prefect
e2bbd9a654
This is a huge patch, including: * add a LitRenderModifier abstract base class for RenderModifiers with shadow+light * add LitRenderModifiers for all types of models * add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords for models * create facilities to pass the texture matrix from the RenderModifier (fragment stage) to the ModelRenderer (vertex stage) * split ambient and diffuse terms of lighting until further down in the pipeline; this is necessary since shadowed regions receive only ambient light * small improvement in how RenderPathVertexShader scales to a greater number of vertex shaders This was SVN commit r3690.
51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
/**
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* =========================================================================
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* File : FixedFunctionModelRenderer.h
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* Project : Pyrogenesis
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* Description : ModelVertexRenderer that uses only fixed function pipeline
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* : to render animated models.
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*
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* @author Nicolai Hähnle <nicolai@wildfiregames.com>
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* =========================================================================
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*/
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#ifndef FIXEDFUNCTIONMODELRENDERER_H
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#define FIXEDFUNCTIONMODELRENDERER_H
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#include "renderer/ModelVertexRenderer.h"
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struct FixedFunctionModelRendererInternals;
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/**
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* Class FixedFunctionModelRenderer: Render animated models using only
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* OpenGL fixed function.
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*/
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class FixedFunctionModelRenderer : public ModelVertexRenderer
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{
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public:
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/**
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* FixedFunctionModelRenderer: 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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FixedFunctionModelRenderer(bool colorIsDiffuseOnly);
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~FixedFunctionModelRenderer();
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// Implementations
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void* CreateModelData(CModel* model);
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void UpdateModelData(CModel* model, void* data, u32 updateflags);
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void DestroyModelData(CModel* model, void* data);
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void BeginPass(uint streamflags, const CMatrix3D* texturematrix);
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void EndPass(uint streamflags);
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void PrepareModelDef(uint streamflags, CModelDefPtr def);
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void RenderModel(uint streamflags, CModel* model, void* data);
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private:
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FixedFunctionModelRendererInternals* m;
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};
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#endif // FIXEDFUNCTIONMODELRENDERER_H
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