LCOV - code coverage report
Current view: top level - source/renderer - TerrainOverlay.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 5 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 6 0.0 %

          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             : /*
      19             :  * System for representing tile-based information on top of the
      20             :  * terrain.
      21             :  */
      22             : 
      23             : #ifndef INCLUDED_TERRAINOVERLAY
      24             : #define INCLUDED_TERRAINOVERLAY
      25             : 
      26             : #include "graphics/ShaderTechniquePtr.h"
      27             : #include "renderer/backend/ITexture.h"
      28             : #include "renderer/backend/IDeviceCommandContext.h"
      29             : #include "renderer/backend/IShaderProgram.h"
      30             : #include "renderer/backend/PipelineState.h"
      31             : 
      32             : struct CColor;
      33             : struct SColor4ub;
      34             : class CTerrain;
      35             : class CSimContext;
      36             : 
      37             : /**
      38             :  * Common interface for terrain-tile-based and texture-based debug overlays.
      39             :  *
      40             :  * An overlay object will be rendered for as long as it is allocated
      41             :  * (it is automatically registered/deregistered by constructor/destructor).
      42             :  */
      43             : class ITerrainOverlay
      44             : {
      45             :     NONCOPYABLE(ITerrainOverlay);
      46             : 
      47             : public:
      48             :     virtual ~ITerrainOverlay();
      49             : 
      50           0 :     virtual void RenderBeforeWater(Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext)) { }
      51             : 
      52           0 :     virtual void RenderAfterWater(
      53           0 :         Renderer::Backend::IDeviceCommandContext* UNUSED(deviceCommandContext), int UNUSED(cullGroup)) { }
      54             : 
      55             :     /**
      56             :      * Draw all ITerrainOverlay objects that exist
      57             :      * and that should be drawn before water.
      58             :      */
      59             :     static void RenderOverlaysBeforeWater(
      60             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
      61             : 
      62             :     /**
      63             :      * Draw all ITerrainOverlay objects that exist
      64             :      * and that should be drawn after water.
      65             :      */
      66             :     static void RenderOverlaysAfterWater(
      67             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup);
      68             : 
      69             : protected:
      70             :     ITerrainOverlay(int priority);
      71             : };
      72             : 
      73             : /**
      74             :  * Base class for (relatively) simple drawing of
      75             :  * data onto terrain tiles, intended for debugging purposes and for the Atlas
      76             :  * editor (hence not trying to be very efficient).
      77             :  *
      78             :  * To start drawing a terrain overlay, first create a subclass of TerrainOverlay.
      79             :  * Override the method GetTileExtents if you want to change the range over which
      80             :  * it is drawn.
      81             :  * Override ProcessTile to do your processing for each tile, which should call
      82             :  * RenderTile and RenderTileOutline as appropriate.
      83             :  */
      84           0 : class TerrainOverlay : public ITerrainOverlay
      85             : {
      86             : protected:
      87             :     /**
      88             :      * Construct the object and register it with the global
      89             :      * list of terrain overlays.
      90             :      * <p>
      91             :      * The priority parameter controls the order in which overlays are drawn,
      92             :      * if several exist - they are processed in order of increasing priority,
      93             :      * so later ones draw on top of earlier ones.
      94             :      * Most should use the default of 100. Numbers from 200 are used
      95             :      * by Atlas.
      96             :      *
      97             :      * @param priority  controls the order of drawing
      98             :      */
      99             :     TerrainOverlay(const CSimContext& simContext, int priority = 100);
     100             : 
     101             :     /**
     102             :      * Override to perform processing at the start of the overlay rendering,
     103             :      * before the ProcessTile calls
     104             :      */
     105             :     virtual void StartRender();
     106             : 
     107             :     /**
     108             :      * Override to perform processing at the end of the overlay rendering,
     109             :      * after the ProcessTile calls
     110             :      */
     111             :     virtual void EndRender();
     112             : 
     113             :     /**
     114             :      * Override to limit the range over which ProcessTile will
     115             :      * be called. Defaults to the size of the map.
     116             :      *
     117             :      * @param min_i_inclusive  [output] smallest <i>i</i> coordinate, in tile-space units
     118             :      * (1 unit per tile, <i>+i</i> is world-space <i>+x</i> and game-space East)
     119             :      * @param min_j_inclusive  [output] smallest <i>j</i> coordinate
     120             :      * (<i>+j</i> is world-space <i>+z</i> and game-space North)
     121             :      * @param max_i_inclusive  [output] largest <i>i</i> coordinate
     122             :      * @param max_j_inclusive  [output] largest <i>j</i> coordinate
     123             :      */
     124             :     virtual void GetTileExtents(ssize_t& min_i_inclusive, ssize_t& min_j_inclusive,
     125             :                                 ssize_t& max_i_inclusive, ssize_t& max_j_inclusive);
     126             : 
     127             :     /**
     128             :      * Override to perform processing of each tile. Typically calls
     129             :      * RenderTile and/or RenderTileOutline.
