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
|
/* 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.
*/
/* TriWallSceneNode:
* Encapsulates information for rendering a triangular wall.
*/
#ifndef BZF_TRI_WALL_SCENE_NODE_H
#define BZF_TRI_WALL_SCENE_NODE_H
// Inherits from
#include "WallSceneNode.h"
class TriWallSceneNode : public WallSceneNode
{
public:
TriWallSceneNode(const GLfloat base[3],
const GLfloat sEdge[3],
const GLfloat tEdge[3],
float uRepeats = 1.0,
float vRepeats = 1.0,
bool makeLODs = true);
~TriWallSceneNode();
int split(const float*, SceneNode*&, SceneNode*&) const;
void addRenderNodes(SceneRenderer&);
void addShadowNodes(SceneRenderer&);
void renderRadar();
bool inAxisBox (const Extents& exts) const;
int getVertexCount () const;
const GLfloat* getVertex (int vertex) const;
bool cull(const ViewFrustum&) const;
void getRenderNodes(std::vector<RenderSet>& rnodes);
protected:
class Geometry : public RenderNode
{
public:
Geometry(TriWallSceneNode*,
int eCount,
const GLfloat base[3],
const GLfloat uEdge[3],
const GLfloat vEdge[3],
const GLfloat* normal,
float uRepeats, float vRepeats);
~Geometry();
void setStyle(int _style)
{
style = _style;
}
void render() override;
void renderShadow() override;
const GLfloat* getVertex(int i) const;
const GLfloat* getPosition() const override;
private:
void drawV() const;
void drawVT() const;
private:
WallSceneNode* wall;
int style;
int de;
const GLfloat* normal;
public:
GLfloat3Array vertex;
GLfloat2Array uv;
int triangles;
};
private:
Geometry** nodes;
Geometry* shadowNode;
};
#endif // BZF_TRI_WALL_SCENE_NODE_H
// Local Variables: ***
// mode: C++ ***
// tab-width: 4 ***
// c-basic-offset: 4 ***
// indent-tabs-mode: nil ***
// End: ***
// ex: shiftwidth=4 tabstop=4
|