openspades/Sources/Client/IRenderer.h
yvt 31a153e711 Add "ghost" rendering
This commit adds new model rendering options
`ModelRenderParam::{ghost, opacity}`.

> Specifies that the model is not an actual object in the virtual world, 
> thus does not affect the shading of other objects and does not appear
> in a mirror.
> ...
> In exchange, it allows the use of an opacity value other than `1`.
2019-05-25 18:56:41 +09:00

157 lines
5.0 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <array>
#include <Core/Math.h>
#include "IImage.h"
#include "IModel.h"
#include "SceneDefinition.h"
#include <Core/RefCountedObject.h>
namespace spades {
class Bitmap;
class VoxelModel;
namespace client {
class GameMap;
struct ModelRenderParam {
/** The transformatrix matrix applied on the model. */
Matrix4 matrix = Matrix4::Identity();
/** Voxels having a color value `(0, 0, 0)` are replaced with
* this color. */
Vector3 customColor = MakeVector3(0, 0, 0);
/** Specifies to render the model in front of other non-depth-hack
* models. Useful for first-person models. */
bool depthHack = false;
/** Specifies whether the model casts a shadow. */
bool castShadow = true;
/**
* Specifies that the model is not an actual object in the virtual world, thus does not
* affect the shading of other objects and does not appear in a mirror.
*
* This excludes the model from visual effects such as shadowing, global illumination
* (specifically, screen-space ambient occlusion, ATM), and dynamic lighting.
* In exchange, it allows the use of an opacity value other than `1`.
*
* `ghost` implies `!castShadow`.
*/
bool ghost = false;
/** Specifies the opacity of the model. Ignored if `ghost` is `false`. */
float opacity = 1.0;
};
enum DynamicLightType { DynamicLightTypePoint, DynamicLightTypeSpotlight };
struct DynamicLightParam {
DynamicLightType type = DynamicLightTypePoint;
/** The position of the light. */
Vector3 origin;
/** The effective radius of the light. Objects outside this radius
* is unaffected by the light. */
float radius;
Vector3 color;
/** The basis vectors specifying the orientation of a spotlight.
* See the existing code for usage. */
std::array<Vector3, 3> spotAxis;
/** The projected image for a spotlight. */
IImage *image = nullptr;
float spotAngle = 0.0f;
/** When set to `true`, the lens flare post-effect is enabled for
* the light. */
bool useLensFlare = false;
};
class IRenderer : public RefCountedObject {
protected:
virtual ~IRenderer() {}
public:
IRenderer() {}
virtual void Init() = 0;
virtual void Shutdown() = 0;
virtual IImage *RegisterImage(const char *filename) = 0;
virtual IModel *RegisterModel(const char *filename) = 0;
virtual IImage *CreateImage(Bitmap *) = 0;
virtual IModel *CreateModel(VoxelModel *) = 0;
virtual void SetGameMap(GameMap *) = 0;
virtual void SetFogDistance(float) = 0;
virtual void SetFogColor(Vector3) = 0;
/** Starts rendering a scene and waits for additional objects. */
virtual void StartScene(const SceneDefinition &) = 0;
virtual void AddLight(const client::DynamicLightParam &light) = 0;
virtual void RenderModel(IModel *, const ModelRenderParam &) = 0;
virtual void AddDebugLine(Vector3 a, Vector3 b, Vector4 color) = 0;
virtual void AddSprite(IImage *, Vector3 center, float radius, float rotation) = 0;
virtual void AddLongSprite(IImage *, Vector3 p1, Vector3 p2, float radius) = 0;
/** Finalizes a scene. 2D drawing follows. */
virtual void EndScene() = 0;
virtual void MultiplyScreenColor(Vector3) = 0;
/** Sets color for image drawing. Deprecated because
* some methods treats this as an alpha premultiplied, while
* others treats this as an alpha non-premultiplied.
* @deprecated */
virtual void SetColor(Vector4) = 0;
/** Sets color for image drawing. Always alpha premultiplied. */
virtual void SetColorAlphaPremultiplied(Vector4) = 0;
virtual void DrawImage(IImage *, const Vector2 &outTopLeft) = 0;
virtual void DrawImage(IImage *, const AABB2 &outRect) = 0;
virtual void DrawImage(IImage *, const Vector2 &outTopLeft, const AABB2 &inRect) = 0;
virtual void DrawImage(IImage *, const AABB2 &outRect, const AABB2 &inRect) = 0;
virtual void DrawImage(IImage *, const Vector2 &outTopLeft, const Vector2 &outTopRight,
const Vector2 &outBottomLeft, const AABB2 &inRect) = 0;
virtual void DrawFlatGameMap(const AABB2 &outRect, const AABB2 &inRect) = 0;
/** Finalizes a frame. */
virtual void FrameDone() = 0;
/** displays a rendered image to the screen. */
virtual void Flip() = 0;
/** get a rendered image. */
virtual Bitmap *ReadBitmap() = 0;
virtual float ScreenWidth() = 0;
virtual float ScreenHeight() = 0;
};
}
}