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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>
71 lines
2.3 KiB
C++
71 lines
2.3 KiB
C++
/* Copyright (C) 2025 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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#ifndef INCLUDED_RENDERER_CPUSKINNEDMODELRENDERER
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#define INCLUDED_RENDERER_CPUSKINNEDMODELRENDERER
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#include "renderer/ModelVertexRenderer.h"
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#include <memory>
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#include <span>
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class CModel;
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class CModelRData;
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namespace Renderer::Backend { class IDeviceCommandContext; }
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/**
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* Render animated models using a ShaderRenderModifier.
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* It calculates vertex data for models on the CPU side.
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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.
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*/
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class CPUSkinnedModelVertexRenderer : public ModelVertexRenderer
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{
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public:
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CPUSkinnedModelVertexRenderer();
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~CPUSkinnedModelVertexRenderer();
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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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std::span<CModel*> models) override;
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void UploadModelsData(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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std::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(
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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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void UpdateModelData(
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CModel* model, CModelRData* data, int updateflags);
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void UploadModelData(
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Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
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CModel* model, CModelRData* data);
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struct Internals;
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std::unique_ptr<Internals> m;
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};
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#endif // INCLUDED_RENDERER_CPUSKINNEDMODELRENDERER
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