/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see .
*/
#ifndef INCLUDED_DEBUGRENDERER
#define INCLUDED_DEBUGRENDERER
#include "graphics/ShaderTechniquePtr.h"
#include "ps/CStrIntern.h"
#include "renderer/backend/IShaderProgram.h"
#include
#include
class CBoundingBoxAligned;
class CBrush;
class CCamera;
class CMatrix3D;
class CVector3D;
struct CColor;
// Helper for unoptimized rendering of geometrics primitives. Should not be
// used for regular passes.
class CDebugRenderer
{
public:
void Initialize();
/**
* Render the line in world space.
*/
void DrawLine(const CVector3D& from, const CVector3D& to,
const CColor& color, const float width, const bool depthTestEnabled = true);
void DrawLine(const std::vector& line,
const CColor& color, const float width, const bool depthTestEnabled = true);
/**
* Render the circle in world space oriented to the view camera.
*/
void DrawCircle(const CVector3D& origin, const float radius, const CColor& color);
/**
* Render: Renders the camera's frustum in world space.
*
* @param intermediates determines how many intermediate distance planes should
* be hinted at between the near and far planes
*/
void DrawCameraFrustum(const CCamera& camera, const CColor& color, int intermediates = 0, bool wireframe = false);
/**
* Render the surfaces of the bound box as triangles.
*/
void DrawBoundingBox(const CBoundingBoxAligned& boundingBox, const CColor& color, bool wireframe = false);
void DrawBoundingBox(const CBoundingBoxAligned& boundingBox, const CColor& color, const CMatrix3D& transform, bool wireframe = false);
/**
* Render the surfaces of the brush as triangles.
*/
void DrawBrush(const CBrush& brush, const CColor& color, bool wireframe = false);
private:
const CShaderTechniquePtr& GetShaderTechnique(
const CStrIntern name, const CColor& color, const bool depthTestEnabled = true,
const bool wireframe = false);
struct ShaderTechniqueKey
{
CStrIntern name;
bool transparent;
bool depthTestEnabled;
bool wireframe;
};
struct ShaderTechniqueKeyHash
{
size_t operator()(const ShaderTechniqueKey& key) const;
};
struct ShaderTechniqueKeyEqual
{
bool operator()(const ShaderTechniqueKey& lhs, const ShaderTechniqueKey& rhs) const;
};
std::unordered_map
m_ShaderTechniqueMapping;
Renderer::Backend::IVertexInputLayout* m_VertexInputLayout = nullptr;
};
#endif // INCLUDED_DEBUGRENDERER