0ad/source/renderer/ModelVertexRenderer.h
prefect 0346ba1b18 Refactor model rendering to perform vertex setup in ModelVertexRenderer.
Sort all transparent models by distance to camera (however, do not sort
polygons by default).

This was SVN commit r3096.
2005-11-05 23:15:23 +00:00

166 lines
5.6 KiB
C++

/**
* =========================================================================
* File : ModelVertexRenderer.h
* Project : Pyrogenesis
* Description : Definition of ModelVertexRenderer, the abstract base class
* : for model vertex transformation implementations.
*
* @author Nicolai Hähnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#ifndef MODELVERTEXRENDERER_H
#define MODELVERTEXRENDERER_H
#include "graphics/MeshManager.h"
class CModel;
/**
* Class ModelVertexRenderer: Normal ModelRenderer implementations delegate
* vertex array management and vertex transformation to an implementation of
* ModelVertexRenderer.
*
* ModelVertexRenderer implementations should be designed so that one
* instance of the implementation can be used with more than one ModelRenderer
* simultaneously.
*/
class ModelVertexRenderer
{
public:
virtual ~ModelVertexRenderer() { }
/**
* CreateModelData: Create internal data for one model.
*
* ModelRenderer implementations must call this once for every
* model that will later be rendered.
*
* ModelVertexRenderer implementations should use this function to
* create per-CModel and per-CModelDef data like vertex arrays.
*
* @param model The model.
*
* @return An opaque pointer that will be passed to other
* ModelVertexRenderer functions whenever the CModel is passed again.
* Note that returning 0 is allowed and does not indicate an error
* condition.
*/
virtual void* CreateModelData(CModel* model) = 0;
/**
* UpdateModelData: Calculate per-model data for each frame.
*
* ModelRenderer implementations must call this once per frame for
* every model that is to be rendered in this frame, even if the
* value of updateflags will be zero.
* This implies that this function will also be called at least once
* between a call to CreateModelData and a call to RenderModel.
*
* ModelVertexRenderer implementations should use this function to
* perform software vertex transforms and potentially other per-frame
* calculations.
*
* @param model The model.
* @param data Private data as returned by CreateModelData.
* @param updateflags Flags indicating which data has changed during
* the frame. The value is the same as the value of the model's
* CRenderData::m_UpdateFlags.
*/
virtual void UpdateModelData(CModel* model, void* data, u32 updateflags) = 0;
/**
* DestroyModelData: Release all per-model data that has been allocated
* by CreateModelData or UpdateModelData.
*
* ModelRenderer implementations must ensure that this function is
* called exactly once for every call to CreateModelData. This can be
* achieved by deriving from CModelRData and calling DestroyModelData
* in the derived class' destructor.
*
* ModelVertexRenderer implementations need not track the CModel
* instances for which per-model data has been created.
*
* @param model The model.
* @param data Private data as returned by CreateModelData.
*/
virtual void DestroyModelData(CModel* model, void* data) = 0;
/**
* BeginPass: Setup global OpenGL state for this ModelVertexRenderer.
*
* ModelVertexRenderer implementations should prepare "heavy" OpenGL
* state such as vertex shader state to prepare for rendering models
* and delivering vertex data to the fragment stage as described by
* streamflags.
*
* ModelRenderer implementations must call this function before any
* calls to other rendering related functions.
*
* Recursive calls to BeginPass are not allowed, and every BeginPass
* is matched by a corresponding call to EndPass.
*
* @param streamflags Vertex streams required by the fragment stage.
*/
virtual void BeginPass(uint streamflags) = 0;
/**
* EndPass: Cleanup OpenGL state set up by BeginPass.
*
* ModelRenderer implementations must call this function after
* rendering related functions for one pass have been called.
*
* @param streamflags Vertex streams required by the fragment stage.
* This equals the streamflags parameter passed on the last call to
* BeginPass.
*/
virtual void EndPass(uint streamflags) = 0;
/**
* PrepareModelDef: Setup OpenGL state for rendering of models that
* use the given CModelDef object as base.
*
* ModelRenderer implementations must call this function before
* rendering a sequence of models based on the given CModelDef.
* When a ModelRenderer switches back and forth between CModelDefs,
* it must call PrepareModelDef for every switch.
*
* @param streamflags Vertex streams required by the fragment stage.
* This equals the streamflags parameter passed on the last call to
* BeginPass.
* @param def The model definition.
*/
virtual void PrepareModelDef(uint streamflags, CModelDefPtr def) = 0;
/**
* RenderModel: Invoke the rendering commands for the given model.
*
* ModelRenderer implementations must call this function to perform
* the actual rendering.
*
* preconditions : The most recent call to PrepareModelDef since
* BeginPass has been for model->GetModelDef().
*
* @param streamflags Vertex streams required by the fragment stage.
* This equals the streamflags parameter passed on the last call to
* BeginPass.
* @param model The model that should be rendered.
* @param data Private data for the model as returned by CreateModelData.
*
* postconditions : Subsequent calls to RenderModel for models
* that use the same CModelDef object and the same texture must
* succeed.
*/
virtual void RenderModel(uint streamflags, CModel* model, void* data) = 0;
};
#endif // MODELVERTEXRENDERER_H