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/*
 * Renderer.cpp
 *
 * 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/>.
 */

#include "Renderer.h"
#include "Shader.h"

namespace Zoom {

Renderer::Renderer() : activeTexture(0), renderVisitor(this) {
  nullShader = boost::shared_ptr<Shader>(Shader::load("null.vert", "null.frag"));
  ambientShader = boost::shared_ptr<Shader>(Shader::load("ambient.vert", "ambient.frag"));
  lightShader = boost::shared_ptr<Shader>(Shader::load("light.vert", "light.frag"));
}

/*void Renderer::render(const BSPTree &tree) {
  vmml::mat4f transform, inverseTransform;
  glGetFloatv(GL_MODELVIEW_MATRIX, transform.array);

  transform.inverse(inverseTransform);

  vmml::vec3f viewPoint = inverseTransform*vmml::vec3f::ZERO;

  glBegin(GL_TRIANGLES);
  tree.visit(renderVisitor, viewPoint);
  glEnd();

}*/

void Renderer::renderTriangle(const Triangle &t) {
  glColor4fv(t.getColor().array);

  if(t.getTexture() != activeTexture) {
    glEnd();
    useTexture(t.getTexture());
    glBegin(GL_TRIANGLES);
  }

  for(int i = 0; i < 3; ++i) {
    glTexCoord2fv(t.getTexCoords(i).array);
    glNormal3fv(t.getNormal(i).array);
    glVertex3fv(t.getVertex(i).array);
  }
}

void Renderer::renderShadowVolume(const ShadowVolume &v) {
  if(!v.isVisible())
    return;

  glVertex3fv(v.getRay(2).getVertex().array);
  glVertex3fv(v.getRay(1).getVertex().array);
  glVertex3fv(v.getRay(0).getVertex().array);

  for(int i = 0; i < 3; ++i) {
    const vmml::vec3f &p1 = v.getRay(i).getVertex(), &p2 = v.getRay((i+1)%3).getVertex();
    vmml::vec4f dir1 = vmml::vec4f(v.getRay(i).getDirection(), 0);
    vmml::vec4f dir2 = vmml::vec4f(v.getRay((i+1)%3).getDirection(), 0);

    glVertex3fv(p1.array);
    glVertex3fv(p2.array);
    glVertex4fv(dir1.array);

    glVertex4fv(dir1.array);
    glVertex3fv(p2.array);
    glVertex4fv(dir2.array);
  }

  glVertex4fv(vmml::vec4f(v.getRay(0).getDirection(), 0).array);
  glVertex4fv(vmml::vec4f(v.getRay(1).getDirection(), 0).array);
  glVertex4fv(vmml::vec4f(v.getRay(2).getDirection(), 0).array);
}

void Renderer::useTexture(unsigned texture) {
  if(texture) {
    glBindTexture(GL_TEXTURE_2D, texture);

    if(activeTexture) {
      glEnable(GL_TEXTURE_2D);
    }
  }
  else {
    glDisable(GL_TEXTURE_2D);
  }

  activeTexture = texture;
}

}