0ad/source/renderer/ModelVertexRenderer.h

141 lines
4.8 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Definition of ModelVertexRenderer, the abstract base class for model
* vertex transformation implementations.
*/
#ifndef INCLUDED_MODELVERTEXRENDERER
#define INCLUDED_MODELVERTEXRENDERER
#include "graphics/MeshManager.h"
#include "graphics/ShaderProgramPtr.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/IShaderProgram.h"
class CModel;
class CModelRData;
/**
* Class ModelVertexRenderer: Normal ModelRenderer implementations delegate
* vertex array management and vertex transformation to an implementation of
* ModelVertexRenderer.
*
* ModelVertexRenderer implementations should be designed so that one
* instance of the implementation can be used with more than one ModelRenderer
* simultaneously.
*/
class ModelVertexRenderer
{
public:
virtual ~ModelVertexRenderer() { }
/**
* CreateModelData: Create internal data for one model.
*
* ModelRenderer implementations must call this once for every
* model that will later be rendered, with @p key set to a value
* that's unique to that ModelRenderer.
*
* ModelVertexRenderer implementations should use this function to
* create per-CModel and per-CModelDef data like vertex arrays.
*
* @param key An opaque pointer to pass to the CModelRData constructor
* @param model The model.
*
* @return A new CModelRData that will be passed into other
* ModelVertexRenderer functions whenever the same CModel is used again.
*/
virtual CModelRData* CreateModelData(const void* key, CModel* model) = 0;
/**
* UpdateModelData: Calculate per-model data for each frame.
*
* ModelRenderer implementations must call this once per frame for
* every model that is to be rendered in this frame, even if the
* value of updateflags will be zero.
* This implies that this function will also be called at least once
* between a call to CreateModelData and a call to RenderModel.
*
* ModelVertexRenderer implementations should use this function to
* perform software vertex transforms and potentially other per-frame
* calculations.
*
* @param model The model.
* @param data Private data as returned by CreateModelData.
* @param updateflags Flags indicating which data has changed during
* the frame. The value is the same as the value of the model's
* CRenderData::m_UpdateFlags.
*/
virtual void UpdateModelData(CModel* model, CModelRData* data, int updateflags) = 0;
/**
* Upload per-model data to backend.
*
* ModelRenderer implementations must call this after UpdateModelData once
* per frame for every model that is to be rendered in this frame.
*
* ModelVertexRenderer implementations should use this function to
* upload all needed data to backend.
*/
virtual void UploadModelData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CModel* model, CModelRData* data) = 0;
/**
* PrepareModelDef: Setup backend state for rendering of models that
* use the given CModelDef object as base.
*
* ModelRenderer implementations must call this function before
* rendering a sequence of models based on the given CModelDef.
* When a ModelRenderer switches back and forth between CModelDefs,
* it must call PrepareModelDef for every switch.
*
* @param def The model definition.
*/
virtual void PrepareModelDef(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CModelDef& def) = 0;
/**
* RenderModel: Invoke the rendering commands for the given model.
*
* ModelRenderer implementations must call this function to perform
* the actual rendering.
*
* preconditions : The most recent call to PrepareModelDef since
* BeginPass has been for model->GetModelDef().
*
* @param model The model that should be rendered.
* @param data Private data for the model as returned by CreateModelData.
*
* postconditions : Subsequent calls to RenderModel for models
* that use the same CModelDef object and the same texture must
* succeed.
*/
virtual void RenderModel(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, CModel* model, CModelRData* data) = 0;
};
#endif // INCLUDED_MODELVERTEXRENDERER