File: SphereSceneNode.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.
 */

/* SphereSceneNode:
 *  Encapsulates information for rendering a sphere.
 */

#ifndef BZF_SPHERE_SCENE_NODE_H
#define BZF_SPHERE_SCENE_NODE_H

// Inherits from
#include "SceneNode.h"


/******************************************************************************/

class SphereSceneNode : public SceneNode
{
public:
    SphereSceneNode(const GLfloat pos[3], GLfloat radius);
    virtual ~SphereSceneNode();

    void setColor(GLfloat r, GLfloat g, GLfloat b, GLfloat a = 1.0f);
    void setColor(const GLfloat* rgba);
    void move(const GLfloat pos[3], GLfloat radius);
    void notifyStyleChange();

    virtual void setShockWave(bool)
    {
        return;
    };

    virtual SceneNode** getParts(int& numParts) = 0;

    virtual void addRenderNodes(SceneRenderer&) = 0;
    virtual void addShadowNodes(SceneRenderer&) = 0;

protected:
    GLfloat     radius;
    GLfloat     color[4];
    bool        transparent;
    OpenGLGState    gstate;
};


/******************************************************************************/

const int sphereLods = 5;

class SphereLodSceneNode : public SphereSceneNode
{
public:
    SphereLodSceneNode(const GLfloat pos[3], GLfloat radius);
    ~SphereLodSceneNode();

    void setShockWave(bool value);

    // this node just won't split
    SceneNode** getParts(int&)
    {
        return NULL;
    }

    void addRenderNodes(SceneRenderer&);
    void addShadowNodes(SceneRenderer&);

    static void init();
    static void kill();
    static void initContext(void*);
    static void freeContext(void*);

protected:
    class SphereLodRenderNode : public RenderNode
    {
        friend class SphereLodSceneNode;
    public:
        SphereLodRenderNode(const SphereLodSceneNode*);
        ~SphereLodRenderNode();
        void setLod(int lod);
        void render() override;
        const GLfloat* getPosition() const override;

    private:
        const SphereLodSceneNode* sceneNode;
        int lod;
    };

private:
    SphereLodRenderNode renderNode;
    bool shockWave;
    bool inside;

    static bool initialized;
    static GLuint lodLists[sphereLods];
    static float lodPixelsSqr[sphereLods];
    static int listTriangleCount[sphereLods];

    friend class SphereLodSceneNode::SphereLodRenderNode;
};


/******************************************************************************/

const int       SphereRes = 8;
const int       SphereLowRes = 6;

class SphereBspSceneNode;

class SphereFragmentSceneNode : public SceneNode
{
public:
    SphereFragmentSceneNode(int theta, int phi,
                            SphereBspSceneNode* sphere);
    ~SphereFragmentSceneNode();

    void        move();

    void        addRenderNodes(SceneRenderer&);
    void        addShadowNodes(SceneRenderer&);

    // Irix 7.2.1 and solaris compilers appear to have a bug.  if the
    // following declaration isn't public it generates an error when trying
    // to declare SphereFragmentSceneNode::FragmentRenderNode a friend in
    // SphereBspSceneNode::SphereBspRenderNode.  i think this is a bug in the
    // compiler because:
    //   no other compiler complains
    //   public/protected/private adjust access not visibility
    //     SphereBspSceneNode isn't requesting access, it's granting it
//  protected:
public:
    class FragmentRenderNode : public RenderNode
    {
    public:
        FragmentRenderNode(const SphereBspSceneNode*,
                           int theta, int phi);
        ~FragmentRenderNode();
        const GLfloat*  getVertex() const;
        void        render() override;
        const GLfloat*  getPosition() const override;
    private:
        const SphereBspSceneNode*   sceneNode;
        int     theta, phi;
        int     theta2, phi2;
    };
    friend class FragmentRenderNode;

private:
    SphereBspSceneNode* parentSphere;
    FragmentRenderNode  renderNode;
};

class SphereBspSceneNode : public SphereSceneNode
{
    friend class SphereFragmentSceneNode;
    friend class SphereFragmentSceneNode::FragmentRenderNode;
public:
    SphereBspSceneNode(const GLfloat pos[3], GLfloat radius);
    ~SphereBspSceneNode();

    void        addRenderNodes(SceneRenderer&);
    void        addShadowNodes(SceneRenderer&);

    SceneNode**     getParts(int& numParts);

protected:
    GLfloat     getRadius() const
    {
        return radius;
    }

private:
    void        freeParts();

protected:
    class SphereBspRenderNode : public RenderNode
    {
        friend class SphereBspSceneNode;
        friend class SphereFragmentSceneNode::FragmentRenderNode;
    public:
        SphereBspRenderNode(const SphereBspSceneNode*);
        ~SphereBspRenderNode();
        void        setHighResolution(bool);
        void        setBaseIndex(int index);
        void        render() override;
        const GLfloat* getPosition() const override;
    private:
        const SphereBspSceneNode* sceneNode;
        bool        highResolution;
        int     baseIndex;
        static GLfloat  geom[2 * SphereRes * (SphereRes + 1)][3];
        static GLfloat  lgeom[SphereLowRes * (SphereLowRes + 1)][3];
    };
    friend class SphereBspRenderNode;

private:
    SphereBspRenderNode renderNode;
    SphereFragmentSceneNode** parts;
};


/******************************************************************************/


#endif // BZF_SPHERE_SCENE_NODE_H

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