mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-09 17:52:08 -10:00
See title. There were some cascade effects, but the changes are mostly contained to the model code. The calls to `gr_render_model` and `g3_render_primitives` use `const_cast` because constifying that API would require a whole other PR.
326 lines
10 KiB
C++
326 lines
10 KiB
C++
/*
|
|
* Copyright (C) Freespace Open 2013. All rights reserved.
|
|
*
|
|
* All source code herein is the property of Freespace Open. You may not sell
|
|
* or otherwise commercially exploit the source or things you created based on the
|
|
* source.
|
|
*
|
|
*/
|
|
|
|
#ifndef _MODELRENDER_H
|
|
#define _MODELRENDER_H
|
|
|
|
#include "graphics/material.h"
|
|
#include "lighting/lighting.h"
|
|
#include "math/vecmat.h"
|
|
#include "model/model.h"
|
|
#include "mission/missionparse.h"
|
|
#include "graphics/util/UniformBuffer.h"
|
|
|
|
extern SCP_vector<light> Lights;
|
|
extern int Num_lights;
|
|
|
|
extern bool Rendering_to_shadow_map;
|
|
|
|
extern matrix Object_matrix;
|
|
extern vec3d Object_position;
|
|
|
|
extern color Wireframe_color;
|
|
|
|
typedef enum {
|
|
TECH_SHIP,
|
|
TECH_WEAPON,
|
|
TECH_POF,
|
|
TECH_JUMP_NODE
|
|
} tech_render_type;
|
|
|
|
inline int in_box(const vec3d *min, const vec3d *max, const vec3d *pos, const vec3d *view_position)
|
|
{
|
|
vec3d point;
|
|
|
|
vm_vec_sub(&point, view_position, pos);
|
|
|
|
if ( (point.xyz.x >= min->xyz.x) && (point.xyz.x <= max->xyz.x)
|
|
&& (point.xyz.y >= min->xyz.y) && (point.xyz.y <= max->xyz.y)
|
|
&& (point.xyz.z >= min->xyz.z) && (point.xyz.z <= max->xyz.z) )
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
inline int in_sphere(const vec3d *pos, float radius, const vec3d *view_position)
|
|
{
|
|
if ( vm_vec_dist(view_position, pos) <= radius )
|
|
return 1;
|
|
else
|
|
return -1;
|
|
}
|
|
|
|
extern int model_interp_get_texture(const texture_info *tinfo, int elapsed_time);
|
|
|
|
class model_render_params
|
|
{
|
|
uint Model_flags;
|
|
uint Debug_flags;
|
|
|
|
int Objnum;
|
|
|
|
int Detail_level_locked;
|
|
|
|
float Depth_scale;
|
|
|
|
int Warp_bitmap;
|
|
float Warp_alpha;
|
|
vec3d Warp_scale;
|
|
|
|
color Color;
|
|
|
|
float Xparent_alpha;
|
|
|
|
int Forced_bitmap;
|
|
|
|
int Insignia_bitmap;
|
|
|
|
const int *Replacement_textures;
|
|
bool Manage_replacement_textures; // This is set when we are rendering a model without an associated ship object;
|
|
// in that case, model_render_params is responsible for allocating and destroying
|
|
// the Replacement_textures array (this is handled elsewhere otherwise)
|
|
|
|
bool Team_color_set;
|
|
team_color Current_team_color;
|
|
|
|
bool Clip_plane_set;
|
|
vec3d Clip_normal;
|
|
vec3d Clip_pos;
|
|
|
|
int Animated_effect;
|
|
float Animated_timer;
|
|
|
|
mst_info Thruster_info;
|
|
|
|
float Outline_thickness = -1.0f;
|
|
|
|
bool Use_alpha_mult;
|
|
float Alpha_mult;
|
|
|
|
model_render_params(const model_render_params&) = delete;
|
|
model_render_params& operator=(const model_render_params&) = delete;
|
|
public:
|
|
model_render_params();
|
|
~model_render_params();
|
|
|
|
void set_flags(uint flags);
|
|
void set_debug_flags(uint flags);
|
|
void set_object_number(int num);
|
|
void set_detail_level_lock(int detail_level_lock);
|
|
void set_depth_scale(float scale);
|
|
void set_warp_params(int bitmap, float alpha, const vec3d &scale);
|
|
void set_color(const color &clr);
|
|
void set_color(int r, int g, int b);
|
|
void set_alpha(float alpha);
|
|
void set_forced_bitmap(int bitmap);
|
|
void set_insignia_bitmap(int bitmap);
|
|
void set_replacement_textures(const int *textures);
|
|
void set_replacement_textures(int modelnum, const SCP_vector<texture_replace>& replacement_textures);
|
|
void set_team_color(const team_color &clr);
|
|
void set_team_color(const SCP_string &team, const SCP_string &secondaryteam, fix timestamp, int fadetime);
