141 lines
3.9 KiB
C++
141 lines
3.9 KiB
C++
/*
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* Renderer.h
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*
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* Copyright (C) 2009 Matthias Schiffer <matthias@gamezock.de>
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*
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* This program is free software: you can redistribute it and/or modify it
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* under the terms of the GNU Lesser General Public License as published by the
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* Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef ZOOM_RENDERER_H_
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#define ZOOM_RENDERER_H_
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#include "gl.h"
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#include "BSPTree.h"
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#include "Shader.h"
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#include "ShadowVolume.h"
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#include <limits>
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namespace Zoom {
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class Renderer {
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public:
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Renderer();
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//void render(const BSPTree &tree);
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template <typename T>
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void render(const T &triangles, const vmml::vec3f &lightPos) {
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if(triangles.empty())
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return;
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// Create shadow volumes
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std::vector<ShadowVolume> shadowVolumes;
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for(typename T::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
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shadowVolumes.push_back(ShadowVolume(t->triangle, lightPos));
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}
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glLightfv(GL_LIGHT0, GL_POSITION, vmml::vec4f(lightPos, 1).array);
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// Render with ambient light
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Shader::enable(ambientShader);
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glBlendFunc(GL_ONE, GL_ZERO);
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glDepthFunc(GL_LEQUAL);
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glStencilFunc(GL_ALWAYS, 0, std::numeric_limits<GLuint>::max());
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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useTexture(triangles.front().triangle.getTexture());
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glBegin(GL_TRIANGLES);
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for(typename T::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
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renderTriangle(t->triangle);
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}
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glEnd();
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// Render shadow volumes
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glClear(GL_STENCIL_BUFFER_BIT);
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glDepthMask(GL_FALSE);
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Shader::disable();
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glFrontFace(GL_CCW);
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glStencilOp(GL_KEEP, GL_INCR_WRAP, GL_KEEP);
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glBegin(GL_TRIANGLES);
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for(std::vector<ShadowVolume>::iterator v = shadowVolumes.begin(); v != shadowVolumes.end(); ++v) {
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v->render();
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}
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glEnd();
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glFrontFace(GL_CW);
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glStencilOp(GL_KEEP, GL_DECR_WRAP, GL_KEEP);
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glBegin(GL_TRIANGLES);
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for(std::vector<ShadowVolume>::iterator v = shadowVolumes.begin(); v != shadowVolumes.end(); ++v) {
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v->render();
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}
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glEnd();
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDepthMask(GL_TRUE);
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glFrontFace(GL_CCW);
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// Render with point light
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Shader::enable(lightShader);
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glBlendFunc(GL_ONE, GL_ONE);
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glDepthFunc(GL_EQUAL);
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glStencilFunc(GL_EQUAL, 0, std::numeric_limits<GLuint>::max());
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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useTexture(triangles.front().triangle.getTexture());
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glBegin(GL_TRIANGLES);
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for(typename T::const_iterator t = triangles.begin(); t != triangles.end(); ++t) {
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renderTriangle(t->triangle);
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}
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glEnd();
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}
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struct TextureSorter {
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bool operator() (const BSPTree::TriangleRecord &t1, const BSPTree::TriangleRecord &t2) {
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return (t1.triangle.getTexture() < t2.triangle.getTexture());
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}
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};
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private:
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void renderTriangle(const Triangle &t);
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void useTexture(unsigned texture);
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class RenderVisitor {
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public:
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RenderVisitor(Renderer *renderer0) : renderer(renderer0) {}
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void operator() (const BSPTree::TriangleRecord &t) const {
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renderer->renderTriangle(t.triangle);
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}
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private:
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Renderer *renderer;
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};
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boost::shared_ptr<Shader> ambientShader, lightShader;
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unsigned activeTexture;
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const RenderVisitor renderVisitor;
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};
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}
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#endif /* ZOOM_RENDERER_H_ */
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