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0ad/source/renderer/InstancingModelRenderer.h

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/**
* =========================================================================
* File : InstancingModelRenderer.h
* Project : Pyrogenesis
* Description : Special BatchModelRenderer that only works for non-animated
* : models, but performs all transformation in a vertex shader.
*
* @author Nicolai Hähnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#ifndef INSTANCINGMODELRENDERER_H
#define INSTANCINGMODELRENDERER_H
#include "renderer/ModelRenderer.h"
struct InstancingModelRendererInternals;
/**
* Class InstancingModelRenderer: Render non-animated (but potentially
* moving models) using vertex shaders.
*
* Use the RenderModifier to enable normal model rendering as well
* as player colour rendering using this model renderer.
*
* @note You should verify hardware capabilities using IsAvailable
* before creating this model renderer.
*/
class InstancingModelRenderer : public BatchModelRenderer
{
public:
InstancingModelRenderer();
~InstancingModelRenderer();
/**
* Render: Render submitted models using the given RenderModifier
* for fragment stages.
*
* preconditions : PrepareModels must be called before Render.
*
* @param modifier The RenderModifier that specifies the fragment stage.
* @param flags If flags is 0, all submitted models are rendered.
* If flags is non-zero, only models that contain flags in their
* CModel::GetFlags() are rendered.
*/
void Render(RenderModifierPtr modifier, u32 flags);
/**
* 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:
// Implementations
void* CreateModelData(CModel* model);
void UpdateModelData(CModel* model, void* data, u32 updateflags);
void DestroyModelData(CModel* model, void* data);
void PrepareModelDef(CModelDefPtr def);
void PrepareTexture(CTexture* texture);
void RenderModel(CModel* model, void* data);
private:
InstancingModelRendererInternals* m;
};
#endif // INSTANCINGMODELRENDERER_H