1
0
forked from 0ad/0ad
0ad/source/renderer/ModelVertexRenderer.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

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