colobot/colobot-base/graphics/core/renderers.h

294 lines
8.8 KiB
C++

/*
* This file is part of the Colobot: Gold Edition source code
* Copyright (C) 2001-2021, Daniel Roux, EPSITEC SA & TerranovaTeam
* http://epsitec.ch; http://colobot.info; http://github.com/colobot
*
* This program 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.
*
* This program 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 this program. If not, see http://gnu.org/licenses
*/
/**
* \file graphics/core/renderers.h
* \brief Abstract classes representing renderers
*/
#pragma once
#include <glm/glm.hpp>
// Graphics module namespace
namespace Gfx
{
class CVertexBuffer;
enum class CullFace : unsigned char;
enum class TransparencyMode : unsigned char;
struct Color;
struct Texture;
struct Vertex2D;
struct Vertex3D;
struct VertexParticle;
/**
* \enum PrimitiveType
* \brief Type of primitive to render
*/
enum class PrimitiveType : unsigned char
{
POINTS,
LINES,
LINE_STRIP,
LINE_LOOP,
TRIANGLES,
TRIANGLE_STRIP,
TRIANGLE_FAN,
};
struct ShadowParam
{
glm::mat4 matrix;
glm::vec2 uv_offset;
glm::vec2 uv_scale;
};
/**
* \class CRenderer
* \brief Common abstract interface for renderers
*/
class CRenderer
{
public:
virtual ~CRenderer() { }
};
/**
* \class CUIRenderer
* \brief Abstract interface for UI renderers
*/
class CUIRenderer : public CRenderer
{
public:
virtual ~CUIRenderer() { }
//! Sets ortographic projection with given parameters
virtual void SetProjection(float left, float right, float bottom, float top) = 0;
//! Sets texture, setting texture 0 means using white texture
virtual void SetTexture(const Texture& texture) = 0;
//! Sets color
virtual void SetColor(const glm::vec4& color) = 0;
//! Sets transparency mode
virtual void SetTransparency(TransparencyMode mode) = 0;
virtual Vertex2D* BeginPrimitive(PrimitiveType type, int count) = 0;
virtual Vertex2D* BeginPrimitives(PrimitiveType type, int drawCount, const int* counts) = 0;
virtual bool EndPrimitive() = 0;
};
/**
* \class CTerrainRenderer
* \brief Abstract interface for terrain renderers
*/
class CTerrainRenderer : public CRenderer
{
public:
virtual ~CTerrainRenderer() { }
virtual void Begin() = 0;
virtual void End() = 0;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
//! Sets albedo color
virtual void SetAlbedoColor(const Color& color) = 0;
//! Sets albedo texture
virtual void SetAlbedoTexture(const Texture& texture) = 0;
//! Sets emissive color
virtual void SetEmissiveColor(const Color& color) = 0;
//! Sets emissive texture
virtual void SetEmissiveTexture(const Texture& texture) = 0;
//! Sets material parameters
virtual void SetMaterialParams(float roughness, float metalness, float aoStrength) = 0;
//! Sets material texture
virtual void SetMaterialTexture(const Texture& texture) = 0;
//! Sets detail texture
virtual void SetDetailTexture(const Texture& texture) = 0;
//! Sets shadow map
virtual void SetShadowMap(const Texture& texture) = 0;
//! Sets light parameters
virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) = 0;
//! Sets sky parameters
virtual void SetSky(const Color& color, float intensity) = 0;
//! Sets shadow parameters
virtual void SetShadowParams(int count, const ShadowParam* params) = 0;
//! Sets fog parameters
virtual void SetFog(float min, float max, const glm::vec3& color) = 0;
//! Draws terrain object
virtual void DrawObject(const glm::mat4& matrix, const CVertexBuffer* buffer) = 0;
};
/**
* \class CObjectRenderer
* \brief Abstract interface for object renderers
*/
class CObjectRenderer : public CRenderer
{
public:
virtual ~CObjectRenderer() { }
virtual void Begin() = 0;
virtual void End() = 0;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
