#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, FSpriteModelFrame *smf) = 0; virtual void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame *smf) = 0; virtual void SetInterpolation(double interpolation) = 0; virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID 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& bones, int boneStartIndex) { return -1; }; };