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0ad/source/renderer/InstancingModelRenderer.h

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/* Copyright (C) 2009 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;
/**
* 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, int updateflags);
void DestroyModelData(CModel* model, void* data);
void BeginPass(int streamflags, const CMatrix3D* texturematrix);
void EndPass(int streamflags);
void PrepareModelDef(int streamflags, const CModelDefPtr& def);
void RenderModel(int 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();
protected:
InstancingModelRendererInternals* m;
};
/**
* Render non-animated (but potentially moving) models using a ShaderRenderModifier.
* This just passes through the vertex data directly; the modifier is responsible
* for setting any shader uniforms etc (including the instancing transform).
*/
class ShaderInstancingModelRenderer : public InstancingModelRenderer
{
public:
ShaderInstancingModelRenderer();
void BeginPass(int streamflags, const CMatrix3D* texturematrix);
void EndPass(int streamflags);
void PrepareModelDef(int streamflags, const CModelDefPtr& def);
void RenderModel(int streamflags, CModel* model, void* data);
};
#endif // INCLUDED_INSTANCINGMODELRENDERER