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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.
*/
/* RenderNode:
* Encapsulates information for rendering geometry with a
* single gstate.
*
* RenderNodeList:
* Keeps a list of RenderNode* and can render them in order.
*/
#pragma once
// Before everything
#include "common.h"
// System headers
#include <vector>
// Global headers
#include "OpenGLGState.h"
class RenderNode
{
public:
RenderNode() = default;
virtual ~RenderNode() = default;
virtual void render() = 0;
virtual void renderShadow();
virtual void renderRadar();
// Used for sorting objects by distance
virtual const GLfloat* getPosition() const = 0;
static int getTriangleCount();
static void resetTriangleCount();
protected:
static void addTriangleCount(int triCount);
private:
static int triangleCount;
};
inline void RenderNode::addTriangleCount(int count)
{
triangleCount += count;
}
// do not tally unless debugging (for now)
#ifndef DEBUG_RENDERING
# define addTriangleCount(x)
#endif
class RenderNodeList
{
public:
RenderNodeList() = default;
RenderNodeList(const RenderNodeList&) = delete;
RenderNodeList& operator=(const RenderNodeList&) = delete;
void clear();
void append(RenderNode*);
void render() const;
private:
std::vector<RenderNode*> list;
};
class RenderNodeGStateList
{
public:
RenderNodeGStateList() = default;
RenderNodeGStateList(const RenderNodeGStateList&) = delete;
RenderNodeGStateList& operator=(const RenderNodeGStateList&) = delete;
void clear();
void append(RenderNode*, const OpenGLGState*);
void append(RenderNode*, const OpenGLGState*, float depth);
void render() const;
void sort(const GLfloat* eye);
private:
struct Item
{
public:
using GStatePtr = OpenGLGState const *;
RenderNode* node;
GStatePtr gstate;
float depth;
};
std::vector<Item> list;
};
// 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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