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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-08-15 14:43:32 -07:00
Removes legacy logic of reused ModelRendererPtr
It became unused in 4a69e9117e.
This commit is contained in:
parent
822092fcb4
commit
af9d102126
2 changed files with 25 additions and 40 deletions
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@ -48,9 +48,6 @@ typedef std::shared_ptr<LitRenderModifier> LitRenderModifierPtr;
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class ModelVertexRenderer;
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typedef std::shared_ptr<ModelVertexRenderer> ModelVertexRendererPtr;
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class ModelRenderer;
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typedef std::shared_ptr<ModelRenderer> ModelRendererPtr;
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/**
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* Class CModelRData: Render data that is maintained per CModel.
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* ModelRenderer implementations may derive from this class to store
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@ -131,14 +131,14 @@ public:
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// Submitted models are split on two axes:
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// - Normal vs Transp[arent] - alpha-blended models are stored in a separate
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// list so we can draw them above/below the alpha-blended water plane correctly
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// - Skinned vs Unskinned - with hardware lighting we don't need to
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// duplicate mesh data per model instance (except for skinned models),
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// so non-skinned models get different ModelVertexRenderers
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// - Skinned vs Unskinned - we don't need to duplicate mesh data per
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// model instance (except for skinned models), so non-skinned models
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// get different ModelVertexRenderers
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ModelRendererPtr NormalSkinned;
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ModelRendererPtr NormalUnskinned; // == NormalSkinned if unskinned shader instancing not supported
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ModelRendererPtr TranspSkinned;
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ModelRendererPtr TranspUnskinned; // == TranspSkinned if unskinned shader instancing not supported
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std::unique_ptr<ShaderModelRenderer> NormalSkinned;
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std::unique_ptr<ShaderModelRenderer> NormalUnskinned;
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std::unique_ptr<ShaderModelRenderer> TranspSkinned;
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std::unique_ptr<ShaderModelRenderer> TranspUnskinned;
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ModelVertexRendererPtr VertexRendererShader;
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ModelVertexRendererPtr VertexInstancingShader;
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@ -161,12 +161,9 @@ public:
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contextSkinned.Add(str_USE_INSTANCING, str_1);
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Model.NormalSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
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if (Model.NormalUnskinned != Model.NormalSkinned)
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{
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CShaderDefines contextUnskinned = context;
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contextUnskinned.Add(str_USE_INSTANCING, str_1);
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Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
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}
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CShaderDefines contextUnskinned = context;
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contextUnskinned.Add(str_USE_INSTANCING, str_1);
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Model.NormalUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
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}
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/**
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@ -181,12 +178,9 @@ public:
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contextSkinned.Add(str_USE_INSTANCING, str_1);
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Model.TranspSkinned->Render(deviceCommandContext, Model.ModShader, contextSkinned, cullGroup, flags, renderMode);
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if (Model.TranspUnskinned != Model.TranspSkinned)
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{
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CShaderDefines contextUnskinned = context;
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contextUnskinned.Add(str_USE_INSTANCING, str_1);
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Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
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}
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CShaderDefines contextUnskinned = context;
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contextUnskinned.Add(str_USE_INSTANCING, str_1);
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Model.TranspUnskinned->Render(deviceCommandContext, Model.ModShader, contextUnskinned, cullGroup, flags, renderMode);
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}
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};
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@ -247,18 +241,18 @@ void CSceneRenderer::ReloadShaders([[maybe_unused]] Renderer::Backend::IDevice*
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if (g_RenderingOptions.GetGPUSkinning())
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{
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m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer());
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m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
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m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexGPUSkinningShader));
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m->Model.NormalSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
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m->Model.TranspSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
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}
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else
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{
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m->Model.VertexGPUSkinningShader.reset();
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m->Model.NormalSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
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m->Model.TranspSkinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexRendererShader));
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m->Model.NormalSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
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m->Model.TranspSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
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}
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m->Model.NormalUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
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m->Model.TranspUnskinned = ModelRendererPtr(new ShaderModelRenderer(m->Model.VertexInstancingShader));
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m->Model.NormalUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
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m->Model.TranspUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
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}
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void CSceneRenderer::Initialize()
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@ -774,10 +768,8 @@ void CSceneRenderer::PrepareSubmissions(
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PROFILE3("prepare models");
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m->Model.NormalSkinned->PrepareModels(deviceCommandContext);
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m->Model.TranspSkinned->PrepareModels(deviceCommandContext);
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if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
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m->Model.NormalUnskinned->PrepareModels(deviceCommandContext);
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if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
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m->Model.TranspUnskinned->PrepareModels(deviceCommandContext);
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m->Model.NormalUnskinned->PrepareModels(deviceCommandContext);
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m->Model.TranspUnskinned->PrepareModels(deviceCommandContext);
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}
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m->terrainRenderer.PrepareForRendering();
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@ -790,10 +782,8 @@ void CSceneRenderer::PrepareSubmissions(
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PROFILE3("upload models");
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m->Model.NormalSkinned->UploadModels(deviceCommandContext);
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m->Model.TranspSkinned->UploadModels(deviceCommandContext);
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if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
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m->Model.NormalUnskinned->UploadModels(deviceCommandContext);
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if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
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m->Model.TranspUnskinned->UploadModels(deviceCommandContext);
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m->Model.NormalUnskinned->UploadModels(deviceCommandContext);
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m->Model.TranspUnskinned->UploadModels(deviceCommandContext);
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}
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m->overlayRenderer.Upload(deviceCommandContext);
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@ -911,10 +901,8 @@ void CSceneRenderer::EndFrame()
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// Finish model renderers
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m->Model.NormalSkinned->EndFrame();
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m->Model.TranspSkinned->EndFrame();
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if (m->Model.NormalUnskinned != m->Model.NormalSkinned)
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m->Model.NormalUnskinned->EndFrame();
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if (m->Model.TranspUnskinned != m->Model.TranspSkinned)
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m->Model.TranspUnskinned->EndFrame();
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m->Model.NormalUnskinned->EndFrame();
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m->Model.TranspUnskinned->EndFrame();
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}
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void CSceneRenderer::DisplayFrustum(Renderer::Backend::IDeviceCommandContext& deviceCommandContext)
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