75 lines
2.0 KiB
C
75 lines
2.0 KiB
C
//===== Copyright © 1996-2007, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $Revision: $
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// $NoKeywords: $
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//
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// Fast path model rendering
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//
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//===========================================================================//
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#ifndef MODELRENDERSYSTEM_H
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#define MODELRENDERSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "clientleafsystem.h"
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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struct ModelRenderSystemData_t
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{
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IClientRenderable *m_pRenderable;
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IClientModelRenderable *m_pModelRenderable;
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RenderableInstance_t m_InstanceData;
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};
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struct TranslucentInstanceRenderData_t
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{
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StudioModelArrayInfo_t *m_pModelInfo;
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StudioArrayInstanceData_t *m_pInstanceData;
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};
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struct TranslucentTempData_t
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{
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int m_nColorMeshHandleCount;
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DataCacheHandle_t *m_pColorMeshHandles;
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bool m_bReleaseRenderData;
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};
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enum ModelRenderMode_t
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{
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MODEL_RENDER_MODE_NORMAL,
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MODEL_RENDER_MODE_SHADOW_DEPTH,
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MODEL_RENDER_MODE_RTT_SHADOWS
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};
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//-----------------------------------------------------------------------------
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// The client leaf system
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//-----------------------------------------------------------------------------
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abstract_class IModelRenderSystem
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{
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public:
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virtual void DrawModels( ModelRenderSystemData_t *pModels, int nCount, ModelRenderMode_t renderMode ) = 0;
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virtual void ComputeTranslucentRenderData( ModelRenderSystemData_t *pModels, int nCount, TranslucentInstanceRenderData_t *pRenderData, TranslucentTempData_t *pTempData ) = 0;
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virtual void CleanupTranslucentTempData( TranslucentTempData_t *pTempData ) = 0;
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virtual IMaterial *GetFastPathColorMaterial() = 0;
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};
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//-----------------------------------------------------------------------------
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// Singleton accessor
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//-----------------------------------------------------------------------------
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extern IModelRenderSystem *g_pModelRenderSystem;
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#endif // MODELRENDERSYSTEM_H
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