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forked from 0ad/0ad
0ad/source/renderer/RenderModifiers.h
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

234 lines
6.4 KiB
C++

/* Copyright (C) 2009 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 <http://www.gnu.org/licenses/>.
*/
/*
* RenderModifiers can affect the fragment stage behaviour of some
* ModelRenderers. This file defines some common RenderModifiers in
* addition to the base class.
*/
#ifndef INCLUDED_RENDERMODIFIERS
#define INCLUDED_RENDERMODIFIERS
#include "ModelRenderer.h"
#include "graphics/Texture.h"
class CLightEnv;
class CMatrix3D;
class CModel;
class ShadowMap;
/**
* Class RenderModifier: Some ModelRenderer implementations provide vertex
* management behaviour but allow fragment stages to be modified by a plugged in
* RenderModifier.
*
* You should use RenderModifierPtr when referencing RenderModifiers.
*/
class RenderModifier
{
public:
RenderModifier() { }
virtual ~RenderModifier() { }
/**
* BeginPass: Setup OpenGL for the given rendering pass.
*
* Must be implemented by derived classes.
*
* @param pass The current pass number (pass == 0 is the first pass)
*
* @return The streamflags that indicate which vertex components
* are required by the fragment stages (see STREAM_XYZ constants).
*/
virtual int BeginPass(int pass) = 0;
/**
* GetTexGenMatrix: If BeginPass returns STREAM_TEXGENTOUVx, the caller must
* call this function to query the texture matrix that will be used to transform
* vertex positions into texture coordinates.
*
* Default implementation raises a runtime error.
*
* @param pass the current pass number (pass == 0 is the first pass)
*
* @return a pointer to the texture matrix for the given pass
*/
virtual const CMatrix3D* GetTexGenMatrix(int pass);
/**
* EndPass: Cleanup OpenGL state after the given pass. This function
* may indicate that additional passes are needed.
*
* Must be implemented by derived classes.
*
* @param pass The current pass number (pass == 0 is the first pass)
*
* @return true if rendering is complete, false if an additional pass
* is needed. If false is returned, BeginPass is then called with an
* increased pass number.
*/
virtual bool EndPass(int pass) = 0;
/**
* PrepareTexture: Called before rendering models that use the given
* texture.
*
* Must be implemented by derived classes.
*
* @param pass The current pass number (pass == 0 is the first pass)
* @param texture The texture used by subsequent models
*/
virtual void PrepareTexture(int pass, CTexturePtr& texture) = 0;
/**
* PrepareModel: Called before rendering the given model.
*
* Default behaviour does nothing.
*
* @param pass The current pass number (pass == 0 is the first pass)
* @param model The model that is about to be rendered.
*/
virtual void PrepareModel(int pass, CModel* model);
};
/**
* Class LitRenderModifier: Abstract base class for RenderModifiers that apply
* a shadow map.
* LitRenderModifiers expect the diffuse brightness in the primary color (instead of ambient + diffuse).
*/
class LitRenderModifier : public RenderModifier
{
public:
LitRenderModifier();
~LitRenderModifier();
/**
* SetShadowMap: Set the shadow map that will be used for rendering.
* Must be called by the user of the RenderModifier.
*
* The shadow map must be non-null and use depth texturing, or subsequent rendering
* using this RenderModifier will fail.
*
* @param shadow the shadow map
*/
void SetShadowMap(const ShadowMap* shadow);
/**
* SetLightEnv: Set the light environment that will be used for rendering.
* Must be called by the user of the RenderModifier.
*
* @param lightenv the light environment (must be non-null)
*/
void SetLightEnv(const CLightEnv* lightenv);
const ShadowMap* GetShadowMap() const { return m_Shadow; }
const CLightEnv* GetLightEnv() const { return m_LightEnv; }
private:
const ShadowMap* m_Shadow;
const CLightEnv* m_LightEnv;
};
/**
* Class RenderModifierRenderer: Interface to a model renderer that can render
* its models via a RenderModifier that sets up fragment stages.
*/
class RenderModifierRenderer : public ModelRenderer
{
public:
RenderModifierRenderer() { }
virtual ~RenderModifierRenderer();
};
/**
* Class PlainRenderModifier: RenderModifier that simply uses opaque textures
* modulated by primary color. It is used for normal, no-frills models.
*/
class PlainRenderModifier : public RenderModifier
{
public:
PlainRenderModifier();
~PlainRenderModifier();
// Implementation
int BeginPass(int pass);
bool EndPass(int pass);
void PrepareTexture(int pass, CTexturePtr& texture);
};
/**
* Class PlainLitRenderModifier: Use an opaque color texture for a lit object that is shadowed
* using a depth texture.
* Expects the diffuse brightness in the primary color.
*/
class PlainLitRenderModifier : public LitRenderModifier
{
public:
PlainLitRenderModifier();
~PlainLitRenderModifier();
// Implementation
int BeginPass(int pass);
const CMatrix3D* GetTexGenMatrix(int pass);
bool EndPass(int pass);
void PrepareTexture(int pass, CTexturePtr& texture);
};
/**
* Class WireframeRenderModifier: RenderModifier that renders wireframe models.
*/
class WireframeRenderModifier : public RenderModifier
{
public:
WireframeRenderModifier();
~WireframeRenderModifier();
// Implementation
int BeginPass(int pass);
bool EndPass(int pass);
void PrepareTexture(int pass, CTexturePtr& texture);
void PrepareModel(int pass, CModel* model);
};
/**
* Class SolidColorRenderModifier: Render all models using the same
* solid color without lighting.
*
* You have to specify the color using a glColor*() calls before rendering.
*/
class SolidColorRenderModifier : public RenderModifier
{
public:
SolidColorRenderModifier();
~SolidColorRenderModifier();
// Implementation
int BeginPass(int pass);
bool EndPass(int pass);
void PrepareTexture(int pass, CTexturePtr& texture);
void PrepareModel(int pass, CModel* model);
};
#endif // INCLUDED_RENDERMODIFIERS