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forked from 0ad/0ad
0ad/source/renderer/InstancingModelRenderer.h
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

59 lines
2.1 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/>.
*/
/*
* 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;
/**
* Render non-animated (but potentially moving) models using a ShaderRenderModifier.
* This computes and binds per-vertex data; the modifier is responsible
* for setting any shader uniforms etc (including the instancing transform).
*/
class InstancingModelRenderer : public ModelVertexRenderer
{
public:
InstancingModelRenderer(bool gpuSkinning, bool calculateTangents);
~InstancingModelRenderer();
// Implementations
CModelRData* CreateModelData(const void* key, CModel* model) override;
void UpdateModelData(CModel* model, CModelRData* data, int updateflags) override;
void UploadModelData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CModel* model, CModelRData* data) override;
void PrepareModelDef(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CModelDef& def) override;
void RenderModel(Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, CModel* model, CModelRData* data) override;
protected:
InstancingModelRendererInternals* m;
};
#endif // INCLUDED_INSTANCINGMODELRENDERER