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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.
*/
/* MeshPolySceneNode:
* Encapsulates information for rendering a planar
* polygonal wall. Does not support level of detail.
*/
#ifndef BZF_MESH_POLY_SCENE_NODE_H
#define BZF_MESH_POLY_SCENE_NODE_H
// Inherits from
#include "WallSceneNode.h"
class MeshPolySceneNode : public WallSceneNode
{
public:
MeshPolySceneNode(const float plane[4],
bool noRadar, bool noShadow,
const GLfloat3Array& vertices,
const GLfloat3Array& normals,
const GLfloat2Array& texcoords);
~MeshPolySceneNode();
bool cull(const ViewFrustum& frustum) const;
bool inAxisBox (const Extents& exts) const;
int getVertexCount () const;
const GLfloat* getVertex (int vertex) const;
const GLfloat (*getVertices() const)[3];
int split(const float* plane, SceneNode*&, SceneNode*&) const;
void addRenderNodes(SceneRenderer&);
void addShadowNodes(SceneRenderer&);
void renderRadar();
void getRenderNodes(std::vector<RenderSet>& rnodes);
protected:
class Geometry : public RenderNode
{
public:
Geometry(MeshPolySceneNode*,
const GLfloat3Array& vertices,
const GLfloat3Array& normals,
const GLfloat2Array& texcoords,
const GLfloat* normal);
~Geometry();
void setStyle(int _style)
{
style = _style;
}
void render() override;
void renderShadow() override;
const GLfloat* getVertex(int i) const;
const GLfloat (*getVertices() const)[3];
int getVertexCount() const;
const GLfloat* getPosition() const override;
private:
void drawV() const; // draw with just vertices
void drawVT() const; // draw with texcoords
void drawVN() const; // draw with normals
void drawVTN() const; // draw with texcoords and normals
private:
MeshPolySceneNode* sceneNode;
int style;
const GLfloat* normal;
public:
GLfloat3Array vertices;
GLfloat3Array normals;
GLfloat2Array texcoords;
};
private:
int splitWallVTN(const GLfloat* plane,
const GLfloat3Array& vertices,
const GLfloat3Array& normals,
const GLfloat2Array& texcoords,
SceneNode*& front, SceneNode*& back) const;
void splitEdgeVTN(float d1, float d2,
const GLfloat* p1, const GLfloat* p2,
const GLfloat* n1, const GLfloat* n2,
const GLfloat* uv1, const GLfloat* uv2,
GLfloat* p, GLfloat* n, GLfloat* uv) const;
int splitWallVT(const GLfloat* plane,
const GLfloat3Array& vertices,
const GLfloat2Array& texcoords,
SceneNode*& front, SceneNode*& back) const;
void splitEdgeVT(float d1, float d2,
const GLfloat* p1, const GLfloat* p2,
const GLfloat* uv1, const GLfloat* uv2,
GLfloat* p, GLfloat* uv) const;
Geometry node;
bool noRadar;
bool noShadow;
};
inline int MeshPolySceneNode::Geometry::getVertexCount() const
{
return vertices.getSize();
}
inline int MeshPolySceneNode::getVertexCount () const
{
return node.getVertexCount();
}
inline const GLfloat* MeshPolySceneNode::Geometry::getVertex(int i) const
{
return vertices[i];
}
inline const GLfloat (*MeshPolySceneNode::Geometry::getVertices() const)[3]
{
return vertices.getArray();
}
inline const GLfloat* MeshPolySceneNode::getVertex(int i) const
{
return node.getVertex(i);
}
inline const GLfloat (*MeshPolySceneNode::getVertices() const)[3]
{
return node.getVertices();
}
#endif // BZF_MESH_POLY_SCENE_NODE_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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