//! Sets albedo color
virtual void SetAlbedoColor(const Color& color) = 0;
//! Sets albedo texture
virtual void SetAlbedoTexture(const Texture& texture) = 0;
//! Sets emissive color
virtual void SetEmissiveColor(const Color& color) = 0;
//! Sets emissive texture
virtual void SetEmissiveTexture(const Texture& texture) = 0;
//! Sets material parameters
virtual void SetMaterialParams(float roughness, float metalness, float aoStrength) = 0;
//! Sets material texture
virtual void SetMaterialTexture(const Texture& texture) = 0;
//! Sets detail texture
virtual void SetDetailTexture(const Texture& texture) = 0;
//! Sets shadow map
virtual void SetShadowMap(const Texture& texture) = 0;
//! Enables lighting
virtual void SetLighting(bool enabled) = 0;
//! Sets light parameters
virtual void SetLight(const glm::vec4& position, const float& intensity, const glm::vec3& color) = 0;
//! Sets sky parameters
virtual void SetSky(const Color& color, float intensity) = 0;
//! Sets shadow parameters
virtual void SetShadowParams(int count, const ShadowParam* params) = 0;
//! Sets fog parameters
virtual void SetFog(float min, float max, const glm::vec3& color) = 0;
//! Sets alpha scissor
virtual void SetAlphaScissor(float alpha) = 0;
//! Sets recolor parameters
virtual void SetRecolor(bool enabled, const glm::vec3& from = {}, const glm::vec3& to = {}, float threshold = {}) = 0;
//! Sets depth test
virtual void SetDepthTest(bool enabled) = 0;
//! Sets depth mask
virtual void SetDepthMask(bool enabled) = 0;
//! Sets cull face mode
virtual void SetCullFace(CullFace mode) = 0;
//! Sets transparency mode
virtual void SetTransparency(TransparencyMode mode) = 0;
//! Sets UV transform
virtual void SetUVTransform(const glm::vec2& offset, const glm::vec2& scale) = 0;
//! Sets triplanar mode
virtual void SetTriplanarMode(bool enabled) = 0;
//! Sets triplanar scale
virtual void SetTriplanarScale(float scale) = 0;
//! Draws an object
virtual void DrawObject(const CVertexBuffer* buffer) = 0;
//! Draws a primitive
virtual void DrawPrimitive(PrimitiveType type, int count, const Vertex3D* vertices) = 0;
//! Draws a set of primitives
virtual void DrawPrimitives(PrimitiveType type, int drawCount, int count[], const Vertex3D* vertices) = 0;
};
/**
* \class CParticleRenderer
* \brief Abstract interface for particle renderers
*/
class CParticleRenderer : public CRenderer
{
public:
virtual ~CParticleRenderer() { }
virtual void Begin() = 0;
virtual void End() = 0;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
//! Sets color
virtual void SetColor(const glm::vec4& color) = 0;
//! Sets texture
virtual void SetTexture(const Texture& texture) = 0;
//! Sets transparency mode
virtual void SetTransparency(TransparencyMode mode) = 0;
//! Draws particles
virtual void DrawParticle(PrimitiveType type, int count, const VertexParticle* vertices) = 0;
};
/**
* \class CShadowRenderer
* \brief Abstract interface for shadow renderers
*/
class CShadowRenderer : public CRenderer
{
public:
virtual ~CShadowRenderer() { }
virtual void Begin() = 0;
virtual void End() = 0;
//! Sets projection matrix
virtual void SetProjectionMatrix(const glm::mat4& matrix) = 0;
//! Sets view matrix
virtual void SetViewMatrix(const glm::mat4& matrix) = 0;
//! Sets model matrix
virtual void SetModelMatrix(const glm::mat4& matrix) = 0;
//! Sets texture
virtual void SetTexture(const Texture& texture) = 0;
//! Sets shadow map
virtual void SetShadowMap(const Texture& texture) = 0;
//! Sets shadow region
virtual void SetShadowRegion(const glm::vec2& offset, const glm::vec2& scale) = 0;
//! Draws terrain object
virtual void DrawObject(const CVertexBuffer* buffer, bool transparent) = 0;
};
} // namespace Gfx