/** * ========================================================================= * File : InstancingModelRenderer.h * Project : Pyrogenesis * Description : Special ModelVertexRender that only works for non-animated * : models, but is very fast for instanced models. * ========================================================================= */ #ifndef INCLUDED_INSTANCINGMODELRENDERER #define INCLUDED_INSTANCINGMODELRENDERER #include "renderer/ModelVertexRenderer.h" struct InstancingModelRendererInternals; /** * Class InstancingModelRenderer: Render non-animated (but potentially * moving models) using vertex shaders and minimal state changes. * * @note You should verify hardware capabilities using IsAvailable * before creating this model renderer. */ class InstancingModelRenderer : public ModelVertexRenderer { public: /** * InstancingModelRenderer: Constructor. * * @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage * contains only the diffuse term, and not the ambient */ InstancingModelRenderer(bool colorIsDiffuseOnly); ~InstancingModelRenderer(); // Implementations void* CreateModelData(CModel* model); void UpdateModelData(CModel* model, void* data, u32 updateflags); void DestroyModelData(CModel* model, void* data); void BeginPass(uint streamflags, const CMatrix3D* texturematrix); void EndPass(uint streamflags); void PrepareModelDef(uint streamflags, CModelDefPtr def); void RenderModel(uint streamflags, CModel* model, void* data); /** * IsAvailable: Determines whether this model renderer can be used * given the OpenGL implementation specific limits. * * @note Do not attempt to construct a InstancingModelRenderer object * when IsAvailable returns false. * * @return true if the OpenGL implementation can support this * model renderer. */ static bool IsAvailable(); private: InstancingModelRendererInternals* m; }; #endif // INCLUDED_INSTANCINGMODELRENDERER