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forked from 0ad/0ad
0ad/source/renderer/ModelRData.h
prefect f1ee2cd66d Add the notion of render paths and an appropriate configuration option.
Add Ogl_Shader and Ogl_Program handle types for shaders/programs loaded
from
files.
In the vertexshader render path, use a vertex program for lighting for
optimization.

This was SVN commit r2853.
2005-10-05 16:42:09 +00:00

78 lines
2.0 KiB
C++
Executable File

#ifndef _MODELRDATA_H
#define _MODELRDATA_H
#include <vector>
#include "Vector3D.h"
#include "Color.h"
#include "RenderableObject.h"
#include "renderer/VertexArray.h"
#define MODELRDATA_FLAG_TRANSPARENT (1<<0)
#define MODELRDATA_FLAG_PLAYERCOLOR (1<<1)
class CModel;
class CModelDefRData;
class CModelRData : public CRenderData
{
friend class CModelDefRData;
public:
CModelRData(CModel* model);
~CModelRData();
void Update();
void RenderStreams(u32 streamflags, bool isplayer = false);
// return render flags for this model
u32 GetFlags() const { return m_Flags; }
// accessor: model we're based on
CModel* GetModel() const { return m_Model; }
// sort indices of this object from back to front according to given
// object to camera space transform; return sqrd distance to centre of nearest triangle
float BackToFrontIndexSort(CMatrix3D& objToCam);
// submit a model to render this frame
static void Submit(CModel* model);
// clear per frame model list
static void ClearSubmissions();
// prepare for rendering of models
static void SetupRender(u32 streamflags);
// reset state prepared by SetupRender
static void FinishRender(u32 streamflags);
// render all submitted models
static void RenderModels(u32 streamflags,u32 flags=0);
private:
// build this renderdata object
void Build();
void BuildStaticVertices();
void BuildVertices();
void BuildIndices();
// owner model
CModel* m_Model;
// transformed vertex normals - required for recalculating lighting on skinned models
// only used in render path RP_FIXED
CVector3D* m_TempNormals;
// vertex array
VertexArray m_DynamicArray;
VertexArray::Attribute m_Position;
VertexArray::Attribute m_UV; // only used in RP_VERTEXSHADER (shared otherwise)
VertexArray::Attribute m_Color; // only used in RP_FIXED
VertexArray::Attribute m_Normal; // only used in RP_VERTEXSHADER
// model render indices
u16* m_Indices;
// model render flags
u32 m_Flags;
// linked list of submitted models per CModelDefRData
CModelRData* m_SubmissionNext;
};
#endif