sqwarmed/sdk_src/game/client/modelrendersystem.h

75 lines
2.0 KiB
C

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