Pyrogenesis  trunk
Scene.h
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1 /* Copyright (C) 2021 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 /**
19  * File : Scene.h
20  * Project : graphics
21  * Description : This file contains the interfaces that are used to send a
22  * : scene to the renderer, and for the renderer to query objects
23  * : in that scene.
24  *
25  * @note This file would fit just as well into the graphics/ subdirectory.
26  **/
27 
28 #ifndef INCLUDED_SCENE
29 #define INCLUDED_SCENE
30 
31 class CFrustum;
32 class CModel;
33 class CModelAbstract;
34 class CModelDecal;
35 class CParticleEmitter;
36 class CPatch;
37 class CLOSTexture;
38 class CMiniMapTexture;
39 class CTerritoryTexture;
40 struct SOverlayLine;
42 struct SOverlaySprite;
43 struct SOverlayQuad;
44 struct SOverlaySphere;
45 
46 class SceneCollector;
47 
48 /**
49  * This interface describes a scene to the renderer.
50  *
51  * @see CRenderer::RenderScene
52  */
53 class Scene
54 {
55 public:
56  virtual ~Scene() {}
57 
58  /**
59  * Send all objects that can be seen when rendering the given frustum
60  * to the scene collector.
61  * @param frustum The frustum that will be used for rendering.
62  * @param c The scene collector that should receive objects inside the frustum
63  * that are visible.
64  */
65  virtual void EnumerateObjects(const CFrustum& frustum, SceneCollector* c) = 0;
66 
67  /**
68  * Return the LOS texture to be used for rendering this scene.
69  */
70  virtual CLOSTexture& GetLOSTexture() = 0;
71 
72  /**
73  * Return the territory texture to be used for rendering this scene.
74  */
76 
77  /**
78  * Return the minimap texture to be used for rendering this scene.
79  */
80  virtual CMiniMapTexture& GetMiniMapTexture() = 0;
81 };
82 
83 
84 /**
85  * This interface accepts renderable objects.
86  *
87  * @see Scene::EnumerateObjects
88  */
90 {
91 public:
92  virtual ~SceneCollector() {}
93 
94  /**
95  * Submit a terrain patch that is part of the scene.
96  */
97  virtual void Submit(CPatch* patch) = 0;
98 
99  /**
100  * Submit a line-based overlay.
101  */
102  virtual void Submit(SOverlayLine* overlay) = 0;
103 
104  /**
105  * Submit a textured line overlay.
106  */
107  virtual void Submit(SOverlayTexturedLine* overlay) = 0;
108 
109  /**
110  * Submit a sprite overlay.
111  */
112  virtual void Submit(SOverlaySprite* overlay) = 0;
113 
114  /**
115  * Submit a textured quad overlay.
116  */
117  virtual void Submit(SOverlayQuad* overlay) = 0;
118 
119  /**
120  * Submit a sphere overlay.
121  */
122  virtual void Submit(SOverlaySphere* overlay) = 0;
123 
124  /**
125  * Submit a terrain decal.
126  */
127  virtual void Submit(CModelDecal* decal) = 0;
128 
129  /**
130  * Submit a particle emitter.
131  */
132  virtual void Submit(CParticleEmitter* emitter) = 0;
133 
134  /**
135  * Submit a model that is part of the scene,
136  * without submitting attached models.
137  */
138  virtual void SubmitNonRecursive(CModel* model) = 0;
139 
140  /**
141  * Submit a model that is part of the scene,
142  * including attached sub-models.
143  *
144  * @note This function is implemented using SubmitNonRecursive,
145  * so you shouldn't have to reimplement it.
146  */
147  virtual void SubmitRecursive(CModelAbstract* model);
148 };
149 
150 
151 #endif // INCLUDED_SCENE
Line-based overlay, with world-space coordinates, rendered in the world potentially behind other obje...
Definition: Overlay.h:38
Particle emitter.
Definition: ParticleEmitter.h:68
Definition: MiniMapTexture.h:40
Definition: Frustum.h:36
Billboard sprite overlay, with world-space coordinates, rendered on top of all other objects...
Definition: Overlay.h:147
virtual CLOSTexture & GetLOSTexture()=0
Return the LOS texture to be used for rendering this scene.
virtual ~Scene()
Definition: Scene.h:56
virtual ~SceneCollector()
Definition: Scene.h:92
This interface accepts renderable objects.
Definition: Scene.h:89
Textured line overlay, with world-space coordinates, rendered in the world onto the terrain...
Definition: Overlay.h:65
Definition: Patch.h:48
Rectangular single-quad terrain overlay, in world space coordinates.
Definition: Overlay.h:160
Definition: Decal.h:49
Abstract base class for graphical objects that are used by units, or as props attached to other CMode...
Definition: ModelAbstract.h:37
virtual CTerritoryTexture & GetTerritoryTexture()=0
Return the territory texture to be used for rendering this scene.
This interface describes a scene to the renderer.
Definition: Scene.h:53
virtual CMiniMapTexture & GetMiniMapTexture()=0
Return the minimap texture to be used for rendering this scene.
Maintains the LOS (fog-of-war / shroud-of-darkness) texture, used for rendering and for the minimap...
Definition: LOSTexture.h:38
Definition: Model.h:46
Maintains the territory boundary texture, used for rendering and for the minimap. ...
Definition: TerritoryTexture.h:30
Definition: Overlay.h:168
virtual void EnumerateObjects(const CFrustum &frustum, SceneCollector *c)=0
Send all objects that can be seen when rendering the given frustum to the scene collector.