for effiency.
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*/
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void RenderQuadOverlays();
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private:
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OverlayRendererInternals* m;
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};
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#endif // INCLUDED_OVERLAYRENDERER
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