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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef WORLDOBJECT_MODEL_RENDERER_HDR
#define WORLDOBJECT_MODEL_RENDERER_HDR
#define MDL_TYPE(o) (o->model->type)
#define TEX_TYPE(o) (o->model->textureType)
#include <map>
#include <set>
#include "Rendering/Models/3DModel.h"
class CUnit;
class CFeature;
class CProjectile;
class IWorldObjectModelRenderer {
public:
static IWorldObjectModelRenderer* GetInstance(int);
IWorldObjectModelRenderer(int mdlType): modelType(mdlType) {
numUnits = 0;
numFeatures = 0;
numFeaturesSave = 0;
numProjectiles = 0;
}
virtual ~IWorldObjectModelRenderer();
virtual void Draw();
virtual void PushRenderState() {}
virtual void PopRenderState() {}
virtual void AddUnit(const CUnit*);
virtual void DelUnit(const CUnit*);
virtual void AddFeature(const CFeature*, float alpha = 0.99f);
virtual void DelFeature(const CFeature*);
virtual void SwapFeatures();
virtual void AddProjectile(const CProjectile*);
virtual void DelProjectile(const CProjectile*);
int GetNumUnits() const { return numUnits; }
int GetNumFeatures() const { return numFeatures; }
int GetNumProjectiles() const { return numProjectiles; }
protected:
typedef std::set<CUnit*> UnitSet;
typedef std::set<CUnit*>::const_iterator UnitSetIt;
typedef std::map<CFeature*, float> FeatureSet;
typedef std::map<CFeature*, float>::const_iterator FeatureSetIt;
typedef std::set<CProjectile*> ProjectileSet;
typedef std::set<CProjectile*>::const_iterator ProjectileSetIt;
// textureType ==> modelSet
typedef std::map<int, UnitSet> UnitRenderBin;
typedef std::map<int, UnitSet>::const_iterator UnitRenderBinIt;
typedef std::map<int, FeatureSet> FeatureRenderBin;
typedef std::map<int, FeatureSet>::const_iterator FeatureRenderBinIt;
typedef std::map<int, ProjectileSet> ProjectileRenderBin;
typedef std::map<int, ProjectileSet>::const_iterator ProjectileRenderBinIt;
virtual void DrawModels(const UnitSet&);
virtual void DrawModels(const FeatureSet&);
virtual void DrawModels(const ProjectileSet&);
virtual void DrawModel(const CUnit*) {}
virtual void DrawModel(const CFeature*) {}
virtual void DrawModel(const CProjectile*) {}
UnitRenderBin units; // all opaque or all cloaked
FeatureRenderBin features; // opaque only, culled via GridVisibility()
FeatureRenderBin featuresSave; // opaque only, culled via GridVisibility()
ProjectileRenderBin projectiles; // opaque only, (synced && (piece || weapon)) only
int modelType;
int numUnits;
int numFeatures;
int numFeaturesSave;
int numProjectiles;
public:
const UnitSet& GetUnitSet(int texType) { return units[texType]; }
const FeatureSet& GetFeatureSet(int texType) { return features[texType]; }
const ProjectileSet& GetProjectileSet(int texType) { return projectiles[texType]; }
const UnitRenderBin& GetUnitBin() const { return units; }
const FeatureRenderBin& GetFeatureBin() const { return features; }
const ProjectileRenderBin& GetProjectileBin() const { return projectiles; }
UnitRenderBin& GetUnitBinMutable() { return units; }
FeatureRenderBin& GetFeatureBinMutable() { return features; }
ProjectileRenderBin& GetProjectileBinMutable() { return projectiles; }
};
class WorldObjectModelRenderer3DO: public IWorldObjectModelRenderer {
public:
WorldObjectModelRenderer3DO(): IWorldObjectModelRenderer(MODELTYPE_3DO) {}
void PushRenderState();
void PopRenderState();
};
class WorldObjectModelRendererS3O: public IWorldObjectModelRenderer {
public:
WorldObjectModelRendererS3O(): IWorldObjectModelRenderer(MODELTYPE_S3O) {}
void PushRenderState();
void PopRenderState();
void DrawModel(const CUnit*);
void DrawModel(const CFeature*);
void DrawModel(const CProjectile*);
};
class WorldObjectModelRendererOBJ: public IWorldObjectModelRenderer {
public:
WorldObjectModelRendererOBJ(): IWorldObjectModelRenderer(MODELTYPE_OBJ) {}
void PushRenderState();
void PopRenderState();
};
class WorldObjectModelRendererASS: public IWorldObjectModelRenderer {
public:
WorldObjectModelRendererASS(): IWorldObjectModelRenderer(MODELTYPE_ASS) {}
void PushRenderState();
void PopRenderState();
};
#endif
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