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Support conditional expressions in shader effect XML files. Consolidate fixed-function model rendering into the shader system. Remove lots of now-obsolete renderer code. Move shader defines from std::map to new class with interned data, for performance. Move texture from model into material. Alleviate singletonitis. Remove obsolete lodbias setting. Remove unused terrain shadow transparency. This was SVN commit r11423.
54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
/* Copyright (C) 2012 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();
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~InstancingModelRenderer();
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// Implementations
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CModelRData* CreateModelData(const void* key, CModel* model);
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void UpdateModelData(CModel* model, CModelRData* data, int updateflags);
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void BeginPass(int streamflags);
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void EndPass(int streamflags);
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void PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def);
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void RenderModel(const CShaderProgramPtr& shader, int streamflags, CModel* model, CModelRData* data);
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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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