Pyrogenesis  trunk
OverlayRenderer.h
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1 /* Copyright (C) 2022 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
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9  * 0 A.D. is distributed in the hope that it will be useful,
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12  * GNU General Public License for more details.
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15  * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16  */
17 
18 #ifndef INCLUDED_OVERLAYRENDERER
19 #define INCLUDED_OVERLAYRENDERER
20 
21 #include "graphics/ShaderProgram.h"
23 
24 struct SOverlayLine;
26 struct SOverlaySprite;
27 struct SOverlayQuad;
28 struct SOverlaySphere;
29 class CCamera;
30 
32 
33 /**
34  * Class OverlayRenderer: Render various bits of data that overlay the
35  * game world (selection circles, health bars, etc).
36  */
38 {
40 
41 public:
44 
45  /**
46  * Performs one-time initialization. Called by CRenderer::Open after graphics
47  * capabilities and the shader path have been determined.
48  */
49  void Initialize();
50 
51  /**
52  * Add a line overlay for rendering in this frame.
53  * @param overlay Must be non-null. The pointed-to object must remain valid at least
54  * until the end of the frame.
55  */
56  void Submit(SOverlayLine* overlay);
57 
58  /**
59  * Add a textured line overlay for rendering in this frame.
60  * @param overlay Must be non-null. The pointed-to object must remain valid at least
61  * until the end of the frame.
62  */
63  void Submit(SOverlayTexturedLine* overlay);
64 
65  /**
66  * Add a sprite overlay for rendering in this frame.
67  * @param overlay Must be non-null. The pointed-to object must remain valid at least
68  * until the end of the frame.
69  */
70  void Submit(SOverlaySprite* overlay);
71 
72  /**
73  * Add a textured quad overlay for rendering in this frame.
74  * @param overlay Must be non-null. The pointed-to object must remain valid at least
75  * until the end of the frame.
76  */
77  void Submit(SOverlayQuad* overlay);
78 
79  /**
80  * Add a sphere overlay for rendering in this frame.
81  * @param overlay Must be non-null. The pointed-to object must remain valid at least
82  * until the end of the frame.
83  */
84  void Submit(SOverlaySphere* overlay);
85 
86  /**
87  * Prepare internal data structures for rendering.
88  * Must be called after all Submit calls for a frame, and before
89  * uploading data.
90  */
91  void PrepareForRendering();
92 
93  /**
94  * Upload prepared data to backend.
95  * Must be called after preparing, and before any rendering calls.
96  */
97  void Upload(
98  Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
99 
100  /**
101  * Reset the list of submitted overlays.
102  */
103  void EndFrame();
104 
105  /**
106  * Render all the submitted overlays that are embedded in the world
107  * (i.e. rendered behind other objects in the normal 3D way)
108  * and should be drawn before water (i.e. may be visible under the water)
109  */
111  Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
112 
113  /**
114  * Render all the submitted overlays that are embedded in the world
115  * (i.e. rendered behind other objects in the normal 3D way)
116  * and should be drawn after water (i.e. may be visible on top of the water)
117  */
119  Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
120 
121  /**
122  * Render all the submitted overlays that should appear on top of everything
123  * in the world.
124  * @param viewCamera camera to be used for billboard computations
125  */
127  Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
128  const CCamera& viewCamera);
129 
130  /// Small vertical offset of overlays from terrain to prevent visual glitches
131  static const float OVERLAY_VOFFSET;
132 
133 private:
134 
135  /**
136  * Helper method; renders all overlay lines currently registered in the internals. Batch-
137  * renders textured overlay lines batched according to their visibility status by delegating
138  * to RenderTexturedOverlayLines(IShaderProgram, bool).
139  */
141 
142  /**
143  * Helper method; renders those overlay lines currently registered in the internals (i.e.
144  * in m->texlines) for which the 'always visible' flag equals @p alwaysVisible. Used for
145  * batch rendering the overlay lines according to their alwaysVisible status, as this
146  * requires a separate shader to be used.
147  */
149  Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
150  Renderer::Backend::IShaderProgram* shader, bool alwaysVisible);
151 
152  /**
153  * Helper method; batch-renders all registered quad overlays, batched by their texture for effiency.
154  */
156 
157  /**
158  * Helper method; batch-renders all sphere quad overlays.
159  */
161 
162 private:
164 };
165 
166 #endif // INCLUDED_OVERLAYRENDERER
OverlayRenderer()
Definition: OverlayRenderer.cpp:310
Line-based overlay, with world-space coordinates, rendered in the world potentially behind other obje...
Definition: Overlay.h:38
NONCOPYABLE(OverlayRenderer)
Class OverlayRenderer: Render various bits of data that overlay the game world (selection circles...
Definition: OverlayRenderer.h:37
Definition: OverlayRenderer.cpp:152
Billboard sprite overlay, with world-space coordinates, rendered on top of all other objects...
Definition: Overlay.h:147
void Submit(SOverlayLine *overlay)
Add a line overlay for rendering in this frame.
Definition: OverlayRenderer.cpp:325
void RenderOverlaysAfterWater(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Render all the submitted overlays that are embedded in the world (i.e.
Definition: OverlayRenderer.cpp:495
void RenderForegroundOverlays(Renderer::Backend::IDeviceCommandContext *deviceCommandContext, const CCamera &viewCamera)
Render all the submitted overlays that should appear on top of everything in the world.
Definition: OverlayRenderer.cpp:654
void RenderTexturedOverlayLines(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Helper method; renders all overlay lines currently registered in the internals.
Definition: OverlayRenderer.cpp:506
void EndFrame()
Reset the list of submitted overlays.
Definition: OverlayRenderer.cpp:354
void Upload(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Upload prepared data to backend.
Definition: OverlayRenderer.cpp:473
void RenderOverlaysBeforeWater(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Render all the submitted overlays that are embedded in the world (i.e.
Definition: OverlayRenderer.cpp:480
Textured line overlay, with world-space coordinates, rendered in the world onto the terrain...
Definition: Overlay.h:65
~OverlayRenderer()
Definition: OverlayRenderer.cpp:315
void Initialize()
Performs one-time initialization.
Definition: OverlayRenderer.cpp:320
Definition: Camera.h:41
void RenderQuadOverlays(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Helper method; batch-renders all registered quad overlays, batched by their texture for effiency...
Definition: OverlayRenderer.cpp:586
IShaderProgram is a container for multiple shaders of different types.
Definition: IShaderProgram.h:80
Rectangular single-quad terrain overlay, in world space coordinates.
Definition: Overlay.h:160
void RenderSphereOverlays(Renderer::Backend::IDeviceCommandContext *deviceCommandContext)
Helper method; batch-renders all sphere quad overlays.
Definition: OverlayRenderer.cpp:790
OverlayRendererInternals * m
Definition: OverlayRenderer.h:163
static const float OVERLAY_VOFFSET
Small vertical offset of overlays from terrain to prevent visual glitches.
Definition: OverlayRenderer.h:131
Definition: IDeviceCommandContext.h:40
void PrepareForRendering()
Prepare internal data structures for rendering.
Definition: OverlayRenderer.cpp:375
Definition: Overlay.h:168