/*
 * Copyright © 2009-2020 Frictional Games
 *
 * This file is part of Amnesia: The Dark Descent.
 *
 * Amnesia: The Dark Descent 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 3 of the License, or
 * (at your option) any later version.

 * Amnesia: The Dark Descent 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 Amnesia: The Dark Descent.  If not, see <https://www.gnu.org/licenses/>.
 */

#ifndef HPL_RENDERER_SIMPLE_H
#define HPL_RENDERER_SIMPLE_H

#include "graphics/Renderer.h"

namespace hpl {

    //---------------------------------------------

	class iFrameBuffer;
	class iDepthStencilBuffer;
	class iTexture;
	class iLight;

	//---------------------------------------------

	class cRendererSimple : public  iRenderer
	{
	public:
		cRendererSimple(cGraphics *apGraphics,cResources* apResources);
		~cRendererSimple();

		bool LoadData();
		void DestroyData();

		static void SetUseShaders(bool abX){mbUseShaders = abX; }
		static bool GetUseShaders(){return mbUseShaders; }

	private:
		void CopyToFrameBuffer();
		void SetupRenderList();
		void RenderObjects();

		static bool mbUseShaders;

		iGpuProgram *mpFlatProgram;
		iGpuProgram *mpDiffuseProgram;
	};

	//---------------------------------------------

};
#endif // HPL_RENDERER_WIRE_FRAME_H
