294 lines
8.8 KiB
C++
294 lines
8.8 KiB
C++
/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/core/renderers.h
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* \brief Abstract classes representing renderers
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*/
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#pragma once
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#include <glm/glm.hpp>
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// Graphics module namespace
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namespace Gfx
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{
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class CVertexBuffer;
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enum class CullFace : unsigned char;
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enum class TransparencyMode : unsigned char;
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struct Color;
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struct Texture;
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struct Vertex2D;
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struct Vertex3D;
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struct VertexParticle;
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/**
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* \enum PrimitiveType
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* \brief Type of primitive to render
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*/
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enum class PrimitiveType : unsigned char
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{
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POINTS,
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LINES,
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LINE_STRIP,
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LINE_LOOP,
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TRIANGLES,
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TRIANGLE_STRIP,
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TRIANGLE_FAN,
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};
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struct ShadowParam
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{
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glm::mat4 matrix;
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glm::vec2 uv_offset;
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glm::vec2 uv_scale;
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};
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/**
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* \class CRenderer
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* \brief Common abstract interface for renderers
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*/
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class CRenderer
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{
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public:
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virtual ~CRenderer() { }
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};
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/**
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* \class CUIRenderer
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* \brief Abstract interface for UI renderers
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*/
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class CUIRenderer : public CRenderer
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{
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public:
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virtual ~CUIRenderer() { }
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//! Sets ortographic projection with given parameters
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virtual void SetProjection(float left, float right, float bottom, float top) = 0;
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//! Sets texture, setting texture 0 means using white texture
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virtual void SetTexture(const Texture& texture) = 0;
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//! Sets color
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virtual void SetColor(const glm::vec4& color) = 0;
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//! Sets transparency mode
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virtual void SetTransparency(TransparencyMode mode) = 0;
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virtual Vertex2D* BeginPrimitive(PrimitiveType type, int count) = 0;
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virtual Vertex2D* BeginPrimitives(PrimitiveType type, int drawCount, const int* counts) = 0;
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virtual bool EndPrimitive() = 0;
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};
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/**
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* \class CTerrainRenderer
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* \brief Abstract interface for terrain renderers
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*/
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class CTerrainRenderer : public CRenderer
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{
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public:
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virtual ~CTerrainRenderer() { }
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virtual void Begin() = 0;
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virtual void End() = 0;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
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//! Sets albedo color
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virtual void SetAlbedoColor(const Color& color) = 0;
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//! Sets albedo texture
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virtual void SetAlbedoTexture(const Texture& texture) = 0;
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//! Sets emissive color
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virtual void SetEmissiveColor(const Color& color) = 0;
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//! Sets emissive texture
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virtual void SetEmissiveTexture(const Texture& texture) = 0;
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//! Sets material parameters
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virtual void SetMaterialParams(float roughness, float metalness, float aoStrength) = 0;
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//! Sets material texture
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virtual void SetMaterialTexture(const Texture& texture) = 0;
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//! Sets detail texture
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virtual void SetDetailTexture(const Texture& texture) = 0;
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//! Sets shadow map
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virtual void SetShadowMap(const Texture& texture) = 0;
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//! Sets light parameters
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virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) = 0;
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//! Sets sky parameters
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virtual void SetSky(const Color& color, float intensity) = 0;
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//! Sets shadow parameters
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virtual void SetShadowParams(int count, const ShadowParam* params) = 0;
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//! Sets fog parameters
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virtual void SetFog(float min, float max, const glm::vec3& color) = 0;
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//! Draws terrain object
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virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) = 0;
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};
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/**
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* \class CObjectRenderer
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* \brief Abstract interface for object renderers
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*/
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class CObjectRenderer : public CRenderer
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{
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public:
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virtual ~CObjectRenderer() { }
