forked from 0ad/0ad
168 lines
4.6 KiB
C++
168 lines
4.6 KiB
C++
/* Copyright (C) 2012 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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/*
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* Terrain rendering (everything related to patches and water) is
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* encapsulated in TerrainRenderer
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*/
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#ifndef INCLUDED_TERRAINRENDERER
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#define INCLUDED_TERRAINRENDERER
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class CPatch;
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class ShadowMap;
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class WaterManager;
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struct TerrainRendererInternals;
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/**
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* Class TerrainRenderer: Render everything related to the terrain,
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* especially patches and water.
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*/
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class TerrainRenderer
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{
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friend class CPatchRData;
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friend class CDecalRData;
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public:
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TerrainRenderer();
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~TerrainRenderer();
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/**
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* Submit: Add a patch for rendering in this frame.
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*
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* preconditions : PrepareForRendering must not have been called
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* for this frame yet.
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* The patch must not have been submitted in this frame yet (i.e. you
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* can only submit a frame once).
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*
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* @param patch the patch
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*/
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void Submit(CPatch* patch);
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/**
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* Submit: Add a terrain decal for rendering in this frame.
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*/
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void Submit(CModelDecal* decal);
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/**
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* PrepareForRendering: Prepare internal data structures like vertex
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* buffers for rendering.
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*
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* All patches must have been submitted before the call to
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* PrepareForRendering.
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* PrepareForRendering must be called before any rendering calls.
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*/
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void PrepareForRendering();
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/**
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* EndFrame: Remove all patches from the list of submitted patches.
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*/
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void EndFrame();
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/**
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* CullPatches: Culls patches and decals against a frustum,
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* and stores the results in a special filtered list that
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* is used when calling render functions with @p filtered true.
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*/
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bool CullPatches(const CFrustum* frustum);
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/**
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* RenderTerrain: Render textured terrain (including blends between
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* different terrain types).
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*
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* preconditions : PrepareForRendering must have been called this
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* frame before calling RenderTerrain.
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*
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* @param filtered If true then only render objects that passed CullPatches.
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*/
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void RenderTerrain(bool filtered = false);
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/**
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* Render textured terrain, as with RenderTerrain, but using shaders
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* instead of multitexturing.
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*
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* @param shadow A prepared shadow map, in case rendering with shadows is enabled.
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* @param filtered If true then only render objects that passed CullPatches.
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*/
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void RenderTerrainShader(const CShaderDefines& context, ShadowMap* shadow, bool filtered = false);
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/**
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* RenderPatches: Render all patches un-textured as polygons.
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*
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* preconditions : PrepareForRendering must have been called this
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* frame before calling RenderPatches.
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*
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* @param filtered If true then only render objects that passed CullPatches.
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*/
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void RenderPatches(bool filtered = false);
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/**
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* RenderOutlines: Render the outline of patches as lines.
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*
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* preconditions : PrepareForRendering must have been called this
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* frame before calling RenderOutlines.
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*
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* @param filtered If true then only render objects that passed CullPatches.
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*/
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void RenderOutlines(bool filtered = false);
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/**
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* RenderWater: Render water for all patches that have been submitted
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* this frame.
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*
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* preconditions : PrepareForRendering must have been called this
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* frame before calling RenderWater.
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*/
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void RenderWater();
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/**
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* Calculate a scissor rectangle for the visible water patches.
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*/
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CBoundingBoxAligned ScissorWater(const CMatrix3D& viewproj);
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/**
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* Render priority text for all submitted patches, for debugging.
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*/
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void RenderPriorities();
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/**
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* Render texture unit 0 over the terrain mesh, with UV coords calculated
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* by the given texture matrix.
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* Intended for use by TerrainTextureOverlay.
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*/
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void RenderTerrainOverlayTexture(CMatrix3D& textureMatrix);
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private:
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TerrainRendererInternals* m;
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/**
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* RenderFancyWater: internal rendering method for fancy water.
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* Returns false if unable to render with fancy water.
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*/
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bool RenderFancyWater();
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/**
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* RenderSimpleWater: internal rendering method for water
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*/
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void RenderSimpleWater();
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static void PrepareShader(const CShaderProgramPtr& shader, ShadowMap* shadow);
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};
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#endif // INCLUDED_TERRAINRENDERER
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