forked from 0ad/0ad
160 lines
4.2 KiB
C++
160 lines
4.2 KiB
C++
/**
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* =========================================================================
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* File : TransparencyRenderer.h
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* Project : Pyrogenesis
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* Description : ModelRenderer implementation that sorts models and/or
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* : polygons based on distance from viewer, for transparency
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* : rendering.
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* =========================================================================
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*/
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#ifndef INCLUDED_TRANSPARENCYRENDERER
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#define INCLUDED_TRANSPARENCYRENDERER
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#include "renderer/ModelRenderer.h"
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#include "renderer/ModelVertexRenderer.h"
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#include "renderer/RenderModifiers.h"
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struct PolygonSortModelRendererInternals;
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/**
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* Class PolygonSortModelRenderer: Render animated models using only
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* OpenGL fixed function, sorting polygons from back to front.
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*
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* This ModelVertexRenderer should only be used with SortModelRenderer.
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* However, SortModelRenderer can be used with other ModelVertexRenderers
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* than this one.
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*/
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class PolygonSortModelRenderer : public ModelVertexRenderer
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{
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public:
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PolygonSortModelRenderer();
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~PolygonSortModelRenderer();
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// Implementations
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void* CreateModelData(CModel* model);
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void UpdateModelData(CModel* model, void* data, u32 updateflags);
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void DestroyModelData(CModel* model, void* data);
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void BeginPass(uint streamflags, const CMatrix3D* texturematrix);
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void EndPass(uint streamflags);
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void PrepareModelDef(uint streamflags, CModelDefPtr def);
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void RenderModel(uint streamflags, CModel* model, void* data);
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private:
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PolygonSortModelRendererInternals* m;
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};
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struct SortModelRendererInternals;
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/**
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* Class SortModelRenderer: Render models back-to-front from the
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* camera's point of view.
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*
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* This is less efficient than batched model renderers, but
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* necessary for transparent models.
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*
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* TransparencyRenderer can be used with any ModelVertexRenderer.
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*
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* Use this renderer together with TransparentRenderModifier and
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* TransparentShadowRenderModifier to achieve transparency.
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*/
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class SortModelRenderer : public ModelRenderer
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{
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public:
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SortModelRenderer(ModelVertexRendererPtr vertexrenderer);
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~SortModelRenderer();
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// Transparency renderer implementation
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void Submit(CModel* model);
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void PrepareModels();
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void EndFrame();
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bool HaveSubmissions();
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void Render(RenderModifierPtr modifier, u32 flags);
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private:
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SortModelRendererInternals* m;
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};
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/**
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* Class TransparentRenderModifier: Modifier for transparent models,
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* including alpha blending and lighting.
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*/
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class TransparentRenderModifier : public RenderModifier
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{
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public:
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TransparentRenderModifier();
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~TransparentRenderModifier();
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// Implementation
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u32 BeginPass(uint pass);
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bool EndPass(uint pass);
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void PrepareTexture(uint pass, CTexture* texture);
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void PrepareModel(uint pass, CModel* model);
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};
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/**
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* Class LitTransparentRenderModifier: Modifier for transparent models,
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* including alpha blending and shadowed lighting.
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*
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* @note Use only when depth textures are used for shadows and thus supported by the OpenGL
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* implementation.
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*/
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class LitTransparentRenderModifier : public LitRenderModifier
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{
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public:
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LitTransparentRenderModifier();
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~LitTransparentRenderModifier();
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// Implementation
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u32 BeginPass(uint pass);
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bool EndPass(uint pass);
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const CMatrix3D* GetTexGenMatrix(uint pass);
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void PrepareTexture(uint pass, CTexture* texture);
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void PrepareModel(uint pass, CModel* model);
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};
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/**
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* Class TransparentShadowRenderModifier: Use to render shadow data for
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* transparent models into a luminance map.
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*/
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class TransparentShadowRenderModifier : public RenderModifier
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{
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public:
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TransparentShadowRenderModifier();
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~TransparentShadowRenderModifier();
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// Implementation
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u32 BeginPass(uint pass);
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bool EndPass(uint pass);
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void PrepareTexture(uint pass, CTexture* texture);
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void PrepareModel(uint pass, CModel* model);
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};
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/**
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* Class TransparentDepthShadowModifier: Use to render shadow data for
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* transparent models into a depth texture: Writes into the depth buffer,
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* color data is undefined.
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*/
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class TransparentDepthShadowModifier : public RenderModifier
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{
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public:
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TransparentDepthShadowModifier();
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~TransparentDepthShadowModifier();
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// Implementation
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u32 BeginPass(uint pass);
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bool EndPass(uint pass);
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void PrepareTexture(uint pass, CTexture* texture);
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void PrepareModel(uint pass, CModel* model);
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};
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#endif
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