/* 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 . */ /* * 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