LCOV - code coverage report
Current view: top level - source/renderer - Renderer.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 1 4 25.0 %
Date: 2023-01-19 00:18:29 Functions: 1 4 25.0 %

          Line data    Source code
       1             : /* Copyright (C) 2023 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : #ifndef INCLUDED_RENDERER
      19             : #define INCLUDED_RENDERER
      20             : 
      21             : #include "graphics/Camera.h"
      22             : #include "graphics/ShaderDefines.h"
      23             : #include "graphics/ShaderProgramPtr.h"
      24             : #include "ps/containers/Span.h"
      25             : #include "ps/Singleton.h"
      26             : #include "renderer/backend/IDeviceCommandContext.h"
      27             : #include "renderer/backend/IShaderProgram.h"
      28             : #include "renderer/RenderingOptions.h"
      29             : #include "renderer/Scene.h"
      30             : 
      31             : #include <memory>
      32             : 
      33             : class CDebugRenderer;
      34             : class CFontManager;
      35             : class CPostprocManager;
      36             : class CSceneRenderer;
      37             : class CShaderManager;
      38             : class CTextureManager;
      39             : class CTimeManager;
      40             : 
      41             : #define g_Renderer CRenderer::GetSingleton()
      42             : 
      43             : /**
      44             :  * Higher level interface on top of the whole frame rendering. It does know
      45             :  * what should be rendered and via which renderer but shouldn't know how to
      46             :  * render a particular area, like UI or scene.
      47             :  */
      48             : class CRenderer : public Singleton<CRenderer>
      49             : {
      50             : public:
      51             :     // stats class - per frame counts of number of draw calls, poly counts etc
      52             :     struct Stats
      53             :     {
      54             :         // set all stats to zero
      55           6 :         void Reset() { memset(this, 0, sizeof(*this)); }
      56             :         // number of draw calls per frame - total DrawElements + Begin/End immediate mode loops
      57             :         size_t m_DrawCalls;
      58             :         // number of terrain triangles drawn
      59             :         size_t m_TerrainTris;
      60             :         // number of water triangles drawn
      61             :         size_t m_WaterTris;
      62             :         // number of (non-transparent) model triangles drawn
      63             :         size_t m_ModelTris;
      64             :         // number of overlay triangles drawn
      65             :         size_t m_OverlayTris;
      66             :         // number of splat passes for alphamapping
      67             :         size_t m_BlendSplats;
      68             :         // number of particles
      69             :         size_t m_Particles;
      70             :     };
      71             : 
      72             :     enum class ScreenShotType
      73             :     {
      74             :         NONE,
      75             :         DEFAULT,
      76             :         BIG
      77             :     };
      78             : 
      79             : public:
      80             :     CRenderer();
      81             :     ~CRenderer();
      82             : 
      83             :     // open up the renderer: performs any necessary initialisation
      84             :     bool Open(int width, int height);
      85             : 
      86             :     // resize renderer view
      87             :     void Resize(int width, int height);
      88             : 
      89             :     // return view width
      90           0 :     int GetWidth() const { return m_Width; }
      91             :     // return view height
      92           0 :     int GetHeight() const { return m_Height; }
      93             : 
      94             :     void RenderFrame(bool needsPresent);
      95             : 
      96             :     // signal frame start
      97             :     void BeginFrame();
      98             :     // signal frame end
      99             :     void EndFrame();
     100             : 
     101             :     // trigger a reload of shaders (when parameters they depend on have changed)
     102             :     void MakeShadersDirty();
     103             : 
     104             :     // return stats accumulated for current frame
     105           0 :     Stats& GetStats() { return m_Stats; }
     106             : 
     107             :     CTextureManager& GetTextureManager();
     108             : 
     109             :     CShaderManager& GetShaderManager();
     110             : 
     111             :     CFontManager& GetFontManager();
     112             : 
     113             :     CTimeManager& GetTimeManager();
     114             : 
     115             :     CPostprocManager& GetPostprocManager();
     116             : 
     117             :     CSceneRenderer& GetSceneRenderer();
     118             : 
     119             :     CDebugRenderer& GetDebugRenderer();
     120             : 
     121             :     /**
     122             :      * Performs a complete frame without presenting to force loading all needed
     123             :      * resources. It's used for the first frame on a game start.
     124             :      * TODO: It might be better to preload resources without a complete frame
     125             :      * rendering.
     126             :      */
     127             :     void PreloadResourcesBeforeNextFrame();
     128             : 
     129             :     /**
     130             :      * Makes a screenshot on the next RenderFrame according of the given
     131             :      * screenshot type.
     132             :      */
     133             :     void MakeScreenShotOnNextFrame(ScreenShotType screenShotType);
     134             : 
     135             :     Renderer::Backend::IDeviceCommandContext* GetDeviceCommandContext();
     136             : 
     137             :     /**
     138             :      * Returns a cached vertex input layout. The renderer owns the layout to be
     139             :      * able to share it between different clients. As backend should have
     140             :      * as few different layouts as possible.
     141             :      * The function isn't cheap so it should be called as rarely as possible.
     142             :      * TODO: we need to make VertexArray less error prone by passing layout.
     143             :      */
     144             :     Renderer::Backend::IVertexInputLayout* GetVertexInputLayout(
     145             :         const PS::span<const Renderer::Backend::SVertexAttributeFormat> attributes);
     146             : 
     147             : protected:
     148             :     friend class CPatchRData;
     149             :     friend class CDecalRData;
     150             :     friend class HWLightingModelRenderer;
     151             :     friend class ShaderModelVertexRenderer;
     152             :     friend class InstancingModelRenderer;
     153             :     friend class CRenderingOptions;
     154             : 
     155             :     bool ShouldRender() const;
     156             : 
     157             :     void RenderFrameImpl(const bool renderGUI, const bool renderLogger);
     158             :     void RenderFrame2D(const bool renderGUI, const bool renderLogger);
     159             :     void RenderScreenShot(const bool needsPresent);
     160             :     void RenderBigScreenShot(const bool needsPresent);
     161             : 
     162             :     // SetRenderPath: Select the preferred render path.
     163             :     // This may only be called before Open(), because the layout of vertex arrays and other
     164             :     // data may depend on the chosen render path.
     165             :     void SetRenderPath(RenderPath rp);
     166             : 
     167             :     void ReloadShaders();
     168             : 
     169             :     // Private data that is not needed by inline functions.
     170             :     class Internals;
     171             :     std::unique_ptr<Internals> m;
     172             :     // view width
     173             :     int m_Width = 0;
     174             :     // view height
     175             :     int m_Height = 0;
     176             : 
     177             :     // per-frame renderer stats
     178             :     Stats m_Stats;
     179             : 
     180             :     bool m_ShouldPreloadResourcesBeforeNextFrame = false;
     181             : 
     182             :     ScreenShotType m_ScreenShotType = ScreenShotType::NONE;
     183             : };
     184             : 
     185             : #endif // INCLUDED_RENDERER

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