File: SceneRenderer.h

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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.
 */

/* SceneRenderer:
 *  Encapsulates information about rendering a scene.
 */

#ifndef BZF_SCENE_RENDERER_H
#define BZF_SCENE_RENDERER_H

/* the common header */
#include "common.h"

/* interface headers */
#include "Singleton.h"

/* system interface headers */
#include <vector>

/* common interface headers */
#include "OpenGLLight.h"
#include "ViewFrustum.h"
#include "RenderNode.h"
#include "vectors.h"

#define RENDERER (SceneRenderer::instance())

class SceneDatabase;
class SceneIterator;
class SceneNode;
class BackgroundRenderer;
class HUDRenderer;
class MainWindow;
class Extents;

class FlareLight
{
public:
    FlareLight(const float* pos, const float* color);
    ~FlareLight();

public:
    float     pos[3];
    float     color[3];
};


class SceneRenderer : public Singleton<SceneRenderer>
{
public:
    enum ViewType
    {
        Normal,     // one view
        Stereo,     // binocular stereo
        Stacked,        // top-bottom stereo view
        ThreeChannel,   // one wide view
        Anaglyph,       // red-blue stereo
        Interlaced      // right/left interlaced stereo
    };

    void      setWindow(MainWindow* _window);
    MainWindow&   getWindow() const;

    bool      useStencil() const;
    int       useQuality() const;
    bool      useDepthComplexity() const;
    bool      useWireframe() const;
    bool      useHiddenLine() const;
    float     getPanelOpacity() const;
    float     getRadarOpacity() const;
    bool      isPanelOpaque() const;
    int       getRadarSize() const;
    int       getPanelHeight() const;
    int       getMaxMotionFactor() const;
    bool      isLastFrame() const;
    bool      isSameFrame() const;
    ViewType  getViewType() const;

    void      setSmoothing(bool on);
    void      setZBuffer(bool on);
    void      setZBufferSplit(bool on);
    void      setQuality(int value);
    void      setDepthComplexity(bool on);
    void      setWireframe(bool on);
    void      setHiddenLine(bool on);
    void      setPanelOpacity(float opacity);
    void      setRadarOpacity(float opacity);
    void      setRadarSize(int size);
    void      setPanelHeight(int size);
    void      setMaxMotionFactor(int size);
    void      setDim(bool on);
    void      setViewType(ViewType);
    void      setRebuildTanks();

    void      setExposed();

    void      getGroundUV(const float p[2], float uv[2]) const;

    bool      getBlank() const;
    bool      getInvert() const;
    void      setBlank(bool blank = true);
    void      setInvert(bool invert = true);

    const ViewFrustum&    getViewFrustum() const;
    ViewFrustum&  getViewFrustum();

    int       getNumLights() const;
    int       getNumAllLights() const;
    const OpenGLLight&    getLight(int index) const;
    void      enableLight(int index, bool = true);
    void      clearLights();
    void      addLight(OpenGLLight&);
    void      addFlareLight(const float* pos, const float* color);

    // temporarily turn off non-applicable lights for big meshes
    void      disableLights(const float mins[3], const float maxs[3]);
    void      reenableLights();

    void      setupSun(); // setup sun lighting params
    void      enableSun(bool = true); // toggle light state

    void      setTimeOfDay(double julianDay);

    const GLfloat*    getSunColor() const;
    const GLfloat*    getSunScaledColor() const;
    GLfloat       getSunBrightness() const;
    const GLfloat*    getSunDirection() const;
    const GLfloat*    getAmbientColor() const;
    const GLfloat*    getCelestialTransform() const;

    SceneDatabase*    getSceneDatabase() const;
    void          setSceneDatabase(SceneDatabase*);

    const Extents*    getVisualExtents() const;
    float         getLengthPerPixel() const;

    int           getFrameTriangleCount() const;

    BackgroundRenderer*   getBackground();
    void          setBackground(BackgroundRenderer*);

    const RenderNodeList& getShadowList() const;

    bool          isFogActive() const
    {
        return fogActive;
    }
    void          setFogActive(bool b)
    {
        fogActive = b;
    }

    const fvec4&  getFogColor() const
    {
        return fogColor;
    }
    void      setFogColor( float *color)
    {
        fogColor = color;
    }


    void      render(bool lastFrame = true,
                     bool sameFrame = false,
                     bool fullWindow = false);
    void      renderScene(bool lastFrame = true,
                          bool sameFrame = false,
                          bool fullWindow = false);
    void      notifyStyleChange();
    void      addRenderNode(RenderNode* node, const OpenGLGState*);
    void      addShadowNode(RenderNode* node);

protected:
    friend class Singleton<SceneRenderer>;

private:
    // disallowed -- don't want to deal with potential state problems
    SceneRenderer();
    ~SceneRenderer();

