openspades/Sources/Client/AsyncRenderer.h
2013-08-18 16:18:06 +09:00

97 lines
2.7 KiB
C++

//
// AsyncRenderer.h
// OpenSpades
//
// Created by yvt on 7/29/13.
// Copyright (c) 2013 yvt.jp. All rights reserved.
//
#pragma once
#include "../Core/ConcurrentDispatch.h"
#include "IRenderer.h"
#include <map>
namespace spades {
namespace client {
class TemporaryAsyncImage;
class TemporaryAsyncModel;
class AsyncRenderer: public IRenderer {
class RenderDispatch;
class CmdBufferGenerator;
class CmdBufferReader;
friend class TemporaryAsyncImage;
friend class TemporaryAsyncModel;
IRenderer *base;
DispatchQueue *queue;
RenderDispatch *dispatch;
CmdBufferGenerator *generator;
std::map<std::string, IImage *> images;
std::map<std::string, IModel *> models;
std::vector<IModel *> deletedModels;
std::vector<IImage *> deletedImages;
void FlushCommands();
void Sync();
public:
AsyncRenderer(IRenderer *base,
DispatchQueue *renderQueue);
virtual ~AsyncRenderer();
virtual IImage *RegisterImage(const char *filename);
virtual IModel *RegisterModel(const char *filename);
virtual IImage *CreateImage(Bitmap *);
virtual IModel *CreateModel(VoxelModel *);
virtual void SetGameMap(GameMap *);
virtual void SetFogDistance(float);
virtual void SetFogColor(Vector3);
/** Starts rendering a scene and waits for additional objects. */
virtual void StartScene(const SceneDefinition&);
virtual void AddLight(const client::DynamicLightParam& light);
virtual void RenderModel(IModel *, const ModelRenderParam&);
virtual void AddDebugLine(Vector3 a, Vector3 b, Vector4 color);
virtual void AddSprite(IImage *, Vector3 center, float radius, float rotation);
/** Finalizes a scene. 2D drawing follows. */
virtual void EndScene();
virtual void MultiplyScreenColor(Vector3);
/** Sets color for image drawing. */
virtual void SetColor(Vector4);
virtual void DrawImage(IImage *, const Vector2& outTopLeft);
virtual void DrawImage(IImage *, const AABB2& outRect);
virtual void DrawImage(IImage *, const Vector2& outTopLeft, const AABB2& inRect);
virtual void DrawImage(IImage *, const AABB2& outRect, const AABB2& inRect);
virtual void DrawImage(IImage *, const Vector2& outTopLeft, const Vector2& outTopRight, const Vector2& outBottomLeft, const AABB2& inRect);
virtual void DrawFlatGameMap(const AABB2& outRect, const AABB2& inRect);
/** Finalizes a frame. */
virtual void FrameDone() ;
/** displays a rendered image to the screen. */
virtual void Flip();
/** get a rendered image. */
virtual Bitmap *ReadBitmap();
virtual float ScreenWidth();
virtual float ScreenHeight();
void DeleteDeferredResources();
};
}
}