forked from 0ad/0ad
janwas
c0ed950657
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.
64 lines
1.9 KiB
C++
64 lines
1.9 KiB
C++
/**
|
|
* =========================================================================
|
|
* File : InstancingModelRenderer.h
|
|
* Project : Pyrogenesis
|
|
* Description : Special ModelVertexRender that only works for non-animated
|
|
* : models, but is very fast for instanced models.
|
|
* =========================================================================
|
|
*/
|
|
|
|
#ifndef INCLUDED_INSTANCINGMODELRENDERER
|
|
#define INCLUDED_INSTANCINGMODELRENDERER
|
|
|
|
#include "renderer/ModelVertexRenderer.h"
|
|
|
|
struct InstancingModelRendererInternals;
|
|
|
|
/**
|
|
* Class InstancingModelRenderer: Render non-animated (but potentially
|
|
* moving models) using vertex shaders and minimal state changes.
|
|
*
|
|
* @note You should verify hardware capabilities using IsAvailable
|
|
* before creating this model renderer.
|
|
*/
|
|
class InstancingModelRenderer : public ModelVertexRenderer
|
|
{
|
|
public:
|
|
/**
|
|
* InstancingModelRenderer: Constructor.
|
|
*
|
|
* @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage
|
|
* contains only the diffuse term, and not the ambient
|
|
*/
|
|
InstancingModelRenderer(bool colorIsDiffuseOnly);
|
|
~InstancingModelRenderer();
|
|
|
|
// 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);
|
|
|
|
/**
|
|
* IsAvailable: Determines whether this model renderer can be used
|
|
* given the OpenGL implementation specific limits.
|
|
*
|
|
* @note Do not attempt to construct a InstancingModelRenderer object
|
|
* when IsAvailable returns false.
|
|
*
|
|
* @return true if the OpenGL implementation can support this
|
|
* model renderer.
|
|
*/
|
|
static bool IsAvailable();
|
|
|
|
private:
|
|
InstancingModelRendererInternals* m;
|
|
};
|
|
|
|
|
|
#endif // INCLUDED_INSTANCINGMODELRENDERER
|