0ad/source/renderer/ModelRenderer.h
prefect 875cb3bca1 Add ARB_vertex_shader specific functions to glext_funcs.h
Add an "instancing" model renderer to improve rendering of
non-transparent,
unanimated models. This renderer is used when the vertexshader path is
rendering path is used.

This was SVN commit r3052.
2005-10-30 00:22:22 +00:00

356 lines
11 KiB
C++

/**
* =========================================================================
* File : ModelRenderer.h
* Project : Pyrogenesis
* Description : Home to the ModelRenderer class, an abstract base class
* : that manages a per-frame list of submitted models,
* : as well as simple helper classes.
*
* @author Nicolai Hähnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#ifndef MODELRENDERER_H
#define MODELRENDERER_H
#include "boost/shared_ptr.hpp"
#include "graphics/MeshManager.h"
#include "graphics/RenderableObject.h"
#include "renderer/VertexArray.h"
class RenderModifier;
typedef boost::shared_ptr<RenderModifier> RenderModifierPtr;
class CModel;
/**
* Class CModelRData: Render data that is maintained per CModel.
* ModelRenderer implementations may derive from this class to store
* per-CModel data.
*
* The main purpose of this class over CRenderData is to track which
* ModelRenderer the render data belongs to (via the key that is passed
* to the constructor). When a model changes the renderer it uses
* (e.g. via run-time modification of the renderpath configuration),
* the old ModelRenderer's render data is supposed to be replaced by
* the new data.
*/
class CModelRData : public CRenderData
{
public:
CModelRData(const void* key, CModel* model) : m_Key(key), m_Model(model) { }
/**
* GetKey: Retrieve the key that can be used to identify the
* ModelRenderer that created this data.
*
* @return The opaque key that was passed to the constructor.
*/
const void* GetKey() const { return m_Key; }
/**
* GetModel: Retrieve the model that this render data object
* belongs to.
*
* @return The model pointer that was passed to the constructor.
*/
CModel* GetModel() const { return m_Model; }
private:
/// The key for model renderer identification
const void* m_Key;
/// The model this object was created for
CModel* m_Model;
};
/**
* Class ModelRenderer: Abstract base class for all model renders.
*
* A ModelRenderer manages a per-frame list of models.
*
* It is supposed to be derived in order to create a new render path
* for models (e.g. for models using special effects).
* However, consider deriving from BatchModelRenderer or another
* specialized base class to use their features.
*
* It is suggested that a derived class implement the provided generic
* Render function, however in some cases it may be necessary to supply
* a Render function with a different prototype.
*
* ModelRenderer also contains a number of static helper functions
* for building vertex arrays.
*/
class ModelRenderer
{
public:
ModelRenderer() { }
virtual ~ModelRenderer() { }
/**
* Submit: Submit a model for rendering this frame.
*
* preconditions : The model must not have been submitted to any
* ModelRenderer in this frame. Submit may only be called
* after EndFrame and before PrepareModels.
*
* @param model The model that will be added to the list of models
* submitted this frame.
*/
virtual void Submit(CModel* model) = 0;
/**
* PrepareModels: Calculate renderer data for all previously
* submitted models.
*
* Must be called before any rendering calls and after all models
* for this frame have been submitted.
*/
virtual void PrepareModels() = 0;
/**
* EndFrame: Remove all models from the list of submitted
* models.
*/
virtual void EndFrame() = 0;
/**
* HaveSubmissions: Return whether any models have been submitted this frame.
*
* @return true if models have been submitted, false otherwise.
*/
virtual bool HaveSubmissions() = 0;
/**
* Render: Render submitted models, using the given RenderModifier to setup
* the fragment stage.
*
* @note It is suggested that derived model renderers implement and use
* this Render functions. However, a highly specialized model renderer
* may need to "disable" this function and provide its own Render function
* with a different prototype.
*
* preconditions : PrepareModels must be called after all models have been
* submitted and before calling Render.
*
* @param modifier The RenderModifier that specifies the fragment stage.
* @param flags If flags is 0, all submitted models are rendered.
* If flags is non-zero, only models that contain flags in their
* CModel::GetFlags() are rendered.
*/
virtual void Render(RenderModifierPtr modifier, u32 flags) = 0;
/**
* CopyPositionAndNormals: Copy unanimated object-space vertices and
* normals into the given vertex array.
*
* @param mdef The underlying CModelDef that contains mesh data.
* @param Position Points to the array that will receive
* position vectors. The array behind the iterator
* must be large enough to hold model->GetModelDef()->GetNumVertices()
* vertices.
* @param Normal Points to the array that will receive normal vectors.
* The array behind the iterator must be as large as the Position array.
*/
static void CopyPositionAndNormals(
CModelDefPtr mdef,
VertexArrayIterator<CVector3D> Position,
VertexArrayIterator<CVector3D> Normal);
/**
* BuildPositionAndNormals: Build animated vertices and normals,
* transformed into world space.
*
* @param model The model that is to be transformed.
* @param Position Points to the array that will receive
* transformed position vectors. The array behind the iterator
* must be large enough to hold model->GetModelDef()->GetNumVertices()
* vertices.
* @param Normal Points to the array that will receive transformed
