0ad/source/renderer/HWLightingModelRenderer.h
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
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.
2008-05-11 18:48:32 +00:00

64 lines
1.9 KiB
C++

/**
* =========================================================================
* File : HWLightingModelRenderer.h
* Project : Pyrogenesis
* Description : ModelVertexRenderer that transforms models on the CPU
* : but performs lighting in a vertex shader.
* =========================================================================
*/
#ifndef INCLUDED_HWLIGHTINGMODELRENDERER
#define INCLUDED_HWLIGHTINGMODELRENDERER
#include "renderer/ModelVertexRenderer.h"
struct HWLightingModelRendererInternals;
/**
* Class HWLightingModelRenderer: Render animated models using vertex
* shaders for lighting.
*
* @note You should verify hardware capabilities using IsAvailable
* before creating this model renderer.
*/
class HWLightingModelRenderer : public ModelVertexRenderer
{
public:
/**
* HWLightingModelRenderer: Constructor.
*
* @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage
* contains only the diffuse term, and not the ambient
*/
HWLightingModelRenderer(bool colorIsDiffuseOnly);
~HWLightingModelRenderer();
// Implementations
void* CreateModelData(CModel* model);
void UpdateModelData(CModel* model, void* data, int updateflags);
void DestroyModelData(CModel* model, void* data);
void BeginPass(int streamflags, const CMatrix3D* texturematrix);
void EndPass(int streamflags);
void PrepareModelDef(int streamflags, CModelDefPtr def);
void RenderModel(int streamflags, CModel* model, void* data);
/**
* IsAvailable: Determines whether this model renderer can be used
* given the OpenGL implementation specific limits.
*
* @note Do not attempt to construct a HWLightingModelRenderer object
* when IsAvailable returns false.
*
* @return true if the OpenGL implementation can support this
* model renderer.
*/
static bool IsAvailable();
private:
HWLightingModelRendererInternals* m;
};
#endif // INCLUDED_HWLIGHTINGMODELRENDERER