Merges ModelRenderer and ShaderModelRenderer

We use only shaders to render models so we don't need a separate class.

BatchModelRenderer was renamed in 6bc33fe8bd.
m_Renderer became unused in 0346ba1b18.
This commit is contained in:
Vladislav Belov
2026-08-04 23:06:07 +02:00
parent 8a2bb10827
commit 764a420797
4 changed files with 67 additions and 145 deletions
+10 -10
View File
@@ -135,10 +135,10 @@ public:
// model instance (except for skinned models), so non-skinned models
// get different ModelVertexRenderers
std::unique_ptr<ShaderModelRenderer> OpaqueSkinned;
std::unique_ptr<ShaderModelRenderer> OpaqueUnskinned;
std::unique_ptr<ShaderModelRenderer> TransparentSkinned;
std::unique_ptr<ShaderModelRenderer> TransparentUnskinned;
std::unique_ptr<ModelRenderer> OpaqueSkinned;
std::unique_ptr<ModelRenderer> OpaqueUnskinned;
std::unique_ptr<ModelRenderer> TransparentSkinned;
std::unique_ptr<ModelRenderer> TransparentUnskinned;
ModelVertexRendererPtr VertexRendererShader;
ModelVertexRendererPtr VertexInstancingShader;
@@ -241,18 +241,18 @@ void CSceneRenderer::ReloadShaders([[maybe_unused]] Renderer::Backend::IDevice*
if (g_RenderingOptions.GetGPUSkinning())
{
m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer());
m->Model.OpaqueSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
m->Model.TransparentSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
m->Model.OpaqueSkinned = std::make_unique<ModelRenderer>(m->Model.VertexGPUSkinningShader);
m->Model.TransparentSkinned = std::make_unique<ModelRenderer>(m->Model.VertexGPUSkinningShader);
}
else
{
m->Model.VertexGPUSkinningShader.reset();
m->Model.OpaqueSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
m->Model.TransparentSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
m->Model.OpaqueSkinned = std::make_unique<ModelRenderer>(m->Model.VertexRendererShader);
m->Model.TransparentSkinned = std::make_unique<ModelRenderer>(m->Model.VertexRendererShader);
}
m->Model.OpaqueUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
m->Model.TransparentUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
m->Model.OpaqueUnskinned = std::make_unique<ModelRenderer>(m->Model.VertexInstancingShader);
m->Model.TransparentUnskinned = std::make_unique<ModelRenderer>(m->Model.VertexInstancingShader);
}
void CSceneRenderer::Initialize()