|
|
void set_clip_plane(const vec3d &pos, const vec3d &normal);
|
|
void set_animated_effect(int effect_num, float timer);
|
|
void set_thruster_info(const mst_info &info);
|
|
void set_outline_thickness(float thick);
|
|
void set_alpha_mult(float alpha);
|
|
|
|
bool is_clip_plane_set() const;
|
|
bool is_team_color_set() const;
|
|
bool is_alpha_mult_set() const;
|
|
bool uses_thick_outlines() const;
|
|
|
|
uint get_model_flags() const;
|
|
uint get_debug_flags() const;
|
|
int get_object_number() const;
|
|
int get_detail_level_lock() const;
|
|
float get_depth_scale() const;
|
|
int get_warp_bitmap() const;
|
|
float get_warp_alpha() const;
|
|
const vec3d& get_warp_scale() const;
|
|
const color& get_color() const;
|
|
float get_alpha() const;
|
|
int get_forced_bitmap() const;
|
|
int get_insignia_bitmap() const;
|
|
const int* get_replacement_textures() const;
|
|
const team_color& get_team_color() const;
|
|
const vec3d& get_clip_plane_pos() const;
|
|
const vec3d& get_clip_plane_normal() const;
|
|
int get_animated_effect_num() const;
|
|
float get_animated_effect_timer() const;
|
|
const mst_info& get_thruster_info() const;
|
|
float get_outline_thickness() const;
|
|
float get_alpha_mult() const;
|
|
};
|
|
|
|
struct arc_effect
|
|
{
|
|
matrix4 transform;
|
|
vec3d v1;
|
|
vec3d v2;
|
|
color primary;
|
|
color secondary;
|
|
float width;
|
|
};
|
|
|
|
struct insignia_draw_data
|
|
{
|
|
matrix4 transform;
|
|
const polymodel *pm;
|
|
int detail_level;
|
|
int bitmap_num;
|
|
|
|
// if there's a clip plane
|
|
bool clip;
|
|
vec3d clip_normal;
|
|
vec3d clip_position;
|
|
};
|
|
|
|
struct queued_buffer_draw
|
|
{
|
|
size_t transform_buffer_offset = 0;
|
|
size_t uniform_buffer_offset = 0;
|
|
|
|
model_material render_material;
|
|
|
|
matrix4 transform;
|
|
vec3d scale;
|
|
|
|
const indexed_vertex_source *vert_src;
|
|
const vertex_buffer *buffer;
|
|
size_t texi;
|
|
int flags;
|
|
int sdr_flags;
|
|
|
|
light_indexing_info lights;
|
|
|
|
queued_buffer_draw()
|
|
{
|
|
}
|
|
};
|
|
|
|
struct outline_draw
|
|
{
|
|
const vertex* vert_array;
|
|
int n_verts;
|
|
|
|
matrix4 transform;
|
|
color clr;
|
|
};
|
|
|
|
class model_batch_buffer
|
|
{
|
|
SCP_vector<matrix4> Submodel_matrices;
|
|
void* Mem_alloc;
|
|
size_t Mem_alloc_size;
|
|
|
|
size_t Current_offset;
|
|
|
|
void allocate_memory();
|
|
public:
|
|
model_batch_buffer() : Mem_alloc(NULL), Mem_alloc_size(0), Current_offset(0) {};
|
|
|
|
void reset();
|
|
|
|
size_t get_buffer_offset() const;
|
|
void set_num_models(int n_models);
|
|
void set_model_transform(const matrix4 &transform, int model_id);
|
|
|
|
void submit_buffer_data();
|
|
|
|
void add_matrix(const matrix4 &mat);
|
|
};
|
|
|
|
class model_draw_list
|
|
{
|
|
vec3d Current_scale;
|
|
transform_stack Transformations;
|
|
|
|
scene_lights Scene_light_handler;
|
|
light_indexing_info Current_lights_set;
|
|
|
|
void render_arc(const arc_effect &arc);
|
|
void render_insignia(const insignia_draw_data &insignia_info);
|
|
void render_outline(const outline_draw &outline_info);
|
|
void render_buffer(const queued_buffer_draw &render_elements);
|
|
|
|
SCP_vector<queued_buffer_draw> Render_elements;
|
|
SCP_vector<int> Render_keys;
|
|
|
|
SCP_vector<arc_effect> Arcs;
|
|
SCP_vector<insignia_draw_data> Insignias;
|
|
SCP_vector<outline_draw> Outlines;
|
|
|
|
graphics::util::UniformBuffer _dataBuffer;
|
|
|
|
bool Render_initialized = false; //!< A flag for checking if init_render has been called before a render_all call
|
|
|
|
static bool sort_draw_pair(const model_draw_list* target, const int a, const int b);
|
|
void sort_draws();
|
|
|
|
void build_uniform_buffer();
|
|
public:
|
|
model_draw_list();
|
|
~model_draw_list();
|
|
|
|
model_draw_list(const model_draw_list&) = delete;
|
|
model_draw_list& operator=(const model_draw_list&) = delete;