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virtual void Begin() = 0;
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virtual void End() = 0;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
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//! Sets albedo color
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virtual void SetAlbedoColor(const Color& color) = 0;
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//! Sets albedo texture
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virtual void SetAlbedoTexture(const Texture& texture) = 0;
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//! Sets emissive color
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virtual void SetEmissiveColor(const Color& color) = 0;
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//! Sets emissive texture
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virtual void SetEmissiveTexture(const Texture& texture) = 0;
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//! Sets material parameters
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virtual void SetMaterialParams(float roughness, float metalness, float aoStrength) = 0;
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//! Sets material texture
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virtual void SetMaterialTexture(const Texture& texture) = 0;
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//! Sets detail texture
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virtual void SetDetailTexture(const Texture& texture) = 0;
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//! Sets shadow map
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virtual void SetShadowMap(const Texture& texture) = 0;
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//! Enables lighting
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virtual void SetLighting(bool enabled) = 0;
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//! Sets light parameters
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virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) = 0;
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//! Sets sky parameters
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virtual void SetSky(const Color& color, float intensity) = 0;
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//! Sets shadow parameters
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virtual void SetShadowParams(int count, const ShadowParam* params) = 0;
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//! Sets fog parameters
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virtual void SetFog(float min, float max, const glm::vec3& color) = 0;
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//! Sets alpha scissor
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virtual void SetAlphaScissor(float alpha) = 0;
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//! Sets recolor parameters
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virtual void SetRecolor(bool enabled, const glm::vec3& from = {}, const glm::vec3& to = {}, float threshold = {}) = 0;
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//! Sets depth test
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virtual void SetDepthTest(bool enabled) = 0;
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//! Sets depth mask
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virtual void SetDepthMask(bool enabled) = 0;
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//! Sets cull face mode
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virtual void SetCullFace(CullFace mode) = 0;
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//! Sets transparency mode
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virtual void SetTransparency(TransparencyMode mode) = 0;
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//! Sets UV transform
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virtual void SetUVTransform(const glm::vec2& offset, const glm::vec2& scale) = 0;
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//! Sets triplanar mode
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virtual void SetTriplanarMode(bool enabled) = 0;
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//! Sets triplanar scale
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virtual void SetTriplanarScale(float scale) = 0;
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//! Draws an object
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virtual void DrawObject(const CVertexBuffer* buffer) = 0;
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//! Draws a primitive
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virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex3D* vertices) = 0;
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//! Draws a set of primitives
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virtual void DrawPrimitives(PrimitiveType type, int drawCount, int count[], const Vertex3D* vertices) = 0;
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};
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/**
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* \class CParticleRenderer
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* \brief Abstract interface for particle renderers
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*/
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class CParticleRenderer : public CRenderer
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{
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public:
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virtual ~CParticleRenderer() { }
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virtual void Begin() = 0;
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virtual void End() = 0;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
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//! Sets color
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virtual void SetColor(const glm::vec4& color) = 0;
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//! Sets texture
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virtual void SetTexture(const Texture& texture) = 0;
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//! Sets transparency mode
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virtual void SetTransparency(TransparencyMode mode) = 0;
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//! Draws particles
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virtual void DrawParticle(PrimitiveType type, int count, const VertexParticle* vertices) = 0;
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};
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/**
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* \class CShadowRenderer
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* \brief Abstract interface for shadow renderers
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*/
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class CShadowRenderer : public CRenderer
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{
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public:
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virtual ~CShadowRenderer() { }
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virtual void Begin() = 0;
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virtual void End() = 0;
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//! Sets projection matrix
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virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
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//! Sets view matrix
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virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
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//! Sets model matrix
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virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
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//! Sets texture
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virtual void SetTexture(const Texture& texture) = 0;
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//! Sets shadow map
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virtual void SetShadowMap(const Texture& texture) = 0;
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//! Sets shadow region
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virtual void SetShadowRegion(const glm::vec2& offset, const glm::vec2& scale) = 0;
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//! Draws terrain object
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virtual void DrawObject(const CVertexBuffer* buffer, bool transparent) = 0;
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};
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} // namespace Gfx
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