/* Copyright (C) 2009 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License, or * (at your option) any later version. * * 0 A.D. is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with 0 A.D. If not, see . */ /* * ModelVertexRenderer that transforms models on the CPU but performs * lighting in a vertex shader. */ #ifndef INCLUDED_HWLIGHTINGMODELRENDERER #define INCLUDED_HWLIGHTINGMODELRENDERER #include "renderer/ModelVertexRenderer.h" struct HWLightingModelRendererInternals; /** * Class HWLightingModelRenderer: Render animated models using vertex * shaders for lighting. * * @note You should verify hardware capabilities using IsAvailable * before creating this model renderer. */ class HWLightingModelRenderer : public ModelVertexRenderer { public: /** * HWLightingModelRenderer: Constructor. * * @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage * contains only the diffuse term, and not the ambient */ HWLightingModelRenderer(bool colorIsDiffuseOnly); ~HWLightingModelRenderer(); // Implementations void* CreateModelData(CModel* model); void UpdateModelData(CModel* model, void* data, int updateflags); void DestroyModelData(CModel* model, void* data); void BeginPass(int streamflags, const CMatrix3D* texturematrix); void EndPass(int streamflags); void PrepareModelDef(int streamflags, const CModelDefPtr& def); void RenderModel(int streamflags, CModel* model, void* data); /** * IsAvailable: Determines whether this model renderer can be used * given the OpenGL implementation specific limits. * * @note Do not attempt to construct a HWLightingModelRenderer object * when IsAvailable returns false. * * @return true if the OpenGL implementation can support this * model renderer. */ static bool IsAvailable(); private: HWLightingModelRendererInternals* m; }; #endif // INCLUDED_HWLIGHTINGMODELRENDERER