#include "models.h" #include "actor.h" #include "p_pspr.h" #include "info.h" #include "g_levellocals.h" class FModelRenderer { public: virtual ~FModelRenderer() { } void RenderModel(float x, float y, float z, FSpriteModelFrame *modelframe, AActor *actor, double ticFrac); void RenderHUDModel(DPSprite *psp, float ofsx, float ofsy); 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 void SetupFrame(FModel *model, unsigned int frame1, unsigned int frame2, unsigned int size) = 0; private: void RenderFrameModels(FLevelLocals *Level, const FSpriteModelFrame *smf, const FState *curState, const int curTics, const PClass *ti, int translation); };