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0ad/source/renderer/HWLightingModelRenderer.h

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1.9 KiB
C++

/* Copyright (C) 2022 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();
CModelRData* CreateModelData(const void* key, CModel* model) override;
void UpdateModelData(CModel* model, CModelRData* data, int updateflags) override;
void UploadModelData(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
CModel* model, CModelRData* data) override;
void PrepareModelDef(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
const CModelDef& def) override;
void RenderModel(
Renderer::Backend::IDeviceCommandContext* deviceCommandContext,
Renderer::Backend::IShaderProgram* shader, CModel* model, CModelRData* data) override;
protected:
struct ShaderModelRendererInternals;
ShaderModelRendererInternals* m;
};
#endif // INCLUDED_HWLIGHTINGMODELRENDERER