forked from 0ad/0ad
prefect
e2bbd9a654
This is a huge patch, including: * add a LitRenderModifier abstract base class for RenderModifiers with shadow+light * add LitRenderModifiers for all types of models * add STREAM_TEXGENTOUV1 to request generation of shadow map texcoords for models * create facilities to pass the texture matrix from the RenderModifier (fragment stage) to the ModelRenderer (vertex stage) * split ambient and diffuse terms of lighting until further down in the pipeline; this is necessary since shadowed regions receive only ambient light * small improvement in how RenderPathVertexShader scales to a greater number of vertex shaders This was SVN commit r3690.
66 lines
1.9 KiB
C++
66 lines
1.9 KiB
C++
/**
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* =========================================================================
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* File : HWLightingModelRenderer.h
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* Project : Pyrogenesis
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* Description : ModelVertexRenderer that transforms models on the CPU
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* : but performs lighting in a vertex shader.
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*
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* @author Nicolai Hähnle <nicolai@wildfiregames.com>
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* =========================================================================
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*/
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#ifndef HWLIGHTINGMODELRENDERER_H
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#define HWLIGHTINGMODELRENDERER_H
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#include "renderer/ModelVertexRenderer.h"
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struct HWLightingModelRendererInternals;
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/**
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* Class HWLightingModelRenderer: Render animated models using vertex
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* shaders for lighting.
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*
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* @note You should verify hardware capabilities using IsAvailable
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* before creating this model renderer.
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*/
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class HWLightingModelRenderer : 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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HWLightingModelRenderer(bool colorIsDiffuseOnly);
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~HWLightingModelRenderer();
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// Implementations
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void* CreateModelData(CModel* model);
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void UpdateModelData(CModel* model, void* data, u32 updateflags);
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void DestroyModelData(CModel* model, void* data);
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void BeginPass(uint streamflags, const CMatrix3D* texturematrix);
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void EndPass(uint streamflags);
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void PrepareModelDef(uint streamflags, CModelDefPtr def);
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void RenderModel(uint streamflags, CModel* model, void* data);
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/**
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* IsAvailable: Determines whether this model renderer can be used
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* given the OpenGL implementation specific limits.
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*
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* @note Do not attempt to construct a HWLightingModelRenderer object
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* when IsAvailable returns false.
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*
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* @return true if the OpenGL implementation can support this
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* model renderer.
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*/
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static bool IsAvailable();
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private:
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HWLightingModelRendererInternals* m;
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};
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#endif // HWLIGHTINGMODELRENDERER_H
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