1 | /* Copyright (C) 2022 Wildfire Games.
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2 | * This file is part of 0 A.D.
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3 | *
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4 | * 0 A.D. is free software: you can redistribute it and/or modify
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5 | * it under the terms of the GNU General Public License as published by
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6 | * the Free Software Foundation, either version 2 of the License, or
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7 | * (at your option) any later version.
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8 | *
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9 | * 0 A.D. is distributed in the hope that it will be useful,
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10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 | * GNU General Public License for more details.
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13 | *
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14 | * You should have received a copy of the GNU General Public License
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15 | * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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16 | */
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17 |
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18 | #ifndef INCLUDED_RENDERER_SCENERENDERER
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19 | #define INCLUDED_RENDERER_SCENERENDERER
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20 |
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21 | #include "graphics/Camera.h"
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22 | #include "graphics/ShaderDefines.h"
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23 | #include "graphics/ShaderProgramPtr.h"
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24 | #include "ps/Singleton.h"
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25 | #include "renderer/backend/IDeviceCommandContext.h"
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26 | #include "renderer/RenderingOptions.h"
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27 | #include "renderer/Scene.h"
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28 |
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29 | #include <memory>
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30 |
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31 | class CCanvas2D;
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32 | class CLightEnv;
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33 | class CMaterial;
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34 | class CMaterialManager;
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35 | class CModel;
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36 | class CParticleManager;
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37 | class CPatch;
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38 | class CSimulation2;
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39 | class ShadowMap;
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40 | class SkyManager;
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41 | class TerrainRenderer;
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42 | class WaterManager;
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43 |
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44 | // rendering modes
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45 | enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES };
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46 |
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47 | // transparency modes
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48 | enum ETransparentMode { TRANSPARENT, TRANSPARENT_OPAQUE, TRANSPARENT_BLEND };
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49 |
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50 | class CSceneRenderer : public SceneCollector
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51 | {
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52 | public:
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53 | enum CullGroup
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54 | {
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55 | CULL_DEFAULT,
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56 | CULL_SHADOWS_CASCADE_0,
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57 | CULL_SHADOWS_CASCADE_1,
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58 | CULL_SHADOWS_CASCADE_2,
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59 | CULL_SHADOWS_CASCADE_3,
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60 | CULL_REFLECTIONS,
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61 | CULL_REFRACTIONS,
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62 | CULL_SILHOUETTE_OCCLUDER,
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63 | CULL_SILHOUETTE_CASTER,
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64 | CULL_MAX
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65 | };
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66 |
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67 | CSceneRenderer();
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68 | ~CSceneRenderer();
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69 |
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70 | void Initialize();
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71 | void Resize(int width, int height);
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72 |
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73 | void BeginFrame();
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74 | void EndFrame();
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75 |
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76 | /**
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77 | * Set simulation context for rendering purposes.
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78 | * Must be called at least once when the game has started and before
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79 | * frames are rendered.
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80 | */
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81 | void SetSimulation(CSimulation2* simulation);
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82 |
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83 | // trigger a reload of shaders (when parameters they depend on have changed)
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84 | void MakeShadersDirty();
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85 |
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86 | /**
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87 | * Set up the camera used for rendering the next scene; this includes
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88 | * setting OpenGL state like viewport, projection and modelview matrices.
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89 | *
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90 | * @param viewCamera this camera determines the eye position for rendering
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91 | * @param cullCamera this camera determines the frustum for culling in the renderer and
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92 | * for shadow calculations
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93 | */
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94 | void SetSceneCamera(const CCamera& viewCamera, const CCamera& cullCamera);
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95 |
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96 | /**
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97 | * Render the given scene immediately.
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98 | * @param scene a Scene object describing what should be rendered.
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99 | */
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100 | void RenderScene(Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Scene& scene);
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101 |
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102 | /**
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103 | * Return the scene that is currently being rendered.
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104 | * Only valid when the renderer is in a RenderScene call.
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105 | */
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106 | Scene& GetScene();
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107 |
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108 | /**
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109 | * Render text overlays on top of the scene.
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110 | * Assumes the caller has set up the GL environment for orthographic rendering
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111 | * with texturing and blending.
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112 | */
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113 | void RenderTextOverlays(CCanvas2D& canvas);
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114 |
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115 | // set the current lighting environment; (note: the passed pointer is just copied to a variable within the renderer,
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116 | // so the lightenv passed must be scoped such that it is not destructed until after the renderer is no longer rendering)
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117 | void SetLightEnv(CLightEnv* lightenv)
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118 | {
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119 | m_LightEnv = lightenv;
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120 | }
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121 |
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122 | // set the mode to render subsequent terrain patches
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123 | void SetTerrainRenderMode(ERenderMode mode) { m_TerrainRenderMode = mode; }
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124 | // get the mode to render subsequent terrain patches
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125 | ERenderMode GetTerrainRenderMode() const { return m_TerrainRenderMode; }
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126 |
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127 | // set the mode to render subsequent water patches
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128 | void SetWaterRenderMode(ERenderMode mode) { m_WaterRenderMode = mode; }
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129 | // get the mode to render subsequent water patches
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130 | ERenderMode GetWaterRenderMode() const { return m_WaterRenderMode; }
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131 |
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132 | // set the mode to render subsequent models
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133 | void SetModelRenderMode(ERenderMode mode) { m_ModelRenderMode = mode; }
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134 | // get the mode to render subsequent models
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135 | ERenderMode GetModelRenderMode() const { return m_ModelRenderMode; }
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136 |
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137 | // Get the mode to render subsequent overlays.
