mirror of
https://github.com/DrBeef/Raze.git
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5eb9af1e00
IQM model support and a few bugfixes.
58 lines
2.3 KiB
C++
58 lines
2.3 KiB
C++
//
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//---------------------------------------------------------------------------
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//
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// Copyright(C) 2005-2016 Christoph Oelckers
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// All rights reserved.
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Lesser 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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// This program 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 Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//--------------------------------------------------------------------------
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//
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#pragma once
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#include "tarray.h"
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#include "voxels.h"
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#include "hwrenderer/data/buffers.h"
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#include "hw_modelvertexbuffer.h"
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#include "modelrenderer.h"
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class HWSprite;
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struct HWDrawInfo;
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class FRenderState;
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class FHWModelRenderer : public FModelRenderer
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{
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friend class FModelVertexBuffer;
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int modellightindex = -1;
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FRenderState &state;
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public:
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FHWModelRenderer(FRenderState &st, int mli) : modellightindex(mli), state(st)
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{}
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ModelRendererType GetType() const override { return GLModelRendererType; }
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void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) override;
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IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override;
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VSMatrix GetViewToWorldMatrix() override;
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void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored) override;
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void EndDrawHUDModel(FRenderStyle style) override;
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void SetInterpolation(double interpolation) override;
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void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) override;
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void DrawArrays(int start, int count) override;
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void DrawElements(int numIndices, size_t offset) override;
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int SetupFrame(FModel* model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) override;
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};
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