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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.
*/
/* SphereSceneNode:
* Encapsulates information for rendering a sphere.
*/
#ifndef BZF_SPHERE_SCENE_NODE_H
#define BZF_SPHERE_SCENE_NODE_H
#include "common.h"
#include "SceneNode.h"
const int SphereRes = 8;
const int SphereLowRes = 6;
class SphereSceneNode;
class SphereFragmentSceneNode : public SceneNode {
public:
SphereFragmentSceneNode(int theta, int phi,
SphereSceneNode* sphere);
~SphereFragmentSceneNode();
void move();
void addRenderNodes(SceneRenderer&);
void addShadowNodes(SceneRenderer&);
// Irix 7.2.1 and solaris compilers appear to have a bug. if the
// following declaration isn't public it generates an error when trying
// to declare SphereFragmentSceneNode::FragmentRenderNode a friend in
// SphereSceneNode::SphereRenderNode. i think this is a bug in the
// compiler because:
// no other compiler complains
// public/protected/private adjust access not visibility
// SphereSceneNode isn't requesting access, it's granting it
// protected:
public:
class FragmentRenderNode : public RenderNode {
public:
FragmentRenderNode(const SphereSceneNode*,
int theta, int phi);
~FragmentRenderNode();
const GLfloat* getVertex() const;
void render();
const GLfloat* getPosition() const;
private:
const SphereSceneNode* sceneNode;
int theta, phi;
int theta2, phi2;
};
friend class FragmentRenderNode;
private:
SphereSceneNode* parentSphere;
FragmentRenderNode renderNode;
};
class SphereSceneNode : public SceneNode {
friend class SphereFragmentSceneNode;
friend class SphereFragmentSceneNode::FragmentRenderNode;
public:
SphereSceneNode(const GLfloat pos[3], GLfloat radius);
~SphereSceneNode();
void setColor(GLfloat r, GLfloat g,
GLfloat b, GLfloat a = 1.0f);
void setColor(const GLfloat* rgba);
void move(const GLfloat pos[3], GLfloat radius);
void notifyStyleChange();
void addRenderNodes(SceneRenderer&);
void addShadowNodes(SceneRenderer&);
SceneNode** getParts(int& numParts);
protected:
GLfloat getRadius() const { return radius; }
private:
void freeParts();
protected:
class SphereRenderNode : public RenderNode {
friend class SphereSceneNode;
friend class SphereFragmentSceneNode::FragmentRenderNode;
public:
SphereRenderNode(const SphereSceneNode*);
~SphereRenderNode();
void setHighResolution(bool);
void setBaseIndex(int index);
void render();
const GLfloat* getPosition() const { return sceneNode->getSphere(); }
private:
const SphereSceneNode* sceneNode;
bool highResolution;
int baseIndex;
static GLfloat geom[2 * SphereRes * (SphereRes + 1)][3];
static GLfloat lgeom[SphereLowRes * (SphereLowRes + 1)][3];
};
friend class SphereRenderNode;
private:
GLfloat radius;
GLfloat color[4];
bool transparent;
bool lighting;
OpenGLGState gstate;
SphereRenderNode renderNode;
SphereFragmentSceneNode** parts;
};
#endif // BZF_FLAG_SCENE_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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