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0ad/source/renderer/HWLightingModelRenderer.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

81 lines
2.6 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/>.
*/
/**
* =========================================================================
* File : HWLightingModelRenderer.h
* Project : Pyrogenesis
* Description : 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 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, 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);
/**
* 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 // INCLUDED_HWLIGHTINGMODELRENDERER