167 lines
5.7 KiB
C++
167 lines
5.7 KiB
C++
/**
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* =========================================================================
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* File : ModelVertexRenderer.h
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* Project : Pyrogenesis
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* Description : Definition of ModelVertexRenderer, the abstract base class
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* : for model vertex transformation implementations.
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* =========================================================================
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*/
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#ifndef INCLUDED_MODELVERTEXRENDERER
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#define INCLUDED_MODELVERTEXRENDERER
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#include "graphics/MeshManager.h"
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class CModel;
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/**
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* Class ModelVertexRenderer: Normal ModelRenderer implementations delegate
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* vertex array management and vertex transformation to an implementation of
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* ModelVertexRenderer.
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*
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* ModelVertexRenderer implementations should be designed so that one
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* instance of the implementation can be used with more than one ModelRenderer
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* simultaneously.
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*/
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class ModelVertexRenderer
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{
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public:
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virtual ~ModelVertexRenderer() { }
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/**
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* CreateModelData: Create internal data for one model.
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*
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* ModelRenderer implementations must call this once for every
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* model that will later be rendered.
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*
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* ModelVertexRenderer implementations should use this function to
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* create per-CModel and per-CModelDef data like vertex arrays.
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*
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* @param model The model.
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*
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* @return An opaque pointer that will be passed to other
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* ModelVertexRenderer functions whenever the CModel is passed again.
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* Note that returning 0 is allowed and does not indicate an error
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* condition.
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*/
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virtual void* CreateModelData(CModel* model) = 0;
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/**
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* UpdateModelData: Calculate per-model data for each frame.
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*
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* ModelRenderer implementations must call this once per frame for
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* every model that is to be rendered in this frame, even if the
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* value of updateflags will be zero.
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* This implies that this function will also be called at least once
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* between a call to CreateModelData and a call to RenderModel.
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*
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* ModelVertexRenderer implementations should use this function to
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* perform software vertex transforms and potentially other per-frame
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* calculations.
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*
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* @param model The model.
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* @param data Private data as returned by CreateModelData.
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* @param updateflags Flags indicating which data has changed during
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* the frame. The value is the same as the value of the model's
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* CRenderData::m_UpdateFlags.
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*/
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virtual void UpdateModelData(CModel* model, void* data, u32 updateflags) = 0;
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/**
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* DestroyModelData: Release all per-model data that has been allocated
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* by CreateModelData or UpdateModelData.
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*
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* ModelRenderer implementations must ensure that this function is
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* called exactly once for every call to CreateModelData. This can be
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* achieved by deriving from CModelRData and calling DestroyModelData
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* in the derived class' destructor.
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*
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* ModelVertexRenderer implementations need not track the CModel
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* instances for which per-model data has been created.
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*
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* @param model The model.
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* @param data Private data as returned by CreateModelData.
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*/
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virtual void DestroyModelData(CModel* model, void* data) = 0;
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/**
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* BeginPass: Setup global OpenGL state for this ModelVertexRenderer.
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*
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* ModelVertexRenderer implementations should prepare "heavy" OpenGL
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* state such as vertex shader state to prepare for rendering models
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* and delivering vertex data to the fragment stage as described by
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* streamflags.
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*
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* ModelRenderer implementations must call this function before any
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* calls to other rendering related functions.
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*
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* Recursive calls to BeginPass are not allowed, and every BeginPass
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* is matched by a corresponding call to EndPass.
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*
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* @param streamflags Vertex streams required by the fragment stage.
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* @param texturematrix if texgen is requested in streamflags, this points to the
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* texture matrix that must be used to transform vertex positions into texture
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* coordinates
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*/
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virtual void BeginPass(uint streamflags, const CMatrix3D* texturematrix) = 0;
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/**
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* EndPass: Cleanup OpenGL state set up by BeginPass.
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*
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* ModelRenderer implementations must call this function after
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* rendering related functions for one pass have been called.
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*
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* @param streamflags Vertex streams required by the fragment stage.
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* This equals the streamflags parameter passed on the last call to
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* BeginPass.
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*/
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virtual void EndPass(uint streamflags) = 0;
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/**
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* PrepareModelDef: Setup OpenGL state for rendering of models that
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* use the given CModelDef object as base.
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*
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* ModelRenderer implementations must call this function before
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* rendering a sequence of models based on the given CModelDef.
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* When a ModelRenderer switches back and forth between CModelDefs,
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* it must call PrepareModelDef for every switch.
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*
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* @param streamflags Vertex streams required by the fragment stage.
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* This equals the streamflags parameter passed on the last call to
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* BeginPass.
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* @param def The model definition.
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*/
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virtual void PrepareModelDef(uint streamflags, CModelDefPtr def) = 0;
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/**
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* RenderModel: Invoke the rendering commands for the given model.
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*
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* ModelRenderer implementations must call this function to perform
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* the actual rendering.
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*
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* preconditions : The most recent call to PrepareModelDef since
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* BeginPass has been for model->GetModelDef().
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*
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* @param streamflags Vertex streams required by the fragment stage.
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* This equals the streamflags parameter passed on the last call to
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* BeginPass.
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* @param model The model that should be rendered.
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* @param data Private data for the model as returned by CreateModelData.
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*
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* postconditions : Subsequent calls to RenderModel for models
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* that use the same CModelDef object and the same texture must
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* succeed.
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*/
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virtual void RenderModel(uint streamflags, CModel* model, void* data) = 0;
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};
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#endif // INCLUDED_MODELVERTEXRENDERER
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