Renames ShaderModelRenderer instances

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Vladislav Belov 2026-08-04 23:06:06 +02:00
parent af9d102126
commit 8a2bb10827
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GPG key ID: 353545E45DB9CCB3

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@ -129,16 +129,16 @@ public:
// some unwanted complexity.
// Submitted models are split on two axes:
// - Normal vs Transp[arent] - alpha-blended models are stored in a separate
// - Opaque vs Transparent - alpha-blended models are stored in a separate
// list so we can draw them above/below the alpha-blended water plane correctly
// - Skinned vs Unskinned - we don't need to duplicate mesh data per
// model instance (except for skinned models), so non-skinned models
// get different ModelVertexRenderers
std::unique_ptr<ShaderModelRenderer> NormalSkinned;
std::unique_ptr<ShaderModelRenderer> NormalUnskinned;
std::unique_ptr<ShaderModelRenderer> TranspSkinned;
std::unique_ptr<ShaderModelRenderer> TranspUnskinned;
std::unique_ptr<ShaderModelRenderer> OpaqueSkinned;
std::unique_ptr<ShaderModelRenderer> OpaqueUnskinned;
std::unique_ptr<ShaderModelRenderer> TransparentSkinned;
std::unique_ptr<ShaderModelRenderer> TransparentUnskinned;
ModelVertexRendererPtr VertexRendererShader;
ModelVertexRendererPtr VertexInstancingShader;
@ -152,35 +152,35 @@ public:
/**
* Renders all non-alpha-blended models with the given context.
*/
void CallModelRenderers(
void CallOpaqueModelRenderers(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
{
CShaderDefines contextSkinned = context;
if (g_RenderingOptions.GetGPUSkinning())
contextSkinned.Add(str_USE_INSTANCING, str_1);
Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
Model.OpaqueSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
CShaderDefines contextUnskinned = context;
contextUnskinned.Add(str_USE_INSTANCING, str_1);
Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
Model.OpaqueUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
}
/**
* Renders all alpha-blended models with the given context.
*/
void CallTranspModelRenderers(
void CallTransparentModelRenderers(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CShaderDefines& context, int cullGroup, int flags, const ERenderMode renderMode)
{
CShaderDefines contextSkinned = context;
if (g_RenderingOptions.GetGPUSkinning())
contextSkinned.Add(str_USE_INSTANCING, str_1);
Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
Model.TransparentSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
CShaderDefines contextUnskinned = context;
contextUnskinned.Add(str_USE_INSTANCING, str_1);
Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
Model.TransparentUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
}
};
@ -241,18 +241,18 @@ void CSceneRenderer::ReloadShaders([[maybe_unused]] Renderer::Backend::IDevice*
if (g_RenderingOptions.GetGPUSkinning())
{
m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer());
m->Model.NormalSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
m->Model.TranspSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
m->Model.OpaqueSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
m->Model.TransparentSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
}
else
{
m->Model.VertexGPUSkinningShader.reset();
m->Model.NormalSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
m->Model.TranspSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
m->Model.OpaqueSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
m->Model.TransparentSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
}
m->Model.NormalUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
m->Model.TranspUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
m->Model.OpaqueUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
m->Model.TransparentUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
}
void CSceneRenderer::Initialize()
@ -309,12 +309,12 @@ void CSceneRenderer::RenderShadowMap(
{
PROFILE("render models");
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
}
{
PROFILE("render transparent models");
m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, ModelFlag::CAST_SHADOWS, ERenderMode::SOLID);
}
}
@ -357,10 +357,10 @@ void CSceneRenderer::RenderModels(
const ERenderMode modelRenderMode{
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
m->CallModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
m->CallOpaqueModelRenderers(deviceCommandContext, context, cullGroup, flags, modelRenderMode);
if (m_ModelRenderMode == EDGED_FACES)
m->CallModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
m->CallOpaqueModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
}
void CSceneRenderer::RenderTransparentModels(
@ -382,13 +382,13 @@ void CSceneRenderer::RenderTransparentModels(
m_ModelRenderMode == WIREFRAME ? WIREFRAME : SOLID};
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_OPAQUE)
m->CallTranspModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
m->CallTransparentModelRenderers(deviceCommandContext, contextOpaque, cullGroup, flags, modelRenderMode);
if (transparentMode == TRANSPARENT || transparentMode == TRANSPARENT_BLEND)
m->CallTranspModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
m->CallTransparentModelRenderers(deviceCommandContext, contextBlend, cullGroup, flags, modelRenderMode);
if (m_ModelRenderMode == EDGED_FACES)
m->CallTranspModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
m->CallTransparentModelRenderers(deviceCommandContext, {}, cullGroup, flags, EDGED_FACES);
}
// SetObliqueFrustumClipping: change the near plane to the given clip plane (in world space)
@ -703,24 +703,24 @@ void CSceneRenderer::RenderSilhouettes(
{
PROFILE("render model occluders");
m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
}
{
PROFILE("render transparent occluders");
m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_OCCLUDER, 0, ERenderMode::SOLID);
}
// Since we can't sort, we'll use the stencil buffer to ensure we only draw
// a pixel once (using the color of whatever model happens to be drawn first).