    SceneRenderer(const SceneRenderer&);
    SceneRenderer&    operator=(const SceneRenderer&);

    static void bzdbCallback(const std::string& name, void *);

    void      setupBackgroundMaterials();

    void      getLights();
    void      getRenderNodes();

    void      doRender();
    void      renderDepthComplexity();
    void      renderDimming();

    MainWindow*       window;
    bool          blank;
    bool          invert;
    bool          mirror;
    bool          drawGround;
    bool          clearZbuffer;
    ViewFrustum       frustum;
    float         lengthPerPixel;
    GLint         maxLights;
    GLint         reservedLights;
    GLint         dynamicLights;
    int           lightsSize;
    int           lightsCount;
    OpenGLLight**     lights;
    OpenGLLight       theSun;
    bool          sunOrMoonUp;
    GLfloat       sunDirection[3];    // or moon
    GLfloat       sunColor[4];
    GLfloat       sunScaledColor[4];
    GLfloat       celestialTransform[4][4];
    GLfloat       sunBrightness;
    GLfloat       ambientColor[4];
    SceneDatabase*    scene;
    BackgroundRenderer*   background;
    int           triangleCount;
    static const GLint    SunLight;

    static const float    dimDensity;
    static const GLfloat  dimnessColor[4];
    static const GLfloat  blindnessColor[4];
    float         teleporterProximity;

    int       useQualityValue;
    bool      useDepthComplexityOn;
    bool      useWireframeOn;
    bool      useHiddenLineOn;
    float     panelOpacity;
    float     radarOpacity;
    int       radarSize;
    int       panelHeight;
    int       maxMotionFactor;
    bool      useStencilOn;
    ViewType  viewType;
    bool      inOrder;
    int       depthRange;
    int       numDepthRanges;
    double    depthRangeSize;
    bool      useDimming;
    bool      canUseHiddenLine;
    bool      exposed;
    bool      lastFrame;
    bool      sameFrame;
    bool      needStyleUpdate;
    bool      rebuildTanks;
    bool      fogActive;
    fvec4     fogColor;

    std::vector<FlareLight>   flareLightList;
    RenderNodeList        shadowList;
    RenderNodeGStateList      orderedList;
};


//
// SceneRenderer
//

inline MainWindow&      SceneRenderer::getWindow() const
{
    return *window;
}

inline bool         SceneRenderer::getBlank() const
{
    return blank;
}

inline void         SceneRenderer::setBlank(bool _blank)
{
    blank = _blank;
}

inline bool         SceneRenderer::getInvert() const
{
    return invert;
}

inline void         SceneRenderer::setInvert(bool _invert)
{
    invert = _invert;
}

inline const ViewFrustum&   SceneRenderer::getViewFrustum() const
{
    return frustum;
}

inline ViewFrustum&     SceneRenderer::getViewFrustum()
{
    return frustum;
}

inline float            SceneRenderer::getLengthPerPixel() const
{
    return lengthPerPixel;
}

inline const OpenGLLight&   SceneRenderer::getLight(int index) const
{
    return *(lights[index]);
}

inline const GLfloat*       SceneRenderer::getSunColor() const
{
    return sunColor;
}

inline const GLfloat*       SceneRenderer::getSunScaledColor() const
{
    return sunScaledColor;
}

inline GLfloat          SceneRenderer::getSunBrightness() const
{
    return sunBrightness;
}

inline const GLfloat*       SceneRenderer::getAmbientColor() const
{
    return ambientColor;
}

inline const GLfloat*       SceneRenderer::getCelestialTransform() const
{
    return &celestialTransform[0][0];
}

inline SceneDatabase*       SceneRenderer::getSceneDatabase() const
{
    return scene;
}

inline BackgroundRenderer*  SceneRenderer::getBackground()
{
    return background;
}

inline bool         SceneRenderer::isLastFrame() const
{
    return lastFrame;
}

inline bool         SceneRenderer::isSameFrame() const
{
    return sameFrame;
}

inline int          SceneRenderer::useQuality() const
{
    return useQualityValue;
}

inline void         SceneRenderer::addRenderNode(RenderNode* node,
        const OpenGLGState* gstate)
{
    if (inOrder || gstate->getNeedsSorting())
    {
        // nodes will be drawn in the same order received
        orderedList.append(node, gstate);
    }
    else
    {
        // store node in gstate bucket
        gstate->addRenderNode(node);
    }
}

inline void         SceneRenderer::addShadowNode(RenderNode* node)
{
    shadowList.append(node);
}


#endif // BZF_SCENE_RENDERER_H

// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4