Ykkrosh
d295dacb9b
Change lighting model for new maps to allow better overbrightness. Cache player colours instead of loading from scripts every time the renderer wants them. This was SVN commit r9123.
92 lines
2.8 KiB
C++
92 lines
2.8 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* ModelVertexRenderer that transforms models on the CPU but performs
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* lighting in a vertex shader.
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*/
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#ifndef INCLUDED_HWLIGHTINGMODELRENDERER
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#define INCLUDED_HWLIGHTINGMODELRENDERER
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#include "renderer/ModelVertexRenderer.h"
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struct HWLightingModelRendererInternals;
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/**
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* Class HWLightingModelRenderer: Render animated models using vertex
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* shaders for lighting.
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*
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* @note You should verify hardware capabilities using IsAvailable
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* before creating this model renderer.
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*/
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class HWLightingModelRenderer : public ModelVertexRenderer
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{
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public:
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/**
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* HWLightingModelRenderer: Constructor.
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*
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* @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage
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* contains only the diffuse term, and not the ambient
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*/
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HWLightingModelRenderer(bool colorIsDiffuseOnly);
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~HWLightingModelRenderer();
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// Implementations
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void* CreateModelData(CModel* model);
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void UpdateModelData(CModel* model, void* data, int updateflags);
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void DestroyModelData(CModel* model, void* data);
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void BeginPass(int streamflags, const CMatrix3D* texturematrix);
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void EndPass(int streamflags);
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void PrepareModelDef(int streamflags, const CModelDefPtr& def);
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void RenderModel(int streamflags, CModel* model, void* data);
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/**
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* IsAvailable: Determines whether this model renderer can be used
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* given the OpenGL implementation specific limits.
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*
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* @note Do not attempt to construct a HWLightingModelRenderer object
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* when IsAvailable returns false.
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*
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* @return true if the OpenGL implementation can support this
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* model renderer.
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*/
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static bool IsAvailable();
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protected:
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HWLightingModelRendererInternals* m;
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};
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/**
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* Render animated models using a ShaderRenderModifier.
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* This just passes through the vertex data directly; the modifier is responsible
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* for setting any shader uniforms etc.
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*/
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class ShaderModelRenderer : public HWLightingModelRenderer
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{
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public:
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ShaderModelRenderer();
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void BeginPass(int streamflags, const CMatrix3D* texturematrix);
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void EndPass(int streamflags);
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void RenderModel(int streamflags, CModel* model, void* data);
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};
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#endif // INCLUDED_HWLIGHTINGMODELRENDERER
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