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forked from 0ad/0ad
0ad/source/renderer/TransparencyRenderer.h
janwas b755ddefda remove all author/modified by tags.
make include guards consistent.

This was SVN commit r5040.
2007-05-07 16:33:24 +00:00

160 lines
4.2 KiB
C++

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