1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221
|
/* 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
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
|