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/* bzflag
* Copyright (c) 1993 - 2005 Tim Riker
*
* This package is free software; you can redistribute it and/or
* modify it under the terms of the license found in the file
* named COPYING that should have accompanied this file.
*
* THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
* WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
/* RenderNode:
* Encapsulates information for rendering geometry with a
* single gstate.
*
* RenderNodeList:
* Keeps a list of RenderNode* and can render them in order.
*/
#ifndef BZF_RENDER_NODE_H
#define BZF_RENDER_NODE_H
#include "common.h"
#include "OpenGLGState.h"
class RenderNode {
public:
RenderNode() { }
virtual ~RenderNode() { }
virtual void render() = 0;
virtual void renderShadow() { render(); }
virtual const GLfloat* getPosition() const = 0;
};
class RenderNodeList {
public:
RenderNodeList();
~RenderNodeList();
void clear();
void append(RenderNode*);
void render() const;
private:
// no copying (cos that'd be slow)
RenderNodeList(const RenderNodeList&);
RenderNodeList& operator=(const RenderNodeList&);
void grow();
private:
int count;
int size;
RenderNode** list;
};
inline void RenderNodeList::append(RenderNode* node)
{
if (count == size) {
grow();
}
list[count++] = node;
}
class RenderNodeGStateList {
public:
RenderNodeGStateList();
~RenderNodeGStateList();
void clear();
void append(RenderNode*, const OpenGLGState*);
void append(RenderNode*, const OpenGLGState*, float depth);
void render() const;
void sort(const GLfloat* eye);
// public for the qsort() comparison function
struct Item {
public:
typedef const OpenGLGState* GStatePtr;
RenderNode* node;
GStatePtr gstate;
float depth;
};
private:
// no copying (cos that'd be slow)
RenderNodeGStateList(const RenderNodeGStateList&);
RenderNodeGStateList& operator=(const RenderNodeGStateList&);
void grow();
private:
int count;
int size;
Item* list;
};
inline void RenderNodeGStateList::append(RenderNode* node,
const OpenGLGState* gstate)
{
if (count == size) {
grow();
}
list[count].node = node;
list[count].gstate = gstate;
list[count].depth = 0.0f;
count++;
}
#endif // BZF_RENDER_NODE_H
// Local Variables: ***
// mode:C++ ***
// tab-width: 8 ***
// c-basic-offset: 2 ***
// indent-tabs-mode: t ***
// End: ***
// ex: shiftwidth=2 tabstop=8
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