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/*
* 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"
namespace Zoom {
class Renderer {
public:
Renderer();
void render(const BSPTree &tree);
template <typename T>
void render(const T &triangles) {
Shader::enable(ambientShader);
glBlendFunc(GL_ONE, GL_ZERO);
glDepthFunc(GL_LEQUAL);
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);
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<Shader> ambientShader, lightShader;
unsigned activeTexture;
const RenderVisitor renderVisitor;
};
}
#endif /* ZOOM_RENDERER_H_ */
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