2012-02-09 18:55:25 +01:00
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/* Copyright (C) 2012 Wildfire Games.
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2009-04-18 19:00:33 +02:00
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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2009-04-18 19:51:05 +02:00
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/*
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* Definition of ModelVertexRenderer, the abstract base class for model
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* vertex transformation implementations.
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2005-11-06 00:15:23 +01:00
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*/
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2007-05-07 18:33:24 +02:00
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#ifndef INCLUDED_MODELVERTEXRENDERER
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#define INCLUDED_MODELVERTEXRENDERER
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2005-11-06 00:15:23 +01:00
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#include "graphics/MeshManager.h"
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2012-02-09 18:55:25 +01:00
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#include "graphics/ShaderProgram.h"
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2005-11-06 00:15:23 +01:00
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class CModel;
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2012-04-03 20:44:46 +02:00
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class CModelRData;
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2005-11-06 00:15:23 +01:00
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/**
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* Class ModelVertexRenderer: Normal ModelRenderer implementations delegate
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* vertex array management and vertex transformation to an implementation of
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* ModelVertexRenderer.
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2006-03-26 01:54:20 +01:00
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*
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2005-11-06 00:15:23 +01:00
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* ModelVertexRenderer implementations should be designed so that one
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* instance of the implementation can be used with more than one ModelRenderer
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* simultaneously.
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*/
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class ModelVertexRenderer
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{
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public:
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virtual ~ModelVertexRenderer() { }
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2006-03-26 01:54:20 +01:00
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2005-11-06 00:15:23 +01:00
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/**
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* CreateModelData: Create internal data for one model.
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*
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* ModelRenderer implementations must call this once for every
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2012-04-03 20:44:46 +02:00
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* model that will later be rendered, with @p key set to a value
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* that's unique to that ModelRenderer.
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2006-03-26 01:54:20 +01:00
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*
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2005-11-06 00:15:23 +01:00
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* ModelVertexRenderer implementations should use this function to
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* create per-CModel and per-CModelDef data like vertex arrays.
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*
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* @param key An opaque pointer to pass to the CModelRData constructor
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2005-11-06 00:15:23 +01:00
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* @param model The model.
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*
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2012-04-03 20:44:46 +02:00
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* @return A new CModelRData that will be passed into other
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* ModelVertexRenderer functions whenever the same CModel is used again.
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2005-11-06 00:15:23 +01:00
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*/
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2012-04-03 20:44:46 +02:00
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virtual CModelRData* CreateModelData(const void* key, CModel* model) = 0;
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2005-11-06 00:15:23 +01:00
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/**
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* UpdateModelData: Calculate per-model data for each frame.
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*
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* ModelRenderer implementations must call this once per frame for
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* every model that is to be rendered in this frame, even if the
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* value of updateflags will be zero.
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* This implies that this function will also be called at least once
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* between a call to CreateModelData and a call to RenderModel.
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2006-03-26 01:54:20 +01:00
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*
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* ModelVertexRenderer implementations should use this function to
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* perform software vertex transforms and potentially other per-frame
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* calculations.
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2006-03-26 01:54:20 +01:00
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*
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* @param model The model.
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* @param data Private data as returned by CreateModelData.
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* @param updateflags Flags indicating which data has changed during
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* the frame. The value is the same as the value of the model's
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* CRenderData::m_UpdateFlags.
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*/
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2012-04-03 20:44:46 +02:00
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virtual void UpdateModelData(CModel* model, CModelRData* data, int updateflags) = 0;
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2006-03-26 01:54:20 +01:00
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2005-11-06 00:15:23 +01:00
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/**
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* BeginPass: Setup global OpenGL state for this ModelVertexRenderer.
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*
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* ModelVertexRenderer implementations should prepare "heavy" OpenGL
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* state such as vertex shader state to prepare for rendering models
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* and delivering vertex data to the fragment stage as described by
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* streamflags.
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*
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* ModelRenderer implementations must call this function before any
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* calls to other rendering related functions.
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*
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* Recursive calls to BeginPass are not allowed, and every BeginPass
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* is matched by a corresponding call to EndPass.
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2006-03-26 01:54:20 +01:00
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*
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* @param streamflags Vertex streams required by the fragment stage.
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*/
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2011-04-07 00:09:58 +02:00
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virtual void BeginPass(int streamflags) = 0;
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2006-03-26 01:54:20 +01:00
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2005-11-06 00:15:23 +01:00
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/**
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* EndPass: Cleanup OpenGL state set up by BeginPass.
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*
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* ModelRenderer implementations must call this function after
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* rendering related functions for one pass have been called.
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*
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* @param streamflags Vertex streams required by the fragment stage.
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* This equals the streamflags parameter passed on the last call to
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* BeginPass.
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*/
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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 20:48:32 +02:00
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virtual void EndPass(int streamflags) = 0;
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2005-11-06 00:15:23 +01:00
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2006-03-26 01:54:20 +01:00
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2005-11-06 00:15:23 +01:00
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/**
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* PrepareModelDef: Setup OpenGL state for rendering of models that
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* use the given CModelDef object as base.
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2006-03-26 01:54:20 +01:00
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*
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2005-11-06 00:15:23 +01:00
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* ModelRenderer implementations must call this function before
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* rendering a sequence of models based on the given CModelDef.
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* When a ModelRenderer switches back and forth between CModelDefs,
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* it must call PrepareModelDef for every switch.
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*
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* @param streamflags Vertex streams required by the fragment stage.
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* This equals the streamflags parameter passed on the last call to
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* BeginPass.
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* @param def The model definition.
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*/
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2012-04-03 20:44:46 +02:00
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virtual void PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def) = 0;
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2005-11-06 00:15:23 +01:00
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/**
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* RenderModel: Invoke the rendering commands for the given model.
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2006-03-26 01:54:20 +01:00
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*
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* ModelRenderer implementations must call this function to perform
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* the actual rendering.
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*
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* preconditions : The most recent call to PrepareModelDef since
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* BeginPass has been for model->GetModelDef().
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*
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* @param streamflags Vertex streams required by the fragment stage.
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* This equals the streamflags parameter passed on the last call to
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* BeginPass.
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* @param model The model that should be rendered.
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* @param data Private data for the model as returned by CreateModelData.
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*
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* postconditions : Subsequent calls to RenderModel for models
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* that use the same CModelDef object and the same texture must
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* succeed.
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*/
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2012-04-03 20:44:46 +02:00
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virtual void RenderModel(const CShaderProgramPtr& shader, int streamflags, CModel* model, CModelRData* data) = 0;
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2005-11-06 00:15:23 +01:00
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};
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2007-05-07 18:33:24 +02:00
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#endif // INCLUDED_MODELVERTEXRENDERER
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