forked from 0ad/0ad
63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
/* Copyright (C) 2009 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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/*
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* ModelVertexRenderer that transforms models on the CPU but performs
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* lighting in a vertex shader.
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*/
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#ifndef INCLUDED_HWLIGHTINGMODELRENDERER
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#define INCLUDED_HWLIGHTINGMODELRENDERER
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#include "renderer/ModelVertexRenderer.h"
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struct ShaderModelRendererInternals;
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/**
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* Render animated models using a ShaderRenderModifier.
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* This just passes through the vertex data directly; the modifier is responsible
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* for setting any shader uniforms etc.
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*/
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class ShaderModelRenderer : public ModelVertexRenderer
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{
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public:
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/**
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* HWLightingModelRenderer: Constructor.
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*
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* @param colorIsDiffuseOnly if true, the primary color sent to the fragment stage
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* contains only the diffuse term, and not the ambient
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*/
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ShaderModelRenderer();
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~ShaderModelRenderer();
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// Implementations
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void* CreateModelData(CModel* model);
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void UpdateModelData(CModel* model, void* data, int updateflags);
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void DestroyModelData(CModel* model, void* data);
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void BeginPass(int streamflags);
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void EndPass(int streamflags);
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void PrepareModelDef(int streamflags, const CModelDefPtr& def);
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void RenderModel(int streamflags, CModel* model, void* data);
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protected:
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ShaderModelRendererInternals* m;
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};
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#endif // INCLUDED_HWLIGHTINGMODELRENDERER
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