/* Copyright (C) 2026 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 .
*/
/*
* Home to the ModelRenderer class, an abstract base class that manages
* a per-frame list of submitted models, as well as simple helper
* classes.
*/
#ifndef INCLUDED_MODELRENDERER
#define INCLUDED_MODELRENDERER
#include "graphics/MeshManager.h"
#include "graphics/RenderableObject.h"
#include "renderer/SceneRenderer.h"
#include "lib/types.h"
#include
#include
#include
class CModel;
class CShaderDefines;
class CVector3D;
namespace Renderer::Backend { class IDeviceCommandContext; }
struct SColor4ub;
template class VertexArrayIterator;
class ModelVertexRenderer;
class RenderModifier;
/**
* Class CModelRData: Render data that is maintained per CModel.
* ModelRenderer implementations may derive from this class to store
* per-CModel data.
*
* The main purpose of this class over CRenderData is to track which
* ModelRenderer the render data belongs to (via the key that is passed
* to the constructor). When a model changes the renderer it uses
* (e.g. via run-time modification of the gpu skinning configuration),
* the old ModelRenderer's render data is supposed to be replaced by
* the new data.
*/
class CModelRData : public CRenderData
{
public:
CModelRData(const void* key) : m_Key(key) { }
/**
* GetKey: Retrieve the key that can be used to identify the
* ModelRenderer that created this data.
*
* @return The opaque key that was passed to the constructor.
*/
const void* GetKey() const { return m_Key; }
private:
/// The key for model renderer identification
const void* m_Key;
};
/**
* ModelRenderer renders a per-frame list of models. It loads the appropriate
* shaders for rendering each model, and that batches by shader technique (and
* by mesh and texture).
*
* ModelRenderer delegates vertex transformation/setup to a
* ModelVertexRenderer. It delegates fragment stage setup to a RenderModifier.
*
* ModelRenderer also contains a number of static helper functions
* for building vertex arrays.
*/
class ModelRenderer
{
public:
/**
* Render: Render submitted models, using the given RenderModifier to setup
* the fragment stage.
*
* preconditions : PrepareModels must be called after all models have been
* submitted and before calling 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(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
ModelVertexRenderer& modelVertexRenderer, RenderModifier& modifier, const CShaderDefines& context,
int cullGroup, int flags, const ERenderMode renderMode, std::span submissions);
/**
* CopyPositionAndNormals: Copy unanimated object-space vertices and
* normals into the given vertex array.
*
* @param mdef The underlying CModelDef that contains mesh data.
* @param Position Points to the array that will receive
* position vectors. The array behind the iterator
* must be large enough to hold model->GetModelDef()->GetNumVertices()
* vertices.
* @param Normal Points to the array that will receive normal vectors.
* The array behind the iterator must be as large as the Position array.
*/
static void CopyPositionAndNormals(
const CModelDefPtr& mdef,
const VertexArrayIterator& Position,
const VertexArrayIterator& Normal);
/**
* BuildPositionAndNormals: Build animated vertices and normals,
* transformed into world space.
*
* @param model The model that is to be transformed.
* @param Position Points to the array that will receive
* transformed position vectors. The array behind the iterator
* must be large enough to hold model->GetModelDef()->GetNumVertices()
* vertices. It must allow 16 bytes to be written to each element
* (i.e. provide 4 bytes of padding after each CVector3D).
* @param Normal Points to the array that will receive transformed
* normal vectors. The array behind the iterator must be as large as
* the Position array.
*/
static void BuildPositionAndNormals(
CModel* model,
const VertexArrayIterator& Position,
const VertexArrayIterator& Normal);
/**
* BuildUV: Copy UV coordinates into the given vertex array.
*
* @param mdef The model def.
* @param UV Points to the array that will receive UV coordinates.
* The array behind the iterator must large enough to hold
* mdef->GetNumVertices() vertices.
*/
static void BuildUV(
const CModelDefPtr& mdef,
const VertexArrayIterator& UV,
int UVset);
/**
* BuildIndices: Create the indices array for the given CModelDef.
*
* @param mdef The model definition object.
* @param Indices The index array, must be able to hold
* mdef->GetNumFaces()*3 elements.
*/
static void BuildIndices(
const CModelDefPtr& mdef, const VertexArrayIterator& Indices);
/**
* GenTangents: Generate tangents for the given CModelDef.
*
* @param mdef The model definition object.
* @param newVertices An out vector of the unindexed vertices with tangents added.
* The new vertices cannot be used with existing face index and must be welded/reindexed.
*/
static void GenTangents(const CModelDefPtr& mdef, std::vector& newVertices, bool gpuSkinning);
};
#endif // INCLUDED_MODELRENDERER