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forked from 0ad/0ad
0ad/source/renderer/HWLightingModelRenderer.h
prefect e2bbd9a654 #Models receive shadows now, including self-shadows.
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.
2006-03-26 00:54:20 +00:00

66 lines
1.9 KiB
C++

/**
* =========================================================================
* File : HWLightingModelRenderer.h
* Project : Pyrogenesis
* Description : ModelVertexRenderer that transforms models on the CPU
* : but performs lighting in a vertex shader.
*
* @author Nicolai Hähnle <nicolai@wildfiregames.com>
* =========================================================================
*/
#ifndef HWLIGHTINGMODELRENDERER_H
#define HWLIGHTINGMODELRENDERER_H
#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, u32 updateflags);
void DestroyModelData(CModel* model, void* data);
void BeginPass(uint streamflags, const CMatrix3D* texturematrix);
void EndPass(uint streamflags);
void PrepareModelDef(uint streamflags, CModelDefPtr def);
void RenderModel(uint 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 // HWLIGHTINGMODELRENDERER_H