|
|
|
|
void init();
|
|
|
|
void add_submodel_to_batch(int model_num);
|
|
void start_model_batch(int n_models);
|
|
|
|
void add_buffer_draw(const model_material *render_material, const indexed_vertex_source *vert_src, const vertex_buffer *buffer, size_t texi, uint tmap_flags);
|
|
|
|
vec3d get_view_position() const;
|
|
void push_transform(const vec3d* pos, const matrix* orient);
|
|
void pop_transform();
|
|
void set_scale(const vec3d *scale = NULL);
|
|
|
|
void add_arc(const vec3d *v1, const vec3d *v2, const color *primary, const color *secondary, float arc_width);
|
|
void render_arcs();
|
|
|
|
void add_insignia(const model_render_params *params, const polymodel *pm, int detail_level, int bitmap_num);
|
|
void render_insignias();
|
|
|
|
void add_outline(const vertex* vert_array, int n_verts, const color *clr);
|
|
void render_outlines();
|
|
|
|
void set_light_filter(const vec3d *pos, float rad);
|
|
|
|
void init_render(bool sort = true);
|
|
void render_all(gr_zbuffer_type depth_mode = ZBUFFER_TYPE_DEFAULT);
|
|
void reset();
|
|
};
|
|
|
|
void model_render_only_glowpoint_lights(const model_render_params* interp, int model_num, int model_instance_num, const matrix* orient, const vec3d* pos);
|
|
float model_render_get_point_activation(const glow_point_bank* bank, const glow_point_bank_override* gpo);
|
|
void model_render_glowpoint_add_light(int point_num, const vec3d* pos, const matrix* orient, const glow_point_bank* bank, const glow_point_bank_override* gpo, const polymodel* pm, const polymodel_instance* pmi, const ship* shipp);
|
|
void model_render_immediate(const model_render_params* render_info, int model_num, const matrix* orient, const vec3d* pos, int render = MODEL_RENDER_ALL, bool sort = true);
|
|
void model_render_immediate(const model_render_params* render_info, int model_num, int model_instance_num, const matrix* orient, const vec3d* pos, int render = MODEL_RENDER_ALL, bool sort = true);
|
|
void model_render_queue(const model_render_params* render_info, model_draw_list* scene, int model_num, const matrix* orient, const vec3d* pos);
|
|
void model_render_queue(const model_render_params* render_info, model_draw_list* scene, int model_num, int model_instance_num, const matrix* orient, const vec3d* pos);
|
|
void submodel_render_immediate(const model_render_params* render_info, const polymodel* pm, const polymodel_instance* pmi, int submodel_num, const matrix* orient, const vec3d* pos);
|
|
void submodel_render_queue(const model_render_params* render_info, model_draw_list* scene, const polymodel* pm, const polymodel_instance* pmi, int submodel_num, const matrix* orient, const vec3d* pos);
|
|
void model_render_buffers(model_draw_list* scene, model_material* rendering_material, const model_render_params* interp, const vertex_buffer* buffer, const polymodel* pm, int mn, int detail_level, uint tmap_flags);
|
|
bool model_render_check_detail_box(const vec3d* view_pos, const polymodel* pm, int submodel_num, uint flags);
|
|
void model_render_arc(const vec3d* v1, const vec3d* v2, const color* primary, const color* secondary, float arc_width);
|
|
void model_render_insignias(const insignia_draw_data* insignia);
|
|
void model_render_set_wireframe_color(const color* clr);
|
|
bool render_tech_model(tech_render_type model_type, int x1, int y1, int x2, int y2, float zoom, bool lighting, int class_idx, const matrix* orient, const SCP_string& pof_filename = "", float closeup_zoom = 0, const vec3d* closeup_pos = &vmd_zero_vector);
|
|
|
|
float model_render_get_diameter_clamped_to_min_pixel_size(const vec3d* pos, float diameter, float min_pixel_size);
|
|
|
|
void model_render_determine_color(color* clr, float alpha, gr_alpha_blend blend_mode, bool no_texturing, bool desaturate);
|
|
gr_alpha_blend model_render_determine_blend_mode(int base_bitmap, bool blending);
|
|
|
|
#endif
|