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forked from 0ad/0ad
0ad/source/renderer/TransparencyRenderer.h
prefect 0346ba1b18 Refactor model rendering to perform vertex setup in ModelVertexRenderer.
Sort all transparent models by distance to camera (however, do not sort
polygons by default).

This was SVN commit r3096.
2005-11-05 23:15:23 +00:00

121 lines
3.2 KiB
C++
Executable File

/**
* =========================================================================
* File : TransparencyRenderer.h
* Project : Pyrogenesis
* Description : ModelRenderer implementation that sorts models and/or
* : polygons based on distance from viewer, for transparency
* : rendering.
*
* @author Rich Cross <rich@wildfiregames.com>
* @author Nicolai Hähnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#ifndef __TRANSPARENCYRENDERER_H
#define __TRANSPARENCYRENDERER_H
#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);
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 TransparentShadowRenderModifier: Use for shadow rendering of
* transparent models.
*/
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);
};
#endif