0ad/source/renderer/GPUSkinnedModelRenderer.h
Ralph Sennhauser 2cedb48de2
Remove custom span and use std::span
With C++20 the custom container PS:span, which was a backport of
std::span is no longer needed.

Signed-off-by: Ralph Sennhauser <ralph.sennhauser@gmail.com>
2025-08-24 11:09:57 +02:00

69 lines
2.3 KiB
C++

/* Copyright (C) 2025 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/>.
*/
#ifndef INCLUDED_RENDERER_GPUSKINNEDMODELRENDERER
#define INCLUDED_RENDERER_GPUSKINNEDMODELRENDERER
#include "renderer/ModelVertexRenderer.h"
#include <memory>
#include <span>
class CModel;
class CModelRData;
namespace Renderer::Backend { class IDeviceCommandContext; }
namespace Renderer::Backend { class IShaderProgram; }
/**
* Render animated models using a ShaderRenderModifier.
* It calculates vertex data for models on the GPU side.
* This computes and binds per-vertex data; the modifier is responsible
* for setting any shader uniforms etc.
*/
class GPUSkinnedModelModelRenderer : public ModelVertexRenderer
{
public:
GPUSkinnedModelModelRenderer();
~GPUSkinnedModelModelRenderer();
CModelRData* CreateModelData(const void* key, CModel* model) override;
void UpdateModelsData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
std::span<CModel*> models) override;
void UploadModelsData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
std::span<CModel*> models) override;
void PrepareModelDef(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CModelDef& def) override;
void RenderModel(Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, CModel* model, CModelRData* data) override;
private:
void UpdateModelData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shaderProgram,
CModel* model, CModelRData* data, int updateflags);
struct Internals;
const std::unique_ptr<Internals> m;
};
#endif // INCLUDED_RENDERER_GPUSKINNEDMODELRENDERER