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source/renderer/Renderer.h
Show First 20 Lines • Show All 45 Lines • ▼ Show 20 Lines | |||||
class CShaderManager; | class CShaderManager; | ||||
class CSimulation2; | class CSimulation2; | ||||
class CTextureManager; | class CTextureManager; | ||||
class CTimeManager; | class CTimeManager; | ||||
class RenderPathVertexShader; | class RenderPathVertexShader; | ||||
class ShadowMap; | class ShadowMap; | ||||
class SkyManager; | class SkyManager; | ||||
class TerrainRenderer; | class TerrainRenderer; | ||||
class WaterManager; | class WaterRendering; | ||||
// rendering modes | // rendering modes | ||||
enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES }; | enum ERenderMode { WIREFRAME, SOLID, EDGED_FACES }; | ||||
// transparency modes | // transparency modes | ||||
enum ETransparentMode { TRANSPARENT, TRANSPARENT_OPAQUE, TRANSPARENT_BLEND }; | enum ETransparentMode { TRANSPARENT, TRANSPARENT_OPAQUE, TRANSPARENT_BLEND }; | ||||
// access to sole renderer object | // access to sole renderer object | ||||
▲ Show 20 Lines • Show All 175 Lines • ▼ Show 20 Lines | public: | ||||
const CCamera& GetViewCamera() const { return m_ViewCamera; } | const CCamera& GetViewCamera() const { return m_ViewCamera; } | ||||
// replace the current view camera | // replace the current view camera | ||||
void SetViewCamera(const CCamera& camera) { m_ViewCamera = camera; } | void SetViewCamera(const CCamera& camera) { m_ViewCamera = camera; } | ||||
// return the current cull camera | // return the current cull camera | ||||
const CCamera& GetCullCamera() const { return m_CullCamera; } | const CCamera& GetCullCamera() const { return m_CullCamera; } | ||||
/** | /** | ||||
* GetWaterManager: Return the renderer's water manager. | |||||
* | |||||
* @return the WaterManager object used by the renderer | |||||
*/ | |||||
WaterManager* GetWaterManager() { return m_WaterManager; } | |||||
/** | |||||
* GetSkyManager: Return the renderer's sky manager. | * GetSkyManager: Return the renderer's sky manager. | ||||
* | * | ||||
* @return the SkyManager object used by the renderer | * @return the SkyManager object used by the renderer | ||||
*/ | */ | ||||
SkyManager* GetSkyManager() { return m_SkyManager; } | SkyManager* GetSkyManager() { return m_SkyManager; } | ||||
CTextureManager& GetTextureManager(); | CTextureManager& GetTextureManager(); | ||||
CShaderManager& GetShaderManager(); | CShaderManager& GetShaderManager(); | ||||
CParticleManager& GetParticleManager(); | CParticleManager& GetParticleManager(); | ||||
TerrainRenderer& GetTerrainRenderer(); | TerrainRenderer& GetTerrainRenderer(); | ||||
WaterRendering& GetWaterRendering(); | |||||
CMaterialManager& GetMaterialManager(); | CMaterialManager& GetMaterialManager(); | ||||
CFontManager& GetFontManager(); | CFontManager& GetFontManager(); | ||||
CShaderDefines GetSystemShaderDefines() { return m_SystemShaderDefines; } | CShaderDefines GetSystemShaderDefines() { return m_SystemShaderDefines; } | ||||
CTimeManager& GetTimeManager(); | CTimeManager& GetTimeManager(); | ||||
▲ Show 20 Lines • Show All 133 Lines • ▼ Show 20 Lines | protected: | ||||
// card capabilities | // card capabilities | ||||
Caps m_Caps; | Caps m_Caps; | ||||
// build card cap bits | // build card cap bits | ||||
void EnumCaps(); | void EnumCaps(); | ||||
// per-frame renderer stats | // per-frame renderer stats | ||||
Stats m_Stats; | Stats m_Stats; | ||||
/** | /** | ||||
* m_WaterManager: the WaterManager object used for water textures and settings | |||||
* (e.g. water color, water height) | |||||
*/ | |||||
WaterManager* m_WaterManager; | |||||
/** | |||||
* m_SkyManager: the SkyManager object used for sky textures and settings | * m_SkyManager: the SkyManager object used for sky textures and settings | ||||
*/ | */ | ||||
SkyManager* m_SkyManager; | SkyManager* m_SkyManager; | ||||
/** | /** | ||||
* Enable rendering of terrain tile priority text overlay, for debugging. | * Enable rendering of terrain tile priority text overlay, for debugging. | ||||
*/ | */ | ||||
bool m_DisplayTerrainPriorities; | bool m_DisplayTerrainPriorities; | ||||
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Wildfire Games · Phabricator