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/* bzflag
* Copyright (c) 1993-2025 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 MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
*/
/* BSPSceneDatabase:
* BSP tree database of geometry to render
*/
#ifndef BZF_BSP_SCENE_DATABASE_H
#define BZF_BSP_SCENE_DATABASE_H
// common goes first
#include "common.h"
// system headers
#include <vector>
// common implementation headers
#include "bzfgl.h"
#include "SceneDatabase.h"
class BSPSceneDatabase : public SceneDatabase
{
public:
BSPSceneDatabase();
~BSPSceneDatabase();
// returns true if the node would have been deleted
bool addStaticNode(SceneNode*, bool dontFree);
void addDynamicNode(SceneNode*);
void addDynamicSphere(SphereSceneNode*);
void finalizeStatics();
void removeDynamicNodes();
void removeAllNodes();
bool isOrdered();
void updateNodeStyles();
void addLights(SceneRenderer& renderer);
void addShadowNodes(SceneRenderer &renderer);
void addRenderNodes(SceneRenderer& renderer);
void renderRadarNodes(const ViewFrustum&);
void drawCuller();
private:
class Node
{
public:
Node(bool dynamic, SceneNode* node);
public:
bool dynamic;
int count;
SceneNode* node;
Node* front;
Node* back;
};
void setNodeStyle(Node*);
void nodeAddLights(Node*);
void nodeAddShadowNodes(Node*);
void nodeAddRenderNodes(Node*);
// returns true if the node would have been deleted
bool insertStatic(int, Node*, SceneNode*, bool dontFree);
void insertDynamic(int, Node*, SceneNode*);
void insertNoPlane(int, Node*, SceneNode*);
void insertNoPlaneNodes();
void removeDynamic(Node*);
void free(Node*);
void release(Node*);
void setDepth(int newDepth);
private:
Node* root;
int depth;
// the following members avoid passing parameters around
GLfloat eye[3];
SceneRenderer* renderer;
const ViewFrustum* frustum;
bool needNoPlaneNodes;
std::vector<SceneNode*> noPlaneNodes;
};
#endif // BZF_BSP_SCENE_DATABASE_H
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
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