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source/renderer/InstancingModelRenderer.h
Show All 36 Lines | |||||
public: | public: | ||||
InstancingModelRenderer(bool gpuSkinning, bool calculateTangents); | InstancingModelRenderer(bool gpuSkinning, bool calculateTangents); | ||||
~InstancingModelRenderer(); | ~InstancingModelRenderer(); | ||||
// Implementations | // Implementations | ||||
CModelRData* CreateModelData(const void* key, CModel* model); | CModelRData* CreateModelData(const void* key, CModel* model); | ||||
void UpdateModelData(CModel* model, CModelRData* data, int updateflags); | void UpdateModelData(CModel* model, CModelRData* data, int updateflags); | ||||
void BeginPass(int streamflags); | void BeginPass(); | ||||
void EndPass( | void EndPass( | ||||
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, | Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext); | ||||
int streamflags); | |||||
void PrepareModelDef( | void PrepareModelDef( | ||||
Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, | Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, | ||||
Renderer::Backend::GL::CShaderProgram* shader, int streamflags, const CModelDef& def); | Renderer::Backend::GL::CShaderProgram* shader, const CModelDef& def); | ||||
void RenderModel(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, | void RenderModel(Renderer::Backend::GL::CDeviceCommandContext* deviceCommandContext, | ||||
Renderer::Backend::GL::CShaderProgram* shader, int streamflags, CModel* model, CModelRData* data); | Renderer::Backend::GL::CShaderProgram* shader, CModel* model, CModelRData* data); | ||||
protected: | protected: | ||||
InstancingModelRendererInternals* m; | InstancingModelRendererInternals* m; | ||||
}; | }; | ||||
#endif // INCLUDED_INSTANCINGMODELRENDERER | #endif // INCLUDED_INSTANCINGMODELRENDERER |
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