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Class Summary |
| (renderer globals) |
|
| anonymous_enum_1 |
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| BatchModelRenderer |
Class BatchModelRenderer: Model renderer that sorts submitted models
by CModelDef and texture for batching, and uses a ModelVertexRenderer
(e.g. FixedFunctionModelRenderer) to manage model vertices. |
| BatchModelRendererInternals |
Struct BatchModelRendererInternals: Internal data of the BatchModelRenderer
Separated into the source file to increase implementation hiding (and to
avoid some causes of recompiles). |
| BlendShape4 |
=========================================================================
File : BlendShapes. |
| BlendShape8 |
|
| BMRModelData |
Struct BMRModelData: Per-CModel render data used by the BatchModelRenderer. |
| BMRModelDefTracker |
Class BMRModelDefTracker: Per-CModelDef data used by the BatchModelRenderer. |
| BMRPhase |
Currently allow calls to Submit and PrepareModels |
| CModelRData |
Class CModelRData: Render data that is maintained per CModel. |
| compare2nd |
Functor for comparing the firsts of pairs to a specified value. |
| CPatchRData |
|
| CRenderer |
|
| CRendererInternals |
CRenderer destructor |
| CRendererStatsTable |
Class CRendererStatsTable: Implementation of AbstractProfileTable to
display the renderer stats in-game. |
| CVertexBuffer |
|
| CVertexBufferManager |
|
| equal1st |
Functor for calling ->Render on pairs' firsts. |
| ERenderMode |
SVertex3D: simple 3D vertex declaration |
| FastPlayerColorRender |
Class FastPlayerColorRender: Render models fully textured and lit
plus player color in a single pass using multi-texturing (at least 3 TMUs
required). |
| FFModel |
Dynamic per-CModel vertex array |
| FFModelDef |
Indices are the same for all models, so share them |
| FixedFunctionModelRenderer |
Class FixedFunctionModelRenderer: Render animated models using only
OpenGL fixed function. |
| FixedFunctionModelRendererInternals |
Transformed vertex normals - required for recalculating lighting on skinned models |
| HWLightingModelRenderer |
Class HWLightingModelRenderer: Render animated models using vertex
shaders for lighting. |
| HWLightingModelRendererInternals |
Currently used RenderModifier |
| HWLModel |
Dynamic per-CModel vertex array |
| HWLModelDef |
Indices are the same for all models, so share them |
| IModelDef |
Static per-CModel vertex array |
| InstancingModelRenderer |
Class InstancingModelRenderer: Render non-animated (but potentially
moving models) using vertex shaders and minimal state changes. |
| InstancingModelRendererInternals |
Currently used RenderModifier |
| IntFloatPair |
|
| LitPlayerColorRender |
Class LitPlayerColorRender: Render models fully textured and lit including shadows
and player color. |
| LitRenderModifier |
Class LitRenderModifier: Abstract base class for RenderModifiers that apply
a shadow map. |
| LitRenderModifierPtr |
|
| LitTransparentRenderModifier |
Class LitTransparentRenderModifier: Modifier for transparent models,
including alpha blending and shadowed lighting. |
| ModelRenderer |
Class ModelRenderer: Abstract base class for all model renders. |
| ModelVertexRenderer |
Class ModelVertexRenderer: Normal ModelRenderer implementations delegate
vertex array management and vertex transformation to an implementation of
ModelVertexRenderer. |
| ModelVertexRendererPtr |
|
| Phase |
TerrainRenderer keeps track of which phase it is in, to detect
when Submit, PrepareForRendering etc. |
| PlainLitRenderModifier |
Class PlainLitRenderModifier: Use an opaque color texture for a lit object that is shadowed
using a depth texture. |
| PlainRenderModifier |
Class PlainRenderModifier: RenderModifier that simply uses opaque textures
modulated by primary color. |
| PolygonSortModelRenderer |
Class PolygonSortModelRenderer: Render animated models using only
OpenGL fixed function, sorting polygons from back to front. |
| PolygonSortModelRendererInternals |
Scratch space for normal vector calculation |
| PSModel |
Struct PSModel: Per-CModel data for the polygon sorting renderer |
| PSModelDef |
Struct PSModelDef: Per-CModelDef data for the polygon sort vertex renderer |
| render1st |
|
| RenderModifier |
Class RenderModifier: Some ModelRenderer implementations provide vertex
management behaviour but allow fragment stages to be modified by a plugged in
RenderModifier. |
| RenderModifierPtr |
|
| RenderModifierRenderer |
Class RenderModifierRenderer: Interface to a model renderer that can render
its models via a RenderModifier that sets up fragment stages. |
| RenderPathVertexShader |
|
| Scene |
This interface describes a scene to the renderer. |
| SceneCollector |
This interface accepts renderable objects. |
| ShadowMap |
Class ShadowMap: Maintain the shadow map texture and perform necessary OpenGL setup,
including matrix calculations. |
| ShadowMapInternals |
Construction/Destruction |
| SkyManager |
Class SkyManager: Maintain sky settings and textures, and render the sky. |
| SlowPlayerColorRender |
Class SlowPlayerColorRender: Render models fully textured and lit
plus player color using multi-pass. |
| SModel |
Struct SModel: Per-CModel data for the model-sorting renderer |
| SolidColorRenderModifier |
Class SolidColorRenderModifier: Render all models using the same
solid color without lighting. |
| SortFacesByDist |
|
| SortModelRenderer |
Class SortModelRenderer: Render models back-to-front from the
camera's point of view. |
| SortModelRendererInternals |
Vertex renderer used for transform and lighting |
| SortModelsByDist |
|
| STmpSplat |
|
| SVertex2D |
CRenderer: base renderer class - primary interface to the rendering engine |
| SVertex3D |
SVertex2D: simple 2D vertex declaration |
| TerrainOverlay |
Base class for (relatively) simple drawing of
data onto terrain tiles, intended for debugging purposes and for the Atlas
editor (hence not trying to be very efficient). |
| TerrainRenderer |
Class TerrainRenderer: Render everything related to the terrain,
especially patches and water. |
| TerrainRendererInternals |
Construction/Destruction |
| TransparentDepthShadowModifier |
Class TransparentDepthShadowModifier: Use to render shadow data for
transparent models into a depth texture: Writes into the depth buffer,
color data is undefined. |
| TransparentRenderModifier |
Class TransparentRenderModifier: Modifier for transparent models,
including alpha blending and lighting. |
| TransparentShadowRenderModifier |
Class TransparentShadowRenderModifier: Use to render shadow data for
transparent models into a luminance map. |
| VertexArray |
|
| VertexArrayIterator |
|
| VS_GlobalLight |
|
| VS_Instancing |
|
| VS_PosToUV1 |
|
| WaterManager |
Class WaterManager: Maintain water settings and textures. |
| WireframeRenderModifier |
Class WireframeRenderModifier: RenderModifier that renders wireframe models. |