raze/source/core/rendering/hw_models.h
2023-12-05 22:40:56 +01:00

58 lines
2.3 KiB
C++

//
//---------------------------------------------------------------------------
//
// 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<VSMatrix>& bones, int boneStartIndex) override;
};