1
0
forked from 0ad/0ad
0ad/source/graphics/RenderableObject.h
2004-05-30 00:46:58 +00:00

105 lines
3.1 KiB
C++
Executable File

///////////////////////////////////////////////////////////////////////////////
//
// Name: RenderableObject.h
// Author: Rich Cross
// Contact: rich@wildfiregames.com
//
///////////////////////////////////////////////////////////////////////////////
#ifndef _RENDERABLEOBJECT_H
#define _RENDERABLEOBJECT_H
#include <assert.h>
#include "res/res.h"
#include "Bound.h"
#include "Matrix3D.h"
// dirty flags - used as notification to the renderer that some bit of data
// need updating
#define RENDERDATA_UPDATE_VERTICES (1<<1)
#define RENDERDATA_UPDATE_INDICES (1<<2)
#define RENDERDATA_UPDATE_TRANSFORM (1<<3)
///////////////////////////////////////////////////////////////////////////////
// CRenderData: base class of all the renderer's renderdata classes - the
// derived class stores necessary information for rendering an object of a
// particular type
class CRenderData
{
public:
CRenderData() : m_UpdateFlags(0) {}
virtual ~CRenderData() {}
u32 m_UpdateFlags;
};
///////////////////////////////////////////////////////////////////////////////
// CRenderableObject: base class of all renderable objects - patches, models,
// sprites, etc; stores position and bound information, and a pointer to
// some renderdata necessary for the renderer to actually render it
class CRenderableObject
{
public:
// constructor
CRenderableObject() : m_RenderData(0) {
m_Transform.SetIdentity();
}
// destructor
virtual ~CRenderableObject() { delete m_RenderData; }
// set object transform
virtual void SetTransform(const CMatrix3D& transform) {
// store transform, calculate inverse
m_Transform=transform;
m_Transform.GetInverse(m_InvTransform);
// normal recalculation likely required on transform change; flag it
SetDirty(RENDERDATA_UPDATE_VERTICES);
// rebuild world space bounds
CalcBounds();
}
// get object to world space transform
const CMatrix3D& GetTransform() const { return m_Transform; }
// get world to object space transform
const CMatrix3D& GetInvTransform() const { return m_InvTransform; }
// mark some part of the renderdata as dirty, and requiring
// an update on next render
void SetDirty(u32 dirtyflags) {
if (m_RenderData) m_RenderData->m_UpdateFlags|=dirtyflags;
}
// calculate (and store in m_Bounds) the world space bounds of this object
// - must be implemented by all concrete subclasses
virtual void CalcBounds() = 0;
// return world space bounds of this object
const CBound& GetBounds() const { return m_Bounds; }
// set the object renderdata
// TODO,RC 10/04/04 - need to delete existing renderdata here, or can we
// assume the renderer won't set renderdata when an object already has it?
// - just assert we've no renderdata at the minute
void SetRenderData(CRenderData* renderdata) {
assert(m_RenderData==0);
m_RenderData=renderdata;
}
// return object renderdata - can be null if renderer hasn't yet
// created the renderdata
CRenderData* GetRenderData() { return m_RenderData; }
protected:
// object bounds
CBound m_Bounds;
// local->world space transform
CMatrix3D m_Transform;
// world->local space transform
CMatrix3D m_InvTransform;
// object renderdata
CRenderData* m_RenderData;
};
#endif