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forked from 0ad/0ad
0ad/source/renderer/TransparencyRenderer.h
janwas c0ed950657 had to remove uint and ulong from lib/types.h due to conflict with other library.
this snowballed into a massive search+destroy of the hodgepodge of
mostly equivalent types we had in use (int, uint, unsigned, unsigned
int, i32, u32, ulong, uintN).

it is more efficient to use 64-bit types in 64-bit mode, so the
preferred default is size_t (for anything remotely resembling a size or
index). tile coordinates are ssize_t to allow more efficient conversion
to/from floating point. flags are int because we almost never need more
than 15 distinct bits, bit test/set is not slower and int is fastest to
type. finally, some data that is pretty much directly passed to OpenGL
is now typed accordingly.

after several hours, the code now requires fewer casts and less
guesswork.

other changes:
- unit and player IDs now have an "invalid id" constant in the
respective class to avoid casting and -1
- fix some endian/64-bit bugs in the map (un)packing. added a
convenience function to write/read a size_t.
- ia32: change CPUID interface to allow passing in ecx (required for
cache topology detection, which I need at work). remove some unneeded
functions from asm, replace with intrinsics where possible.

This was SVN commit r5942.
2008-05-11 18:48:32 +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, int updateflags);
void DestroyModelData(CModel* model, void* data);
void BeginPass(int streamflags, const CMatrix3D* texturematrix);
void EndPass(int streamflags);
void PrepareModelDef(int streamflags, CModelDefPtr def);
void RenderModel(int 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, int flags);
private:
SortModelRendererInternals* m;
};
/**
* Class TransparentRenderModifier: Modifier for transparent models,
* including alpha blending and lighting.
*/
class TransparentRenderModifier : public RenderModifier
{
public:
TransparentRenderModifier();
~TransparentRenderModifier();
// Implementation
int BeginPass(int pass);
bool EndPass(int pass);
void PrepareTexture(int pass, CTexture* texture);
void PrepareModel(int 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
int BeginPass(int pass);
bool EndPass(int pass);
const CMatrix3D* GetTexGenMatrix(int pass);
void PrepareTexture(int pass, CTexture* texture);
void PrepareModel(int 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
int BeginPass(int pass);
bool EndPass(int pass);
void PrepareTexture(int pass, CTexture* texture);
void PrepareModel(int 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
int BeginPass(int pass);
bool EndPass(int pass);
void PrepareTexture(int pass, CTexture* texture);
void PrepareModel(int pass, CModel* model);
};
#endif