raze/source/common/models/modelrenderer.h
Christoph Oelckers 5eb9af1e00 - Backend update from GZDoom
IQM model support and a few bugfixes.
2022-10-20 22:24:25 +02:00

29 lines
1.1 KiB
C++

#pragma once
#include "renderstyle.h"
#include "matrix.h"
#include "model.h"
class FModelRenderer
{
public:
virtual ~FModelRenderer() = default;
virtual ModelRendererType GetType() const = 0;
virtual void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) = 0;
virtual void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) = 0;
virtual IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) = 0;
virtual VSMatrix GetViewToWorldMatrix() = 0;
virtual void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored) = 0;
virtual void EndDrawHUDModel(FRenderStyle style) = 0;
virtual void SetInterpolation(double interpolation) = 0;
virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) = 0;
virtual void DrawArrays(int start, int count) = 0;
virtual void DrawElements(int numIndices, size_t offset) = 0;
virtual int SetupFrame(FModel* model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) { return -1; };
};