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Render.pas
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unit Render;
(* Version: MPL 1.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
* http://www.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is the gl3ds main unit.
*
* The Initial Developer of the Original Code is
* Noeska Software.
* Portions created by the Initial Developer are Copyright (C) 2007
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
*
* M van der Honing
*
*)
interface
uses classes, model;
//TODO: implement render class
//has scene with models etc....
//override for dx and opengl
type TBaseRender = class(TComponent)
protected
FModels: array of TBaseModel;
FNumModels: Integer;
FName: string;
function GetModel(Index: integer): TBaseModel;
procedure SetModel(Index: integer; Value: TBaseModel);
public
constructor Create(AOwner: TComponent); override;
destructor Destroy; override;
property Models[Index: integer]: TBaseModel read GetModel write SetModel;
property NumModels: Integer read FNumModels;
property Name: string read fname;
procedure AddModel(Value: TBaseModel); overload; virtual;
procedure AddModel; overload; virtual; abstract;
procedure UpdateTextures;
procedure AdvanceAnimation;
procedure Render; overload; virtual; abstract;
procedure Render(id: integer); overload; virtual; abstract;
procedure Render(aModel: TBaseModel); overload; virtual; abstract;
procedure Init; virtual; abstract;
end;
implementation
procedure TBaseRender.AddModel(Value: TBaseModel);
begin
FNumModels := FNumModels + 1;
SetLength(FModels, FNumModels);
SetModel(FNumModels-1, Value);
end;
procedure TBaseRender.AdvanceAnimation;
var
I: Integer;
begin
for I := 0 to FNumModels-1 do
begin
//advance animation
if FModels[i].NumSkeletons >= 1 then
begin
FModels[i].AdvanceAnimation(1);
FModels[i].calculatesize; //TODO: does not help as mesh is altered during rendering...
end;
end;
end;
constructor TBaseRender.create(AOwner: TComponent);
begin
inherited;
FName := 'TBaseRender';
FNumModels := 0;
end;
destructor TBaseRender.Destroy;
var
I: Integer;
begin
for I := 0 to FNumModels-1 do
begin
FModels[i].Free;
end;
SetLength(FModels,0);
FModels:=nil;
inherited;
end;
function TBaseRender.GetModel(Index: integer): TBaseModel;
begin
Result := FModels[index];
end;
procedure TBaseRender.SetModel(Index: integer; Value: TBaseModel);
begin
FModels[index] := Value;
end;
procedure TBaseRender.UpdateTextures;
var
I: Integer;
begin
for I := 0 to FNumModels-1 do
begin
FModels[i].UpdateTextures;
end;
end;
end.