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We use a shader with 64 bones by default to consume less uniform memory. But if we meet bigger skeletons we batch and handle them afterwards. In the future we need to sort the input models to have less changes for bound buffers. Also we might want to skin up to 4 models per a single dispatch.
61 lines
2.1 KiB
C++
61 lines
2.1 KiB
C++
/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* Special ModelVertexRender that only works for non-animated models,
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* but is very fast for instanced models.
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*/
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#ifndef INCLUDED_INSTANCINGMODELRENDERER
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#define INCLUDED_INSTANCINGMODELRENDERER
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#include "renderer/ModelVertexRenderer.h"
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struct InstancingModelRendererInternals;
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/**
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* Render non-animated (but potentially moving) models using a ShaderRenderModifier.
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* This computes and binds per-vertex data; the modifier is responsible
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* for setting any shader uniforms etc (including the instancing transform).
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*/
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class InstancingModelRenderer : public ModelVertexRenderer
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{
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public:
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InstancingModelRenderer(bool calculateTangents);
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~InstancingModelRenderer();
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// Implementations
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CModelRData* CreateModelData(const void* key, CModel* model) override;
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void UpdateModelsData(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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PS::span<CModel*> models) override;
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void UploadModelsData(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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PS::span<CModel*> models) override;
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void PrepareModelDef(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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const CModelDef& def) override;
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void RenderModel(Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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Renderer::Backend::IShaderProgram* shader, CModel* model, CModelRData* data) override;
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protected:
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InstancingModelRendererInternals* m;
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};
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#endif // INCLUDED_INSTANCINGMODELRENDERER
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