{
PROFILE("render model casters");
m->CallModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
m->CallOpaqueModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
}
{
PROFILE("render transparent casters");
m->CallTranspModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
m->CallTransparentModelRenderers(deviceCommandContext, {}, CULL_SILHOUETTE_CASTER, 0, ERenderMode::SOLID);
}
}
@ -766,10 +766,10 @@ void CSceneRenderer::PrepareSubmissions(
// Prepare model renderers
{
PROFILE3("prepare models");
m->Model.NormalSkinned->PrepareModels(deviceCommandContext);
m->Model.TranspSkinned->PrepareModels(deviceCommandContext);
m->Model.NormalUnskinned->PrepareModels(deviceCommandContext);
m->Model.TranspUnskinned->PrepareModels(deviceCommandContext);
m->Model.OpaqueSkinned->PrepareModels(deviceCommandContext);
m->Model.TransparentSkinned->PrepareModels(deviceCommandContext);
m->Model.OpaqueUnskinned->PrepareModels(deviceCommandContext);
m->Model.TransparentUnskinned->PrepareModels(deviceCommandContext);
}
m->terrainRenderer.PrepareForRendering();
@ -780,10 +780,10 @@ void CSceneRenderer::PrepareSubmissions(
{
PROFILE3("upload models");
m->Model.NormalSkinned->UploadModels(deviceCommandContext);
m->Model.TranspSkinned->UploadModels(deviceCommandContext);
m->Model.NormalUnskinned->UploadModels(deviceCommandContext);
m->Model.TranspUnskinned->UploadModels(deviceCommandContext);
m->Model.OpaqueSkinned->UploadModels(deviceCommandContext);
m->Model.TransparentSkinned->UploadModels(deviceCommandContext);
m->Model.OpaqueUnskinned->UploadModels(deviceCommandContext);
m->Model.TransparentUnskinned->UploadModels(deviceCommandContext);
}
m->overlayRenderer.Upload(deviceCommandContext);
@ -899,10 +899,10 @@ void CSceneRenderer::EndFrame()
m->silhouetteRenderer.EndFrame();
// Finish model renderers
m->Model.NormalSkinned->EndFrame();
m->Model.TranspSkinned->EndFrame();
m->Model.NormalUnskinned->EndFrame();
m->Model.TranspUnskinned->EndFrame();
m->Model.OpaqueSkinned->EndFrame();
m->Model.TransparentSkinned->EndFrame();
m->Model.OpaqueUnskinned->EndFrame();
m->Model.TransparentUnskinned->EndFrame();
}
void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext)
@ -1022,16 +1022,16 @@ void CSceneRenderer::SubmitNonRecursive(CModel* model)
if (model->GetMaterial().UsesAlphaBlending())
{
if (requiresSkinning)
m->Model.TranspSkinned->Submit(m_CurrentCullGroup, model);
m->Model.TransparentSkinned->Submit(m_CurrentCullGroup, model);
else
m->Model.TranspUnskinned->Submit(m_CurrentCullGroup, model);
m->Model.TransparentUnskinned->Submit(m_CurrentCullGroup, model);
}
else
{
if (requiresSkinning)
m->Model.NormalSkinned->Submit(m_CurrentCullGroup, model);
m->Model.OpaqueSkinned->Submit(m_CurrentCullGroup, model);
else
m->Model.NormalUnskinned->Submit(m_CurrentCullGroup, model);
m->Model.OpaqueUnskinned->Submit(m_CurrentCullGroup, model);
}
}