forked from 0ad/0ad
prefect
0346ba1b18
Sort all transparent models by distance to camera (however, do not sort polygons by default). This was SVN commit r3096.
60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
/**
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* =========================================================================
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* File : InstancingModelRenderer.h
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* Project : Pyrogenesis
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* Description : Special ModelVertexRender that only works for non-animated
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* : models, but is very fast for instanced models.
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*
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* @author Nicolai Hähnle <nicolai@wildfiregames.com>
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* =========================================================================
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*/
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#ifndef INSTANCINGMODELRENDERER_H
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#define INSTANCINGMODELRENDERER_H
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#include "renderer/ModelVertexRenderer.h"
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struct InstancingModelRendererInternals;
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/**
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* Class InstancingModelRenderer: Render non-animated (but potentially
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* moving models) using vertex shaders and minimal state changes.
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*
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* @note You should verify hardware capabilities using IsAvailable
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* before creating this model renderer.
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*/
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class InstancingModelRenderer : public ModelVertexRenderer
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{
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public:
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InstancingModelRenderer();
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~InstancingModelRenderer();
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// Implementations
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void* CreateModelData(CModel* model);
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void UpdateModelData(CModel* model, void* data, u32 updateflags);
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void DestroyModelData(CModel* model, void* data);
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void BeginPass(uint streamflags);
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void EndPass(uint streamflags);
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void PrepareModelDef(uint streamflags, CModelDefPtr def);
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void RenderModel(uint streamflags, CModel* model, void* data);
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/**
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* IsAvailable: Determines whether this model renderer can be used
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* given the OpenGL implementation specific limits.
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*
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* @note Do not attempt to construct a InstancingModelRenderer object
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* when IsAvailable returns false.
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*
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* @return true if the OpenGL implementation can support this
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* model renderer.
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*/
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static bool IsAvailable();
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private:
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InstancingModelRendererInternals* m;
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};
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#endif // INSTANCINGMODELRENDERER_H
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