/* * 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 namespace Zoom { class Renderer { public: Renderer(); //void render(const BSPTree &tree); template void render(const T &triangles, const vmml::vec3f &lightPos) { glLightfv(GL_LIGHT0, GL_POSITION, vmml::vec4f(lightPos, 1).array); Shader::enable(ambientShader); glBlendFunc(GL_ONE, GL_ZERO); glDepthFunc(GL_LEQUAL); //glStencilFunc(GL_ALWAYS, 0, std::numeric_limits::max()); //glStencilOp(GL_KEEP, GL_INCR, GL_KEEP); typename T::const_iterator t = triangles.begin(); if(t == triangles.end()) return; useTexture(t->triangle.getTexture()); glBegin(GL_TRIANGLES); for(; t != triangles.end(); ++t) { renderTriangle(t->triangle); } glEnd(); 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); t = triangles.begin(); useTexture(t->triangle.getTexture()); glBegin(GL_TRIANGLES); for(; 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_ */