     130             :      *
     131             :      * @param i  <i>i</i> coordinate of tile being processed
     132             :      * @param j  <i>j</i> coordinate of tile being processed
     133             :      */
     134             :     virtual void ProcessTile(
     135             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     136             :         ssize_t i, ssize_t j) = 0;
     137             : 
     138             :     /**
     139             :      * Draw a filled quad on top of the current tile.
     140             :      *
     141             :      * @param color  color to draw. May be transparent (alpha &lt; 1)
     142             :      * @param drawHidden  true if hidden tiles (i.e. those behind other tiles)
     143             :      * should be drawn
     144             :      */
     145             :     void RenderTile(
     146             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     147             :         const CColor& color, bool drawHidden);
     148             : 
     149             :     /**
     150             :      * Draw a filled quad on top of the given tile.
     151             :      */
     152             :     void RenderTile(
     153             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     154             :         const CColor& color, bool drawHidden, ssize_t i, ssize_t j);
     155             : 
     156             :     /**
     157             :      * Draw an outlined quad on top of the current tile.
     158             :      *
     159             :      * @param color  color to draw. May be transparent (alpha &lt; 1)
     160             :      * @param lineWidth  width of lines in pixels. 1 is a sensible value
     161             :      * @param drawHidden  true if hidden tiles (i.e. those behind other tiles)
     162             :      * should be drawn
     163             :      */
     164             :     void RenderTileOutline(
     165             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     166             :         const CColor& color, bool drawHidden);
     167             : 
     168             :     /**
     169             :      * Draw an outlined quad on top of the given tile.
     170             :      */
     171             :     void RenderTileOutline(
     172             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
     173             :         const CColor& color, bool drawHidden, ssize_t i, ssize_t j);
     174             : 
     175             : private:
     176             :     // Process all tiles
     177             :     void RenderBeforeWater(
     178             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext) override;
     179             : 
     180             :     // Temporary storage of tile coordinates, so ProcessTile doesn't need to
     181             :     // pass it to RenderTile/etc (and doesn't have a chance to get it wrong)
     182             :     ssize_t m_i, m_j;
     183             : 
     184             :     CTerrain* m_Terrain;
     185             : 
     186             :     CShaderTechniquePtr m_OverlayTechTile, m_OverlayTechTileHidden;
     187             :     CShaderTechniquePtr m_OverlayTechOutline, m_OverlayTechOutlineHidden;
     188             : 
     189             :     Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
     190             : };
     191             : 
     192             : /**
     193             :  * Base class for texture-based terrain overlays, with an arbitrary number of
     194             :  * texels per terrain tile, intended for debugging purposes.
     195             :  * Subclasses must implement BuildTextureRGBA which will be called each frame.
     196             :  */
     197           0 : class TerrainTextureOverlay : public ITerrainOverlay
     198             : {
     199             : public:
     200             :     TerrainTextureOverlay(float texelsPerTile, int priority = 100);
     201             : 
     202             :     ~TerrainTextureOverlay() override;
     203             : 
     204             : protected:
     205             :     /**
     206             :      * Called each frame to generate the texture to render on the terrain.
     207             :      * @p data is w*h*4 bytes, where w and h are the terrain size multiplied
     208             :      * by texelsPerTile. @p data defaults to fully transparent, and should
     209             :      * be filled with data in RGBA order.
     210             :      */
     211             :     virtual void BuildTextureRGBA(u8* data, size_t w, size_t h) = 0;
     212             : 
     213             :     /**
     214             :      * Returns an arbitrary color, for subclasses that want to distinguish
     215             :      * different integers visually.
     216             :      */
     217             :     SColor4ub GetColor(size_t idx, u8 alpha) const;
     218             : 
     219             : private:
     220             :     void RenderAfterWater(
     221             :         Renderer::Backend::IDeviceCommandContext* deviceCommandContext, int cullGroup) override;
     222             : 
     223             :     float m_TexelsPerTile;
     224             :     std::unique_ptr<Renderer::Backend::ITexture> m_Texture;
     225             : };
     226             : 
     227             : #endif // INCLUDED_TERRAINOVERLAY

Generated by: LCOV version 1.13