* normal vectors. The array behind the iterator must be as large as
* the Position array.
*/
static void BuildPositionAndNormals(
CModel* model,
VertexArrayIterator<CVector3D> Position,
VertexArrayIterator<CVector3D> Normal);
/**
* BuildColor4ub: Build lighting colors for the given model,
* based on previously calculated world space normals.
*
* @param model The model that is to be lit.
* @param Normal Array of the model's normal vectors, animated and
* transformed into world space.
* @param Color Points to the array that will receive the lit vertex color.
* The array behind the iterator must large enough to hold
* model->GetModelDef()->GetNumVertices() vertices.
*/
static void BuildColor4ub(
CModel* model,
VertexArrayIterator<CVector3D> Normal,
VertexArrayIterator<SColor4ub> Color);
/**
* BuildUV: Copy UV coordinates into the given vertex array.
*
* @param mdef The model def.
* @param UV Points to the array that will receive UV coordinates.
* The array behind the iterator must large enough to hold
* mdef->GetNumVertices() vertices.
*/
static void BuildUV(
CModelDefPtr mdef,
VertexArrayIterator<float[2]> UV);
/**
* BuildIndices: Create the indices array for the given CModelDef.
*
* @param mdef The model definition object.
* @param Indices The index array, must be able to hold
* mdef->GetNumFaces()*3 elements.
*/
static void BuildIndices(
CModelDefPtr mdef,
u16* Indices);
};
struct BatchModelRendererInternals;
/**
* Class BatchModelRenderer: Base class for model renderers that sorts
* submitted models by CModelDef and texture for batching.
*
* A derived class must provide its own Render function. Depending on
* the ModelRenderer's purpose, this function may take renderer-dependent
* arguments and prepare OpenGL state or private data. It should then
* call RenderAllModels, which will call back into the various PrepareXYZ
* functions for the actual rendering.
*
* Thus a derived class must also provide implementations for
* RenderModel and PrepareXYZ.
*
* @note Model renderers that derive from this class MUST NOT set their
* own per-CModel render data. Use the CreateModelData facility instead.
*/
class BatchModelRenderer : public ModelRenderer
{
friend struct BatchModelRendererInternals;
public:
BatchModelRenderer();
virtual ~BatchModelRenderer();
// Batching implementations
virtual void Submit(CModel* model);
virtual void PrepareModels();
virtual void EndFrame();
virtual bool HaveSubmissions();
protected:
/**
* CreateModelData: Create renderer's internal data for one model.
*
* This function must be implemented by derived classes. It will be
* called once by Submit for every model, and allows derived classes
* to allocate per-model vertex buffers and other data.
*
* @param model The model.
*
* @return A data pointer that is opaque to this class, but will be
* passed to other functions whenever the CModel is passed again.
*/
virtual void* CreateModelData(CModel* model) = 0;
/**
* UpdateModelData: Calculate per-model data for each frame.
*
* This function must be implemented by derived classes. It will be
* called once per frame by PrepareModels, regardless of the value
* of CRenderData::m_UpdateFlags.
*
* This implies that UpdateModelData will be called at least once
* between the call to CreateModelData and the first call to RenderModel
* for this model.
*
* @param model The model.
* @param data Private data as returned by CreateModelData.
* @param updateflags Flags indicating which data has changed during
* the frame. The value is the same as the value of the model's
* CRenderData::m_UpdateFlags.
*/
virtual void UpdateModelData(CModel* model, void* data, u32 updateflags) = 0;
/**
* DestroyModelData: Release all per-model data that has been allocated
* by CreateModelData or UpdateModelData.
*
* @param model The model.
* @param data Private data as returned by CreateModelData.
*/
virtual void DestroyModelData(CModel* model, void* data) = 0;
/**
* RenderAllModels: Loop through submitted models and render them
* by calling the PrepareXYZ functions and RenderModel as appropriate.
*
* @param flags Filter models based on CModel::GetFlags(). If flags
* is 0, all models are rendered. Otherwise, only models are rendered
* for which CModel::GetFlags() & flags returns true.
*
* postconditions : RenderAllModels does not affect OpenGL state
* itself. However, it changes OpenGL state indirectly by calling
* the PrepareXYZ and RenderModel functions.
*/
void RenderAllModels(u32 flags);
/**
* PrepareModelDef: Setup OpenGL state for rendering of models that
* use the given CModelDef object as base.
*
* This function is called by RenderAllModels before rendering any
* models using def as base model definition.
*
* @param def The model definition.
*/
virtual void PrepareModelDef(CModelDefPtr def) = 0;
/**
* PrepareTexture: Setup OpenGL state for rendering of models that
* use the given texture.
*
* This function is called by RenderAllModels before rendering any
* models using the given texture.
*
* @param texture The texture.
*/
virtual void PrepareTexture(CTexture* texture) = 0;
/**
* RenderModel: Render the given model.
*
* This function is called by RenderAllModels.
*
* preconditions : PrepareModelDef and PrepareTexture are called
* before calling RenderModel.
*
* @param model The model that should be rendered.
* @param data Private data for the model as returned by CreateModelData.
*
* postconditions : Subsequent calls to RenderModel for models
* that use the same CModelDef object and the same texture must
* succeed.
*/
virtual void RenderModel(CModel* model, void* data) = 0;
private:
BatchModelRendererInternals* m;
};
#endif // MODELRENDERER_H