mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
142 lines
6.4 KiB
C++
142 lines
6.4 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program 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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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_RENDERMODEL_H
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#define SE_INCL_RENDERMODEL_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/Placement.h>
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#include <Engine/Math/Projection.h>
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/*
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* This instance of render prefs object represents global preferences
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* used for rendering of all models and their shadows
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*/
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ENGINE_API extern class CModelRenderPrefs _mrpModelRenderPrefs;
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/*
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* This object is used to define how models and their shadows will be rendered
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*/
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class ENGINE_API CModelRenderPrefs
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{
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private:
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BOOL rp_BBoxFrameVisible; // determines visibility of frame BBox
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BOOL rp_BBoxAllVisible; // determines visibility of all frames BBox
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COLOR rp_InkColor; // ink color (wire frame)
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COLOR rp_PaperColor; // paper color
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ULONG rp_RenderType; // model's rendering type
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INDEX rp_ShadowQuality; // model shadow's quality (substraction to mip model index)
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public:
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CModelRenderPrefs(); // constructor sets defult values
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void SetRenderType(ULONG rtNew); // set model rendering type
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void SetTextureType(ULONG rtNew); // set model rendering texture type
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void SetShadingType(ULONG rtNew); // set model shading texture type
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void SetShadowQuality(INDEX iNew); // set shadow quality (best 0, worse -1, ...)
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void DesreaseShadowQuality(void); // decrease shadow quality
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void IncreaseShadowQuality(void); // increase shadow quality
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void SetWire(BOOL bWireOn); // set wire frame on/off
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void SetHiddenLines(BOOL bHiddenLinesOn); // set hiden lines on/off
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BOOL BBoxFrameVisible(); // bounding box frames visible?
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BOOL BBoxAllVisible(); // bounding box all frames visible?
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BOOL WireOn(void); // returns TRUE if wire frame is on
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BOOL HiddenLines(void); // returns TRUE if hiden lines are visible
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void SetInkColor(COLOR clrNew); // set ink color
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COLOR GetInkColor(); // get ink color
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void SetPaperColor(COLOR clrNew); // set paper color
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COLOR GetPaperColor(); // get paper color
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void BBoxFrameShow(BOOL bShow); // show bounding box frame
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void BBoxAllShow(BOOL bShow); // show bounding box all frames
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ULONG GetRenderType(void); // get model rendering type
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INDEX GetShadowQuality(void); // retrieves current shadow quality level
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void Read_t( CTStream *istrFile); // throw char * // read and
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void Write_t( CTStream *ostrFile); // throw char * // write functions
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};
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// texture used for simple model shadows
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extern ENGINE_API CTextureObject _toSimpleModelShadow;
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// begin/end model rendering to screen
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extern ENGINE_API void BeginModelRenderingView(
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CAnyProjection3D &prProjection, CDrawPort *pdp);
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extern ENGINE_API void EndModelRenderingView( BOOL bRestoreOrtho=TRUE);
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// begin/end model rendering to shadow mask
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extern ENGINE_API void BeginModelRenderingMask(
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CAnyProjection3D &prProjection, UBYTE *pubMask, SLONG slMaskWidth, SLONG slMaskHeight);
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extern ENGINE_API void EndModelRenderingMask(void);
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#define RMF_ATTACHMENT (1UL<<0) // set for attachment render models
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#define RMF_FOG (1UL<<1) // render in fog
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#define RMF_HAZE (1UL<<2) // render in haze
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#define RMF_SPECTATOR (1UL<<3) // model will not be rendered but shadows might
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#define RMF_INVERTED (1UL<<4) // stretch is inverted
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#define RMF_BBOXSET (1UL<<5) // bounding box has been calculated
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#define RMF_INSIDE (1UL<<6) // doesn't need clipping to frustum
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#define RMF_INMIRROR (1UL<<7) // doesn't need clipping to mirror/warp plane
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#define RMF_WEAPON (1UL<<8) // TEMP: weapon model is rendering so don't use ATI's Truform!
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class ENGINE_API CRenderModel {
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public:
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// implementation:
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CModelData *rm_pmdModelData; // model's data
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struct ModelMipInfo *rm_pmmiMip; // current mip
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ULONG rm_rtRenderType; // current rendering preferences
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// lerp information
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INDEX rm_iFrame0, rm_iFrame1;
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FLOAT rm_fRatio;
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INDEX rm_iMipLevel;
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INDEX rm_iTesselationLevel;
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union { struct ModelFrameVertex8 *rm_pFrame8_0; // ptr to last frame
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struct ModelFrameVertex16 *rm_pFrame16_0; };
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union { struct ModelFrameVertex8 *rm_pFrame8_1; // ptr to next frame
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struct ModelFrameVertex16 *rm_pFrame16_1; };
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FLOAT3D rm_vLightObj; // light vector as seen from object space
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// placement of the object
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FLOAT3D rm_vObjectPosition;
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FLOATmatrix3D rm_mObjectRotation;
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// object to view placement
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FLOAT3D rm_vObjectToView;
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FLOATmatrix3D rm_mObjectToView;
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// decompression and stretch factors
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FLOAT3D rm_vStretch, rm_vOffset;
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// bounding box min/max coords in object space
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FLOAT3D rm_vObjectMinBB, rm_vObjectMaxBB;
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// flags and blend color global for this rendering
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ULONG rm_ulFlags;
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COLOR rm_colBlend;
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// set modelview matrix if not already set
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void SetModelView(void);
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// interface:
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public:
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CRenderModel(void);
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~CRenderModel(void);
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// set placement of the object
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void SetObjectPlacement(const CPlacement3D &pl);
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void SetObjectPlacement(const FLOAT3D &v, const FLOATmatrix3D &m);
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FLOAT rm_fDistanceFactor; // mip factor not including scaling or biasing
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FLOAT rm_fMipFactor; // real mip factor
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FLOAT3D rm_vLightDirection; // direction shading light
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COLOR rm_colLight; // color of the shading light
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COLOR rm_colAmbient; // color of the ambient
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};
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#endif /* include-once check. */
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