annotate engine/core/view/rendererbase.h @ 182:bcc93e17f978

- added new plugin to FIFedit (Layertool) FEATURES: - layers now can be toogled visible / invisible - tool also allows layer selection (better workflow IMO) - just click on the layer name - demo screencapture can be found here: http://zero-projekt.net/files/screencaptures/1280x_zero_fifedit_layertool.ogg Please let me know if this plugin causes any trouble for you.
author chewie@33b003aa-7bff-0310-803a-e67f0ece8222
date Wed, 11 Feb 2009 19:27:18 +0000
parents 90005975cdbb
children 44919eb74c40
rev   line source
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1 /***************************************************************************
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2 * Copyright (C) 2005-2008 by the FIFE team *
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3 * http://www.fifengine.de *
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4 * This file is part of FIFE. *
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5 * *
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6 * FIFE is free software; you can redistribute it and/or *
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7 * modify it under the terms of the GNU Lesser General Public *
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8 * License as published by the Free Software Foundation; either *
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9 * version 2.1 of the License, or (at your option) any later version. *
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10 * *
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11 * This library is distributed in the hope that it will be useful, *
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12 * but WITHOUT ANY WARRANTY; without even the implied warranty of *
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13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
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14 * Lesser General Public License for more details. *
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15 * *
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16 * You should have received a copy of the GNU Lesser General Public *
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17 * License along with this library; if not, write to the *
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18 * Free Software Foundation, Inc., *
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19 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
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20 ***************************************************************************/
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21
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22 #ifndef FIFE_RENDERERBASE_H
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23 #define FIFE_RENDERERBASE_H
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24
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25 // Standard C++ library includes
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26 #include <list>
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27
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28 // 3rd party library includes
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29
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30 // FIFE includes
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31 // These includes are split up in two parts, separated by one empty line
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32 // First block: files included from the FIFE root src directory
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33 // Second block: files included from the same folder
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34
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35 namespace FIFE {
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36 class Camera;
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37 class Layer;
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38 class Map;
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39 class Instance;
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40 class RenderBackend;
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41
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42 class RendererBase;
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43 /** RendererListener allows reaction to changes in renderer
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44 * Having this implemented via callback mechanism should speed up the rendering a bit
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45 * (e.g. no need to sort pipeline order per each frame)
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46 */
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47 class IRendererListener {
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48 public:
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49 virtual ~IRendererListener() {}
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50
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51 /** Renderer's pipeline position has been changed
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52 */
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53 virtual void onRendererPipelinePositionChanged(RendererBase* renderer) = 0;
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54
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55 /** Renderer is enabled / disabled
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56 */
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57 virtual void onRendererEnabledChanged(RendererBase* renderer) = 0;
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58 };
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59
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60 /** Interface to class owning the renderers
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61 * Used to get correct subclass of renderer in scripting side (via renderer's static method)
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62 */
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63 class IRendererContainer {
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64 public:
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65 virtual ~IRendererContainer() {}
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66
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67 /** Returns renderer with given name
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68 */
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69 virtual RendererBase* getRenderer(const std::string& renderername) = 0;
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70 };
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71
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72 /** Base class for all view renderers
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73 * View renderer renders one aspect of the view shown on screen
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74 */
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75 class RendererBase {
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76 public:
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77 /** Constructor
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78 * @param renderbackend to use
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79 * @param position position for this renderer in rendering pipeline
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80 */
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81 RendererBase(RenderBackend* renderbackend, int position);
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82
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83 /** Copy Constructor
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84 */
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85 RendererBase(const RendererBase& old);
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86
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87 /** Makes copy of this renderer
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88 */
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89 virtual RendererBase* clone() = 0;
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90
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91 /** Destructor
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92 */
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93 virtual ~RendererBase() {};
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94
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95 /** This method is called by the view to ask renderer to draw its rendering aspect based on
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96 * given parameters. Renderers receive non-clipped instance stack since there is no
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97 * way to know which information is relevant for the renderer. E.g. effect renderer
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98 * might need to know offscreen instance locations to be able to draw radiation coming from
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99 * some instance not visible on the screen.
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100 *
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101 * @param cam camera view to draw
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102 * @param layer current layer to be rendered
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103 * @param instances instances on the current layer
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104 * @ see setPipelinePosition
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105 */
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106 virtual void render(Camera* cam, Layer* layer, std::vector<Instance*>& instances) = 0;
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107
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108 /** Name of the renderer
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109 */
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110 virtual std::string getName() = 0;
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111
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112 /** Gets renderer position in the rendering pipeline
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113 */
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114 int getPipelinePosition() const { return m_pipeline_position; }
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115
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116 /** Sets renderer position in the rendering pipeline
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117 * Pipeline position defines in which order view calls the renderers when update occurs
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118 * Note that renderers are called once per rendered layer, thus to update the
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119 * whole screen, renderer might receive multiple calls
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120 */
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121 void setPipelinePosition(int position);
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122
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123 /** Enables renderer
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124 */
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125 virtual void setEnabled(bool enabled);
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126
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127 /** Resets information in the renderer
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128 */
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129 virtual void reset() {}
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130
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131 /** Is renderer enabled
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132 */
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133 bool isEnabled() const { return m_enabled; }
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134
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135 /** Sets listener for renderer
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136 */
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137 void setRendererListener(IRendererListener* listener) { m_listener = listener; }
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138
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139 /** Adds active layer to renderer. Only active layers are rendered
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140 */
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141 void addActiveLayer(Layer* layer);
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142
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143 /** Removes active layer from renderer.
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144 */
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145 void removeActiveLayer(Layer* layer);
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146
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147 /** Clears all active layers from renderer
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148 */
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149 void clearActiveLayers();
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150
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151 /** Activates all layers from given elevation
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152 */
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153 void activateAllLayers(Map* elevation);
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154
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155 /** Returns if given layer is currently activated
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156 */
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157 bool isActivedLayer(Layer* layer);
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158
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159
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160 protected:
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161 RendererBase();
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162
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163 std::list<Layer*> m_active_layers;
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164 RenderBackend* m_renderbackend;
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165
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166 private:
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167 bool m_enabled;
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168 int m_pipeline_position;
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169 IRendererListener* m_listener;
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170 };
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171 }
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172
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173 #endif