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neofx-zoom-plusplus/src/Renderer.h
2009-12-24 03:24:53 +01:00

141 lines
3.9 KiB
C++

/*
* Renderer.h
*
* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
*
* This program is free software: you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by the
* Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program 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 Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ZOOM_RENDERER_H_
#define ZOOM_RENDERER_H_
#include "gl.h"
#include "BSPTree.h"
#include "Shader.h"
#include "ShadowVolume.h"
#include <limits>
namespace Zoom {
class Renderer {
public:
Renderer();
//void render(const BSPTree &tree);
template <typename T>
void render(const T &triangles, const vmml::vec3f &lightPos) {
if(triangles.empty())
return;
// Create shadow volumes
std::vector<ShadowVolume> shadowVolumes;
for(typename T::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
shadowVolumes.push_back(ShadowVolume(t->triangle, lightPos));
}
glLightfv(GL_LIGHT0, GL_POSITION, vmml::vec4f(lightPos, 1).array);
// Render with ambient light
Shader::enable(ambientShader);
glBlendFunc(GL_ONE, GL_ZERO);
glDepthFunc(GL_LEQUAL);
glStencilFunc(GL_ALWAYS, 0, std::numeric_limits<GLuint>::max());
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
useTexture(triangles.front().triangle.getTexture());
glBegin(GL_TRIANGLES);
for(typename T::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
renderTriangle(t->triangle);
}
glEnd();
// Render shadow volumes
glClear(GL_STENCIL_BUFFER_BIT);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
Shader::disable();
glFrontFace(GL_CCW);
glStencilOp(GL_KEEP, GL_INCR_WRAP, GL_KEEP);
glBegin(GL_TRIANGLES);
for(std::vector<ShadowVolume>::iterator v = shadowVolumes.begin(); v != shadowVolumes.end(); ++v) {
v->render();
}
glEnd();
glFrontFace(GL_CW);
glStencilOp(GL_KEEP, GL_DECR_WRAP, GL_KEEP);
glBegin(GL_TRIANGLES);
for(std::vector<ShadowVolume>::iterator v = shadowVolumes.begin(); v != shadowVolumes.end(); ++v) {
v->render();
}
glEnd();
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
glFrontFace(GL_CCW);
// Render with point light
Shader::enable(lightShader);
glBlendFunc(GL_ONE, GL_ONE);
glDepthFunc(GL_EQUAL);
glStencilFunc(GL_EQUAL, 0, std::numeric_limits<GLuint>::max());
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
useTexture(triangles.front().triangle.getTexture());
glBegin(GL_TRIANGLES);
for(typename T::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
renderTriangle(t->triangle);
}
glEnd();
}
struct TextureSorter {
bool operator() (const BSPTree::TriangleRecord &t1, const BSPTree::TriangleRecord &t2) {
return (t1.triangle.getTexture() < t2.triangle.getTexture());
}
};
private:
void renderTriangle(const Triangle &t);
void useTexture(unsigned texture);
class RenderVisitor {
public:
RenderVisitor(Renderer *renderer0) : renderer(renderer0) {}
void operator() (const BSPTree::TriangleRecord &t) const {
renderer->renderTriangle(t.triangle);
}
private:
Renderer *renderer;
};
boost::shared_ptr<Shader> ambientShader, lightShader;
unsigned activeTexture;
const RenderVisitor renderVisitor;
};
}
#endif /* ZOOM_RENDERER_H_ */