janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
91 lines
2.4 KiB
C++
91 lines
2.4 KiB
C++
/**
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* =========================================================================
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* File : PlayerRenderer
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* Project : Pyrogenesis
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* Description : RenderModifier for player color rendering, to be used
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* : with e.g. FixedFunctionModelRenderer
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* =========================================================================
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*/
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#ifndef INCLUDED_PLAYERRENDERER
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#define INCLUDED_PLAYERRENDERER
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#include "RenderModifiers.h"
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/**
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* Class FastPlayerColorRender: Render models fully textured and lit
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* plus player color in a single pass using multi-texturing (at least 3 TMUs
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* required).
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*/
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class FastPlayerColorRender : public RenderModifier
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{
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public:
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FastPlayerColorRender();
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~FastPlayerColorRender();
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// Implementation
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int BeginPass(int pass);
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bool EndPass(int pass);
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void PrepareTexture(int pass, CTexture* texture);
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void PrepareModel(int pass, CModel* model);
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/**
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* IsAvailable: Determines whether this RenderModifier can be used
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* given the OpenGL implementation specific limits.
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*
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* @note Do not attempt to construct a FastPlayerColorRender object
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* when IsAvailable returns false.
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*
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* @return true if the OpenGL implementation can support this
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* RenderModifier.
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*/
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static bool IsAvailable();
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};
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/**
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* Class SlowPlayerColorRender: Render models fully textured and lit
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* plus player color using multi-pass.
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*
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* It has the same visual result as FastPlayerColorRender (except for
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* potential precision issues due to the multi-passing).
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*/
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class SlowPlayerColorRender : public RenderModifier
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{
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public:
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SlowPlayerColorRender();
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~SlowPlayerColorRender();
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// Implementation
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int BeginPass(int pass);
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bool EndPass(int pass);
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void PrepareTexture(int pass, CTexture* texture);
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void PrepareModel(int pass, CModel* model);
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};
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/**
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* Class LitPlayerColorRender: Render models fully textured and lit including shadows
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* and player color.
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*
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* @note Only use a LitPlayerColorRenderer instance when depth texture based shadows
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* are supported by the OpenGL implementation (as verified by CRenderer::m_Caps::m_DepthTextureShadows).
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*/
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class LitPlayerColorRender : public LitRenderModifier
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{
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public:
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LitPlayerColorRender();
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~LitPlayerColorRender();
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// Implementation
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int BeginPass(int pass);
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bool EndPass(int pass);
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const CMatrix3D* GetTexGenMatrix(int pass);
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void PrepareTexture(int pass, CTexture* texture);
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void PrepareModel(int pass, CModel* model);
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};
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#endif
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