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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WW3D *
- * *
- * $Archive:: /Commando/Code/ww3d2/rinfo.h $*
- * *
- * Author:: Greg Hjelstrom *
- * *
- * $Modtime:: 1/11/02 3:43p $*
- * *
- * $Revision:: 15 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #if defined(_MSC_VER)
- #pragma once
- #endif
- #ifndef RINFO_H
- #define RINFO_H
- #include "always.h"
- #include "bittype.h"
- #include "ww3d.h"
- #include "wwdebug.h"
- #include "shader.h"
- #include "vector.h"
- #include "matrix3d.h"
- #include "matrix4.h"
- class MaterialPassClass;
- class LightEnvironmentClass;
- class VisRasterizerClass;
- class BWRenderClass;
- const unsigned MAX_ADDITIONAL_MATERIAL_PASSES=32;
- const unsigned MAX_OVERRIDE_FLAG_LEVEL=32;
- /**
- ** RenderInfoClass
- ** This class contains all of the data needed for the scene to render
- ** itself. It will be passed on to the scene from a WW3D::Render(scene)
- ** call.
- **
- ** Camera - The camera being used to render the scene, contains culling code, etc
- */
- class RenderInfoClass
- {
- public:
- RenderInfoClass(CameraClass & cam);
- ~RenderInfoClass(void);
- enum RINFO_OVERRIDE_FLAGS {
- RINFO_OVERRIDE_DEFAULT = 0x0000, // No overrides
- RINFO_OVERRIDE_FORCE_TWO_SIDED = 0x0001, // Override mesh settings to force no backface culling
- RINFO_OVERRIDE_FORCE_SORTING = 0x0002, // Override mesh settings to force sorting
- RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY = 0x0004, // Do not render base passes (only additional passes)
- RINFO_OVERRIDE_SHADOW_RENDERING = 0x0008 // Hint: we are rendering a shadow
- };
- void Push_Material_Pass(MaterialPassClass * matpass);
- void Pop_Material_Pass(void);
- int Additional_Pass_Count(void);
- MaterialPassClass * Peek_Additional_Pass(int i);
- void Push_Override_Flags(RINFO_OVERRIDE_FLAGS flg); // Saves current override flags on stack and installs a new one
- void Pop_Override_Flags(void); // Restores previous override flags from stack
- RINFO_OVERRIDE_FLAGS & Current_Override_Flags(void); // Access to current override flags
- CameraClass & Camera;
- float fog_scale;
- float fog_start;
- float fog_end;
- LightEnvironmentClass* light_environment;
- protected:
- MaterialPassClass* AdditionalMaterialPassArray[MAX_ADDITIONAL_MATERIAL_PASSES];
- unsigned AdditionalMaterialPassCount;
- unsigned RejectedMaterialPasses;
- RINFO_OVERRIDE_FLAGS OverrideFlag[MAX_OVERRIDE_FLAG_LEVEL];
- unsigned OverrideFlagLevel;
- };
-
- /**
- ** SpecialRenderInfoClass
- ** This structure also contains a "grab-bag" of junk for use by the Special_Render
- ** function. The first use that I have for Special_Render is to implement the
- ** visibility detection algorithm where each object is rendered in such a way
- ** that I can get the 'id' of the object which generated each pixel on the screen.
- ** Another use I have planned for Special_Render is a shadow rendering mode that
- ** just draws an object in solid black from the point of view of a light source.
- ** This would just need another enum for the RenderType...
- **
- ** The reason for a Special_Render function is that I didn't want to pollute
- ** the main rendering pipeline with checks for these alternate rendering operations.
- */
- class SpecialRenderInfoClass : public RenderInfoClass
- {
- public:
- SpecialRenderInfoClass(CameraClass & cam,int render_type);
- ~SpecialRenderInfoClass(void);
- // The following fields are only used by the Special_Render function.
- // this is basically just a place to stick whatever information you need.
- enum
- {
- RENDER_VIS,
- RENDER_SHADOW
- };
- int RenderType;
- // RENDER_VIS variables and methods:
- VisRasterizerClass * VisRasterizer;
- // RENDER_SHADOW variables and methods:
- // NOTE: this is somewhat obsolete now that we have hardware render-to-texture.
- BWRenderClass * BWRenderer; // Black & white non-textured renderer
- private:
- // Not implemented...
- SpecialRenderInfoClass(const RenderInfoClass &);
- SpecialRenderInfoClass & operator = (const RenderInfoClass &);
- };
- #endif
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