openspades/Sources/Draw/SWRenderer.h

227 lines
6.0 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 "../Client/IRenderer.h"
#include "../Core/Math.h"
#include "../Client/SceneDefinition.h"
#include <map>
#include <memory>
#include "../Client/IGameMapListener.h"
#include <vector>
#include "SWFeatureLevel.h"
#include <Core/Stopwatch.h>
#include <array>
namespace spades {
namespace draw {
class SWPort;
class SWImageManager;
class SWModelManager;
class SWImageRenderer;
class SWModelRenderer;
class SWFlatMapRenderer;
class SWMapRenderer;
class SWImage;
class SWModel;
class SWRenderer: public client::IRenderer, public client::IGameMapListener {
friend class SWFlatMapRenderer;
friend class SWModelRenderer;
friend class SWMapRenderer;
SWFeatureLevel featureLevel;
Handle<SWPort> port;
Handle<client::GameMap> map;
Handle<Bitmap> fb;
std::vector<float> depthBuffer;
std::shared_ptr<SWImageManager> imageManager;
std::shared_ptr<SWModelManager> modelManager;
std::shared_ptr<SWImageRenderer> imageRenderer;
std::shared_ptr<SWModelRenderer> modelRenderer;
std::shared_ptr<SWFlatMapRenderer> flatMapRenderer;
std::shared_ptr<SWMapRenderer> mapRenderer;
struct Sprite {
Handle<SWImage> img;
Vector3 center;
float radius;
float rotation;
Vector4 color;
};
std::vector<Sprite> sprites;
struct LongSprite {
Handle<SWImage> img;
Vector3 start;
Vector3 end;
float radius;
Vector4 color;
};
std::vector<LongSprite> longSprites;
struct Model {
Handle<SWModel> model;
client::ModelRenderParam param;
};
std::vector<Model> models;
struct DynamicLight {
client::DynamicLightParam param;
int minX, maxX, minY, maxY;
};
std::vector<DynamicLight> lights;
bool inited;
bool sceneUsedInThisFrame;
client::SceneDefinition sceneDef;
std::array<Plane3, 6> frustrum;
struct DebugLine{
Vector3 v1, v2;
Vector4 color;
};
std::vector<DebugLine> debugLines;
float fogDistance;
Vector3 fogColor;
Matrix4 projectionMatrix;
Matrix4 viewMatrix;
Matrix4 projectionViewMatrix;
Vector4 drawColorAlphaPremultiplied;
bool legacyColorPremultiply;
unsigned int lastTime;
Stopwatch renderStopwatch;
bool duringSceneRendering;
void BuildProjectionMatrix();
void BuildView();
void BuildFrustrum();
void RenderDebugLines();
void RenderObjects();
void EnsureInitialized();
void EnsureSceneStarted();
void EnsureSceneNotStarted();
void EnsureValid();
void SetFramebuffer(Bitmap *);
template<SWFeatureLevel>
void ApplyFog();
template<SWFeatureLevel>
void ApplyDynamicLight(const DynamicLight&);
protected:
virtual ~SWRenderer();
public:
SWRenderer(SWPort *port, SWFeatureLevel featureLevel = DetectFeatureLevel());
virtual void Init();
virtual void Shutdown();
virtual client::IImage *RegisterImage(const char *filename);
virtual client::IModel *RegisterModel(const char *filename);
virtual client::IImage *CreateImage(Bitmap *);
virtual client::IModel *CreateModel(VoxelModel *);
/*
GLProgram *RegisterProgram(const std::string& name);
GLShader *RegisterShader(const std::string& name);
*/
virtual void SetGameMap(client::GameMap *);
virtual void SetFogColor(Vector3 v);
virtual void SetFogDistance(float f){fogDistance = f;}
Vector3 GetFogColor() { return fogColor; }
float GetFogDistance() { return fogDistance; }
virtual void StartScene(const client::SceneDefinition&);
virtual void RenderModel(client::IModel *, const client::ModelRenderParam&);
virtual void AddLight(const client::DynamicLightParam& light);
virtual void AddDebugLine(Vector3 a, Vector3 b, Vector4 color);
virtual void AddSprite(client::IImage *, Vector3 center, float radius, float rotation);
virtual void AddLongSprite(client::IImage *, Vector3 p1, Vector3 p2, float radius);
virtual void EndScene();
virtual void MultiplyScreenColor(Vector3);
virtual void SetColor(Vector4);
virtual void SetColorAlphaPremultiplied(Vector4);
virtual void DrawImage(client::IImage *, const Vector2& outTopLeft);
virtual void DrawImage(client::IImage *, const AABB2& outRect);
virtual void DrawImage(client::IImage *, const Vector2& outTopLeft, const AABB2& inRect);
virtual void DrawImage(client::IImage *, const AABB2& outRect, const AABB2& inRect);
virtual void DrawImage(client::IImage *, const Vector2& outTopLeft, const Vector2& outTopRight, const Vector2& outBottomLeft, const AABB2& inRect);
virtual void DrawFlatGameMap(const AABB2& outRect, const AABB2& inRect);
virtual void FrameDone();
virtual void Flip();
virtual Bitmap *ReadBitmap();
virtual float ScreenWidth();
virtual float ScreenHeight();
const Matrix4& GetProjectionMatrix() const { return projectionMatrix; }
const Matrix4& GetProjectionViewMatrix() const { return projectionViewMatrix; }
const Matrix4& GetViewMatrix() const { return viewMatrix; }
virtual void GameMapChanged(int x, int y, int z, client::GameMap *);
const client::SceneDefinition& GetSceneDef() const {
return sceneDef;
}
bool BoxFrustrumCull(const AABB3&);
bool SphereFrustrumCull(const Vector3& center, float radius);
};
}
}