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138 | ERenderMode GetOverlayRenderMode() const { return m_OverlayRenderMode; }
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139 | // Set the mode to render subsequent overlays.
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140 | void SetOverlayRenderMode(ERenderMode mode) { m_OverlayRenderMode = mode; }
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141 |
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142 | // debugging
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143 | void SetDisplayTerrainPriorities(bool enabled) { m_DisplayTerrainPriorities = enabled; }
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144 |
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145 | // return the current light environment
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146 | const CLightEnv &GetLightEnv() { return *m_LightEnv; }
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147 |
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148 | // return the current view camera
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149 | const CCamera& GetViewCamera() const { return m_ViewCamera; }
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150 | // replace the current view camera
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151 | void SetViewCamera(const CCamera& camera) { m_ViewCamera = camera; }
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152 |
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153 | // return the current cull camera
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154 | const CCamera& GetCullCamera() const { return m_CullCamera; }
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155 |
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156 | /**
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157 | * GetWaterManager: Return the renderer's water manager.
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158 | *
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159 | * @return the WaterManager object used by the renderer
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160 | */
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161 | WaterManager& GetWaterManager();
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162 |
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163 | /**
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164 | * GetSkyManager: Return the renderer's sky manager.
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165 | *
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166 | * @return the SkyManager object used by the renderer
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167 | */
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168 | SkyManager& GetSkyManager();
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169 |
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170 | CParticleManager& GetParticleManager();
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171 |
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172 | TerrainRenderer& GetTerrainRenderer();
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173 |
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174 | CMaterialManager& GetMaterialManager();
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175 |
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176 | ShadowMap& GetShadowMap();
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177 |
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178 | /**
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179 | * Resets the render state to default, that was before a game started
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180 | */
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181 | void ResetState();
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182 |
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183 | void ReloadShaders();
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184 |
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185 | protected:
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186 | void Submit(CPatch* patch) override;
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187 | void Submit(SOverlayLine* overlay) override;
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188 | void Submit(SOverlayTexturedLine* overlay) override;
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189 | void Submit(SOverlaySprite* overlay) override;
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190 | void Submit(SOverlayQuad* overlay) override;
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191 | void Submit(CModelDecal* decal) override;
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192 | void Submit(CParticleEmitter* emitter) override;
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193 | void Submit(SOverlaySphere* overlay) override;
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194 | void SubmitNonRecursive(CModel* model) override;
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195 |
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196 | // render any batched objects
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197 | void RenderSubmissions(
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198 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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199 | const CBoundingBoxAligned& waterScissor);
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200 |
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201 | // patch rendering stuff
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202 | void RenderPatches(
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203 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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204 | const CShaderDefines& context, int cullGroup);
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205 |
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206 | // model rendering stuff
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207 | void RenderModels(
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208 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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209 | const CShaderDefines& context, int cullGroup);
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210 | void RenderTransparentModels(
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211 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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212 | const CShaderDefines& context, int cullGroup, ETransparentMode transparentMode);
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213 |
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214 | void RenderSilhouettes(
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215 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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216 | const CShaderDefines& context);
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217 |
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218 | void RenderParticles(
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219 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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220 | int cullGroup);
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221 |
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222 | // shadow rendering stuff
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223 | void RenderShadowMap(
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224 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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225 | const CShaderDefines& context);
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226 |
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227 | // render water reflection and refraction textures
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228 | void RenderReflections(
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229 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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230 | const CShaderDefines& context, const CBoundingBoxAligned& scissor);
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231 | void RenderRefractions(
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232 | Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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233 | const CShaderDefines& context, const CBoundingBoxAligned& scissor);
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234 |
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235 | void ComputeReflectionCamera(CCamera& camera, const CBoundingBoxAligned& scissor) const;
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236 | void ComputeRefractionCamera(CCamera& camera, const CBoundingBoxAligned& scissor) const;
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237 |
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238 | // debugging
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239 | void DisplayFrustum();
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240 |
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241 | // enable oblique frustum clipping with the given clip plane
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242 | void SetObliqueFrustumClipping(CCamera& camera, const CVector4D& clipPlane) const;
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243 |
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244 | // Private data that is not needed by inline functions.
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245 | class Internals;
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246 | std::unique_ptr<Internals> m;
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247 |
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248 | // Current terrain rendering mode.
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249 | ERenderMode m_TerrainRenderMode;
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250 | // Current water rendering mode.
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251 | ERenderMode m_WaterRenderMode;
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252 | // Current model rendering mode.
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253 | ERenderMode m_ModelRenderMode;
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254 | // Current overlay rendering mode.
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255 | ERenderMode m_OverlayRenderMode;
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256 |
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257 | /**
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258 | * m_ViewCamera: determines the eye position for rendering
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259 | *
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260 | * @see CGameView::m_ViewCamera
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261 | */
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262 | CCamera m_ViewCamera;
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263 |
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264 | /**
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265 | * m_CullCamera: determines the frustum for culling and shadowmap calculations
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266 | *
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267 | * @see CGameView::m_ViewCamera
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268 | */
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269 | CCamera m_CullCamera;
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270 |
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271 | // only valid inside a call to RenderScene
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272 | Scene* m_CurrentScene;
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273 | int m_CurrentCullGroup;
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274 |
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275 | // current lighting setup
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276 | CLightEnv* m_LightEnv;
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277 |
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278 | /**
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279 | * Enable rendering of terrain tile priority text overlay, for debugging.
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280 | */
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281 | bool m_DisplayTerrainPriorities;
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282 | };
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283 |
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284 | #endif // INCLUDED_RENDERER_SCENERENDERER
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