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forked from 0ad/0ad
0ad/source/renderer/HWLightingModelRenderer.h
2011-04-06 22:02:05 +00:00

63 lines
1.9 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*/
/*
* 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 ShaderModelRendererInternals;
/**
* Render animated models using a ShaderRenderModifier.
* This just passes through the vertex data directly; the modifier is responsible
* for setting any shader uniforms etc.
*/
class ShaderModelRenderer : 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
*/
ShaderModelRenderer();
~ShaderModelRenderer();
// 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);
protected:
ShaderModelRendererInternals* m;
};
#endif // INCLUDED_HWLIGHTINGMODELRENDERER