// //--------------------------------------------------------------------------- // // Copyright(C) 2005-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // #pragma once #include "tarray.h" #include "voxels.h" #include "hwrenderer/data/buffers.h" #include "hw_modelvertexbuffer.h" #include "modelrenderer.h" class HWSprite; struct HWDrawInfo; class FRenderState; class FHWModelRenderer : public FModelRenderer { friend class FModelVertexBuffer; int modellightindex = -1; FRenderState &state; public: FHWModelRenderer(FRenderState &st, int mli) : modellightindex(mli), state(st) {} ModelRendererType GetType() const override { return GLModelRendererType; } void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) override; void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) override; IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) override; VSMatrix GetViewToWorldMatrix() override; void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored, FSpriteModelFrame* smf) override; void EndDrawHUDModel(FRenderStyle style, FSpriteModelFrame* smf) override; void SetInterpolation(double interpolation) override; void SetMaterial(FGameTexture *skin, bool clampNoFilter, FTranslationID translation) override; void DrawArrays(int start, int count) override; void DrawElements(int numIndices, size_t offset) override; int SetupFrame(FModel* model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray& bones, int boneStartIndex) override; };