LCOV - code coverage report
Current view: top level - source/renderer - ModelVertexRenderer.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 1 0.0 %
Date: 2021-09-24 14:46:47 Functions: 0 2 0.0 %

          Line data    Source code
       1             : /* Copyright (C) 2012 Wildfire Games.
       2             :  * This file is part of 0 A.D.
       3             :  *
       4             :  * 0 A.D. is free software: you can redistribute it and/or modify
       5             :  * it under the terms of the GNU General Public License as published by
       6             :  * the Free Software Foundation, either version 2 of the License, or
       7             :  * (at your option) any later version.
       8             :  *
       9             :  * 0 A.D. is distributed in the hope that it will be useful,
      10             :  * but WITHOUT ANY WARRANTY; without even the implied warranty of
      11             :  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
      12             :  * GNU General Public License for more details.
      13             :  *
      14             :  * You should have received a copy of the GNU General Public License
      15             :  * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
      16             :  */
      17             : 
      18             : /*
      19             :  * Definition of ModelVertexRenderer, the abstract base class for model
      20             :  * vertex transformation implementations.
      21             :  */
      22             : 
      23             : #ifndef INCLUDED_MODELVERTEXRENDERER
      24             : #define INCLUDED_MODELVERTEXRENDERER
      25             : 
      26             : #include "graphics/MeshManager.h"
      27             : #include "graphics/ShaderProgramPtr.h"
      28             : 
      29             : class CModel;
      30             : class CModelRData;
      31             : 
      32             : /**
      33             :  * Class ModelVertexRenderer: Normal ModelRenderer implementations delegate
      34             :  * vertex array management and vertex transformation to an implementation of
      35             :  * ModelVertexRenderer.
      36             :  *
      37             :  * ModelVertexRenderer implementations should be designed so that one
      38             :  * instance of the implementation can be used with more than one ModelRenderer
      39             :  * simultaneously.
      40             :  */
      41             : class ModelVertexRenderer
      42             : {
      43             : public:
      44           0 :     virtual ~ModelVertexRenderer() { }
      45             : 
      46             : 
      47             :     /**
      48             :      * CreateModelData: Create internal data for one model.
      49             :      *
      50             :      * ModelRenderer implementations must call this once for every
      51             :      * model that will later be rendered, with @p key set to a value
      52             :      * that's unique to that ModelRenderer.
      53             :      *
      54             :      * ModelVertexRenderer implementations should use this function to
      55             :      * create per-CModel and per-CModelDef data like vertex arrays.
      56             :      *
      57             :      * @param key An opaque pointer to pass to the CModelRData constructor
      58             :      * @param model The model.
      59             :      *
      60             :      * @return A new CModelRData that will be passed into other
      61             :      * ModelVertexRenderer functions whenever the same CModel is used again.
      62             :      */
      63             :     virtual CModelRData* CreateModelData(const void* key, CModel* model) = 0;
      64             : 
      65             : 
      66             :     /**
      67             :      * UpdateModelData: Calculate per-model data for each frame.
      68             :      *
      69             :      * ModelRenderer implementations must call this once per frame for
      70             :      * every model that is to be rendered in this frame, even if the
      71             :      * value of updateflags will be zero.
      72             :      * This implies that this function will also be called at least once
      73             :      * between a call to CreateModelData and a call to RenderModel.
      74             :      *
      75             :      * ModelVertexRenderer implementations should use this function to
      76             :      * perform software vertex transforms and potentially other per-frame
      77             :      * calculations.
      78             :      *
      79             :      * @param model The model.
      80             :      * @param data Private data as returned by CreateModelData.
      81             :      * @param updateflags Flags indicating which data has changed during
      82             :      * the frame. The value is the same as the value of the model's
      83             :      * CRenderData::m_UpdateFlags.
      84             :      */
      85             :     virtual void UpdateModelData(CModel* model, CModelRData* data, int updateflags) = 0;
      86             : 
      87             : 
      88             :     /**
      89             :      * BeginPass: Setup global OpenGL state for this ModelVertexRenderer.
      90             :      *
      91             :      * ModelVertexRenderer implementations should prepare "heavy" OpenGL
      92             :      * state such as vertex shader state to prepare for rendering models
      93             :      * and delivering vertex data to the fragment stage as described by
      94             :      * streamflags.
      95             :      *
      96             :      * ModelRenderer implementations must call this function before any
      97             :      * calls to other rendering related functions.
      98             :      *
      99             :      * Recursive calls to BeginPass are not allowed, and every BeginPass
     100             :      * is matched by a corresponding call to EndPass.
     101             :      *
     102             :      * @param streamflags Vertex streams required by the fragment stage.
     103             :      */
     104             :     virtual void BeginPass(int streamflags) = 0;
     105             : 
     106             : 
     107             :     /**
     108             :      * EndPass: Cleanup OpenGL state set up by BeginPass.
     109             :      *
     110             :      * ModelRenderer implementations must call this function after
     111             :      * rendering related functions for one pass have been called.
     112             :      *
     113             :      * @param streamflags Vertex streams required by the fragment stage.
     114             :      * This equals the streamflags parameter passed on the last call to
     115             :      * BeginPass.
     116             :      */
     117             :     virtual void EndPass(int streamflags) = 0;
     118             : 
     119             : 
     120             :     /**
     121             :      * PrepareModelDef: Setup OpenGL state for rendering of models that
     122             :      * use the given CModelDef object as base.
     123             :      *
     124             :      * ModelRenderer implementations must call this function before
     125             :      * rendering a sequence of models based on the given CModelDef.
     126             :      * When a ModelRenderer switches back and forth between CModelDefs,
     127             :      * it must call PrepareModelDef for every switch.
     128             :      *
     129             :      * @param streamflags Vertex streams required by the fragment stage.
     130             :      * This equals the streamflags parameter passed on the last call to
     131             :      * BeginPass.
     132             :      * @param def The model definition.
     133             :      */
     134             :     virtual void PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def) = 0;
     135             : 
     136             : 
     137             :     /**
     138             :      * RenderModel: Invoke the rendering commands for the given model.
     139             :      *
     140             :      * ModelRenderer implementations must call this function to perform
     141             :      * the actual rendering.
     142             :      *
     143             :      * preconditions  : The most recent call to PrepareModelDef since
     144             :      * BeginPass has been for model->GetModelDef().
     145             :      *
     146             :      * @param streamflags Vertex streams required by the fragment stage.
     147             :      * This equals the streamflags parameter passed on the last call to
     148             :      * BeginPass.
     149             :      * @param model The model that should be rendered.
     150             :      * @param data Private data for the model as returned by CreateModelData.
     151             :      *
     152             :      * postconditions : Subsequent calls to RenderModel for models
     153             :      * that use the same CModelDef object and the same texture must
     154             :      * succeed.
     155             :      */
     156             :     virtual void RenderModel(const CShaderProgramPtr& shader, int streamflags, CModel* model, CModelRData* data) = 0;
     157             : };
     158             : 
     159             : 
     160             : #endif // INCLUDED_MODELVERTEXRENDERER

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