prefect
a05e712319
vertex array layout. Add CModelDefRData, a per-CModelDef render data class. This was SVN commit r2826.
71 lines
1.7 KiB
C++
Executable File
71 lines
1.7 KiB
C++
Executable File
#ifndef _MODELRDATA_H
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#define _MODELRDATA_H
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#include <vector>
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#include "Vector3D.h"
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#include "Color.h"
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#include "RenderableObject.h"
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#include "renderer/VertexArray.h"
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#define MODELRDATA_FLAG_TRANSPARENT (1<<0)
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#define MODELRDATA_FLAG_PLAYERCOLOR (1<<1)
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class CModel;
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class CModelDefRData;
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class CModelRData : public CRenderData
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{
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friend class CModelDefRData;
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public:
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CModelRData(CModel* model);
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~CModelRData();
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void Update();
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void RenderStreams(u32 streamflags, bool isplayer = false);
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// return render flags for this model
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u32 GetFlags() const { return m_Flags; }
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// accessor: model we're based on
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CModel* GetModel() const { return m_Model; }
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// sort indices of this object from back to front according to given
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// object to camera space transform; return sqrd distance to centre of nearest triangle
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float BackToFrontIndexSort(CMatrix3D& objToCam);
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// submit a model to render this frame
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static void Submit(CModel* model);
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// clear per frame model list
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static void ClearSubmissions();
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// render all submitted models
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static void RenderModels(u32 streamflags,u32 flags=0);
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private:
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// build this renderdata object
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void Build();
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void BuildStaticVertices();
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void BuildVertices();
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void BuildIndices();
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// owner model
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CModel* m_Model;
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// transformed vertex normals - required for recalculating lighting on skinned models
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CVector3D* m_Normals;
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// vertex array
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VertexArray m_DynamicArray;
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VertexArray::Attribute m_Position;
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VertexArray::Attribute m_UV;
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VertexArray::Attribute m_Color;
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// model render indices
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u16* m_Indices;
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// model render flags
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u32 m_Flags;
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// linked list of submitted models per CModelDefRData
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CModelRData* m_SubmissionNext;
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};
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#endif
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