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5eb9af1e00
IQM model support and a few bugfixes.
29 lines
1.1 KiB
C++
29 lines
1.1 KiB
C++
#pragma once
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#include "renderstyle.h"
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#include "matrix.h"
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#include "model.h"
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class FModelRenderer
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{
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public:
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virtual ~FModelRenderer() = default;
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virtual ModelRendererType GetType() const = 0;
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virtual void BeginDrawModel(FRenderStyle style, FSpriteModelFrame *smf, const VSMatrix &objectToWorldMatrix, bool mirrored) = 0;
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virtual void EndDrawModel(FRenderStyle style, FSpriteModelFrame *smf) = 0;
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virtual IModelVertexBuffer *CreateVertexBuffer(bool needindex, bool singleframe) = 0;
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virtual VSMatrix GetViewToWorldMatrix() = 0;
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virtual void BeginDrawHUDModel(FRenderStyle style, const VSMatrix &objectToWorldMatrix, bool mirrored) = 0;
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virtual void EndDrawHUDModel(FRenderStyle style) = 0;
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virtual void SetInterpolation(double interpolation) = 0;
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virtual void SetMaterial(FGameTexture *skin, bool clampNoFilter, int translation) = 0;
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virtual void DrawArrays(int start, int count) = 0;
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virtual void DrawElements(int numIndices, size_t offset) = 0;
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virtual int SetupFrame(FModel* model, unsigned int frame1, unsigned int frame2, unsigned int size, const TArray<VSMatrix>& bones, int boneStartIndex) { return -1; };
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};
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