/* * Renderer.h * * Copyright (C) 2009 Matthias Schiffer * * 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 . */ #ifndef ZOOM_RENDERER_H_ #define ZOOM_RENDERER_H_ #include "gl.h" #include "BSPTree.h" #include "Shader.h" #include "ShadowVolume.h" #include namespace Zoom { class Renderer { public: Renderer(); //void render(const BSPTree &tree); template void render(const T &triangles, const vmml::vec3f &lightPos) { if(triangles.empty()) return; // Create shadow volumes std::vector 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::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); glFrontFace(GL_CCW); glStencilOp(GL_KEEP, GL_INCR, GL_KEEP); glBegin(GL_TRIANGLES); for(std::vector::iterator v = shadowVolumes.begin(); v != shadowVolumes.end(); ++v) { v->render(); } glEnd(); glFrontFace(GL_CW); glStencilOp(GL_KEEP, GL_DECR, GL_KEEP); glBegin(GL_TRIANGLES); for(std::vector::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::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 ambientShader, lightShader; unsigned activeTexture; const RenderVisitor renderVisitor; }; } #endif /* ZOOM_RENDERER_H_ */