1
0
forked from 0ad/0ad
0ad/source/renderer/HWLightingModelRenderer.h
vladislavbelov a9c27b412b Removes CPU lighting after no FFP
Comments By: Stan
Differential Revision: https://code.wildfiregames.com/D3346
This was SVN commit r24599.
2021-01-13 21:03:55 +00:00

55 lines
1.8 KiB
C++

/* Copyright (C) 2021 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"
/**
* Render animated models using a ShaderRenderModifier.
* This computes and binds per-vertex data; the modifier is responsible
* for setting any shader uniforms etc.
*/
class ShaderModelVertexRenderer : public ModelVertexRenderer
{
public:
ShaderModelVertexRenderer();
~ShaderModelVertexRenderer();
// Implementations
CModelRData* CreateModelData(const void* key, CModel* model);
void UpdateModelData(CModel* model, CModelRData* data, int updateflags);
void BeginPass(int streamflags);
void EndPass(int streamflags);
void PrepareModelDef(const CShaderProgramPtr& shader, int streamflags, const CModelDef& def);
void RenderModel(const CShaderProgramPtr& shader, int streamflags, CModel* model, CModelRData* data);
protected:
struct ShaderModelRendererInternals;
ShaderModelRendererInternals* m;
};
#endif // INCLUDED_HWLIGHTINGMODELRENDERER