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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.
*/
/* SceneNode:
* Encapsulates information for rendering an object in the scene.
*
* GLfloat2
* GLfloat3
* Arrays of two and three GLfloat's
*
* GLfloat2Array
* GLfloat3Array
* Arrays of GLfloat2's and GLfloat3's
*
* Probably shouldn't use names like this (GLfloat...). Oh well.
*/
#ifndef BZF_SCENE_NODE_H
#define BZF_SCENE_NODE_H
#include "common.h"
#include "bzfgl.h"
#include "bzfio.h"
#include "OpenGLGState.h"
#include "RenderNode.h"
#include "Extents.h"
#include "vectors.h"
#include <vector>
#if !defined(_WIN32)
// bonehead win32 cruft. just make it go away on other platforms.
#ifdef __stdcall
#undef __stdcall
#endif
#define __stdcall
#endif
#define myColor3f(r, g, b) SceneNode::glColor3f(r, g, b)
#define myColor4f(r, g, b, a) SceneNode::glColor4f(r, g, b, a)
#define myColor3fv(rgb) SceneNode::glColor3fv(rgb)
#define myColor4fv(rgba) SceneNode::glColor4fv(rgba)
#define myStipple(alpha) SceneNode::setStipple(alpha)
class ViewFrustum;
class SceneRenderer;
class SceneNode
{
public:
SceneNode();
virtual ~SceneNode();
virtual void notifyStyleChange();
const GLfloat* getSphere() const;
const Extents& getExtents() const;
virtual int getVertexCount () const;
virtual const GLfloat* getVertex (int vertex) const;
virtual const GLfloat* getPlane() const;
virtual GLfloat getDistance(const GLfloat* eye) const; // for BSP
virtual bool inAxisBox (const Extents& exts) const;
virtual bool cull(const ViewFrustum&) const;
virtual bool cullShadow(int pCount, const float (*planes)[4]) const;
bool isOccluder() const;
void setOccluder(bool value);
virtual void addLight(SceneRenderer&);
virtual int split(const float* plane,
SceneNode*& front, SceneNode*& back) const;
virtual void addShadowNodes(SceneRenderer&);
virtual void addRenderNodes(SceneRenderer&);
virtual void renderRadar();
struct RenderSet
{
RenderNode* node;
const OpenGLGState* gstate;
};
virtual void getRenderNodes(std::vector<RenderSet>& rnodes);
static void setColorOverride(bool = true);
static void glColor3f(GLfloat r, GLfloat g, GLfloat b)
{
if (!colorOverride) ::glColor3f(r, g, b);
};
static void glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a)
{
if (!colorOverride) ::glColor4f(r, g, b, a);
};
static void glColor3fv(const GLfloat* rgb)
{
if (!colorOverride) ::glColor3fv(rgb);
};
static void glColor4fv(const GLfloat* rgba)
{
if (!colorOverride) ::glColor4fv(rgba);
};
static void setStipple(GLfloat alpha)
{
(*stipple)(alpha);
}
enum CullState
{
OctreeCulled,
OctreePartial,
OctreeVisible
};
/** This boolean is used by the Octree code.
Someone else can 'friend'ify it later.
*/
CullState octreeState;
protected:
void setRadius(GLfloat radiusSquared);
void setCenter(const GLfloat center[3]);
void setCenter(GLfloat x, GLfloat y, GLfloat z);
void setSphere(const GLfloat sphere[4]);
private:
SceneNode(const SceneNode&);
SceneNode& operator=(const SceneNode&);
static void noStipple(GLfloat);
protected:
bool occluder;
Extents extents;
private:
GLfloat sphere[4];
static bool colorOverride;
static void (*stipple)(GLfloat);
};
inline const GLfloat* SceneNode::getSphere() const
{
return sphere;
}
inline const Extents& SceneNode::getExtents() const
{
return extents;
}
inline bool SceneNode::isOccluder() const
{
return occluder;
}
inline void SceneNode::setOccluder(bool value)
{
occluder = value;
}
typedef GLfloat GLfloat2[2];
typedef GLfloat GLfloat3[3];
class GLfloat2Array
{
public:
GLfloat2Array(int s) : size(s)
{
data = new GLfloat2[size];
}
GLfloat2Array(const GLfloat2Array&);
~GLfloat2Array()
{
delete[] data;
}
GLfloat2Array& operator=(const GLfloat2Array&);
GLfloat* operator[](int i)
{
return data[i];
}
const GLfloat* operator[](int i) const
{
return data[i];
}
int getSize() const
{
return size;
}
const GLfloat2* getArray() const
{
return data;
}
private:
int size;
GLfloat2* data;
};
class GLfloat3Array
{
public:
GLfloat3Array(int s) : size(s)
{
data = new GLfloat3[size];
}
GLfloat3Array(const GLfloat3Array&);
~GLfloat3Array()
{
delete[] data;
}
GLfloat3Array& operator=(const GLfloat3Array&);
GLfloat* operator[](int i)
{
return data[i];
}
const GLfloat* operator[](int i) const
{
return data[i];
}
int getSize() const
{
return size;
}
const GLfloat3* getArray() const
{
return data;
}
private:
int size;
GLfloat3* data;
};
#endif // BZF_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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