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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
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