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renderer
Class RenderModifier

   in RenderModifiers.h
   in RenderModifiers.cpp
Direct Known Subclasses:
FastPlayerColorRender, LitRenderModifier, PlainRenderModifier, SlowPlayerColorRender, SolidColorRenderModifier, TransparentDepthShadowModifier, TransparentRenderModifier, TransparentShadowRenderModifier, WireframeRenderModifier

class RenderModifier

Class RenderModifier: Some ModelRenderer implementations provide vertex management behaviour but allow fragment stages to be modified by a plugged in RenderModifier. You should use RenderModifierPtr when referencing RenderModifiers.


Constructor Summary
RenderModifier()
          
virtual ~RenderModifier()
          
 
Method Summary
 virtual u32 BeginPass( uint pass )= 0
          BeginPass: Setup OpenGL for the given rendering pass.
 virtual bool EndPass( uint pass )= 0
          EndPass: Cleanup OpenGL state after the given pass.
 const CMatrix3D* GetTexGenMatrix( uint UNUSED( pass ) )
          GetTexGenMatrix: If BeginPass returns STREAM_TEXGENTOUVx, the caller must call this function to query the texture matrix that will be used to transform vertex positions into texture coordinates.
 void PrepareModel( uint UNUSED( pass ), CModel* UNUSED( model ) )
          LitRenderModifier implementation
 virtual void PrepareTexture( uint pass, CTexture* texture )= 0
          PrepareTexture: Called before rendering models that use the given texture.
 

Constructor Detail

RenderModifier

public RenderModifier();

~RenderModifier

public virtual ~RenderModifier();


Method Detail

BeginPass

public virtual u32 BeginPass( uint pass )= 0;
BeginPass: Setup OpenGL for the given rendering pass. Must be implemented by derived classes.
Parameters:
pass - The current pass number (pass == 0 is the first pass)
Returns:
The streamflags that indicate which vertex components are required by the fragment stages (see STREAM_XYZ constants).

EndPass

public virtual bool EndPass( uint pass )= 0;
EndPass: Cleanup OpenGL state after the given pass. This function may indicate that additional passes are needed. Must be implemented by derived classes.
Parameters:
pass - The current pass number (pass == 0 is the first pass)
Returns:
true if rendering is complete, false if an additional pass is needed. If false is returned, BeginPass is then called with an increased pass number.

GetTexGenMatrix

public const CMatrix3D* GetTexGenMatrix( uint UNUSED( pass ) );
GetTexGenMatrix: If BeginPass returns STREAM_TEXGENTOUVx, the caller must call this function to query the texture matrix that will be used to transform vertex positions into texture coordinates. Default implementation raises a runtime error.
Parameters:
pass - the current pass number (pass == 0 is the first pass)
Returns:
a pointer to the texture matrix for the given pass

PrepareModel

public void PrepareModel( uint UNUSED( pass ), CModel* UNUSED( model ) );
LitRenderModifier implementation

PrepareTexture

public virtual void PrepareTexture( uint pass, CTexture* texture )= 0;
PrepareTexture: Called before rendering models that use the given texture. Must be implemented by derived classes.
Parameters:
pass - The current pass number (pass == 0 is the first pass)
texture - The texture used by subsequent models

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