/* 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 . */ /* * RenderModifier for player color rendering, to be used with e.g. * FixedFunctionModelRenderer */ #ifndef INCLUDED_PLAYERRENDERER #define INCLUDED_PLAYERRENDERER #include "RenderModifiers.h" /** * Class FastPlayerColorRender: Render models fully textured and lit * plus player color in a single pass using multi-texturing (at least 3 TMUs * required). */ class FastPlayerColorRender : public RenderModifier { public: FastPlayerColorRender(); ~FastPlayerColorRender(); // Implementation int BeginPass(int pass); bool EndPass(int pass); void PrepareTexture(int pass, CTexturePtr& texture); void PrepareModel(int pass, CModel* model); /** * IsAvailable: Determines whether this RenderModifier can be used * given the OpenGL implementation specific limits. * * @note Do not attempt to construct a FastPlayerColorRender object * when IsAvailable returns false. * * @return true if the OpenGL implementation can support this * RenderModifier. */ static bool IsAvailable(); }; /** * Class SlowPlayerColorRender: Render models fully textured and lit * plus player color using multi-pass. * * It has the same visual result as FastPlayerColorRender (except for * potential precision issues due to the multi-passing). */ class SlowPlayerColorRender : public RenderModifier { public: SlowPlayerColorRender(); ~SlowPlayerColorRender(); // Implementation int BeginPass(int pass); bool EndPass(int pass); void PrepareTexture(int pass, CTexturePtr& texture); void PrepareModel(int pass, CModel* model); }; /** * Render all models using their player color without lighting. */ class SolidPlayerColorRender : public RenderModifier { public: SolidPlayerColorRender(); ~SolidPlayerColorRender(); // Implementation int BeginPass(int pass); bool EndPass(int pass); void PrepareTexture(int pass, CTexturePtr& texture); void PrepareModel(int pass, CModel* model); }; #endif