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forked from 0ad/0ad
0ad/source/renderer/ModelRData.h
prefect a05e712319 Added VertexArray & co. classes to simplify a flexible, render path dependent
vertex array layout.
Add CModelDefRData, a per-CModelDef render data class.

This was SVN commit r2826.
2005-10-02 21:11:11 +00:00

71 lines
1.7 KiB
C++
Executable File

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