0ad/source/renderer/ModelRData.h
2004-06-10 22:24:03 +00:00

75 lines
1.6 KiB
C++
Executable File

#ifndef _MODELRDATA_H
#define _MODELRDATA_H
#include <vector>
#include "res/res.h"
#include "Vector3D.h"
#include "Color.h"
#include "RenderableObject.h"
#define MODELRDATA_FLAG_TRANSPARENT (1<<0)
class CModel;
class CModelRData : public CRenderData
{
public:
CModelRData(CModel* model);
~CModelRData();
void Update();
void RenderStreams(u32 streamflags);
// return render flags for this model
u32 GetFlags() const { return m_Flags; }
// 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 patch list
static void ClearSubmissions() { m_Models.clear(); }
// render all submitted models
static void RenderModels(u32 streamflags);
private:
// build this renderdata object
void Build();
void BuildVertices();
void BuildIndices();
// submit batches for this model to the vertex buffer
void SubmitBatches();
struct SVertex {
// vertex position
CVector3D m_Position;
// vertex uvs for base texture
float m_UVs[2];
// RGB vertex color
RGBColor m_Color;
};
// owner model
CModel* m_Model;
// vertex buffer object for this model
CVertexBuffer::VBChunk* m_VB;
// model render vertices
SVertex* m_Vertices;
// transformed vertex normals - required for recalculating lighting on skinned models
CVector3D* m_Normals;
// model render indices
u16* m_Indices;
// model render flags
u32 m_Flags;
// list of all submitted models
static std::vector<CModel*> m_Models;
};
#endif