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forked from 0ad/0ad
0ad/source/renderer/HWLightingModelRenderer.h
Ykkrosh a3f168b887 Initial support for GLSL generic vertex attributes in shader API, for GLES compatibility.
Specify GLSL version in shader files, for better error detection.

This was SVN commit r11040.
2012-02-09 17:55:25 +00:00

63 lines
1.9 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/>.
*/
/*
* 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 ShaderModelRendererInternals;
/**
* Render animated models using a ShaderRenderModifier.
* This just passes through the vertex data directly; the modifier is responsible
* for setting any shader uniforms etc.
*/
class ShaderModelRenderer : 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
*/
ShaderModelRenderer();
~ShaderModelRenderer();
// Implementations
void* CreateModelData(CModel* model);
void UpdateModelData(CModel* model, void* data, int updateflags);
void DestroyModelData(CModel* model, void* data);
void BeginPass(int streamflags);
void EndPass(int streamflags);
void PrepareModelDef(CShaderProgramPtr& shader, int streamflags, const CModelDefPtr& def);
void RenderModel(CShaderProgramPtr& shader, int streamflags, CModel* model, void* data);
protected:
ShaderModelRendererInternals* m;
};
#endif // INCLUDED_HWLIGHTINGMODELRENDERER