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Merges ModelRenderer and ShaderModelRenderer
We use only shaders to render models so we don't need a separate class. BatchModelRenderer was renamed in6bc33fe8bd. m_Renderer became unused in0346ba1b18.
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@@ -135,10 +135,10 @@ public:
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// model instance (except for skinned models), so non-skinned models
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// get different ModelVertexRenderers
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std::unique_ptr<ShaderModelRenderer> OpaqueSkinned;
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std::unique_ptr<ShaderModelRenderer> OpaqueUnskinned;
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std::unique_ptr<ShaderModelRenderer> TransparentSkinned;
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std::unique_ptr<ShaderModelRenderer> TransparentUnskinned;
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std::unique_ptr<ModelRenderer> OpaqueSkinned;
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std::unique_ptr<ModelRenderer> OpaqueUnskinned;
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std::unique_ptr<ModelRenderer> TransparentSkinned;
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std::unique_ptr<ModelRenderer> TransparentUnskinned;
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ModelVertexRendererPtr VertexRendererShader;
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ModelVertexRendererPtr VertexInstancingShader;
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@@ -241,18 +241,18 @@ void CSceneRenderer::ReloadShaders([[maybe_unused]] Renderer::Backend::IDevice*
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if (g_RenderingOptions.GetGPUSkinning())
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{
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m->Model.VertexGPUSkinningShader = ModelVertexRendererPtr(new GPUSkinnedModelModelRenderer());
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m->Model.OpaqueSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
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m->Model.TransparentSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexGPUSkinningShader);
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m->Model.OpaqueSkinned = std::make_unique<ModelRenderer>(m->Model.VertexGPUSkinningShader);
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m->Model.TransparentSkinned = std::make_unique<ModelRenderer>(m->Model.VertexGPUSkinningShader);
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}
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else
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{
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m->Model.VertexGPUSkinningShader.reset();
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m->Model.OpaqueSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
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m->Model.TransparentSkinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexRendererShader);
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m->Model.OpaqueSkinned = std::make_unique<ModelRenderer>(m->Model.VertexRendererShader);
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m->Model.TransparentSkinned = std::make_unique<ModelRenderer>(m->Model.VertexRendererShader);
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}
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m->Model.OpaqueUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
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m->Model.TransparentUnskinned = std::make_unique<ShaderModelRenderer>(m->Model.VertexInstancingShader);
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m->Model.OpaqueUnskinned = std::make_unique<ModelRenderer>(m->Model.VertexInstancingShader);
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m->Model.TransparentUnskinned = std::make_unique<ModelRenderer>(m->Model.VertexInstancingShader);
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}
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void CSceneRenderer::Initialize()
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