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#ifndef VISUAL_DISPLAYLIST_H
#define VISUAL_DISPLAYLIST_H
// Copyright (c) 2000, 2001, 2002, 2003 by David Scherer and others.
// See the file license.txt for complete license terms.
// See the file authors.txt for a complete list of contributors.
#include "cvisual.h"
#include <boost/weak_ptr.hpp>
#include <boost/python/object.hpp>
#include "vcache.h"
#include "tmatrix.h"
#include "light.h"
#include "color.h"
#include "display.h"
namespace visual {
struct rView
{
tmatrix wct;
lighting lights;
struct glContext& cx;
tmatrix fwt; // frame-to-world (for extent calculations)
double min_extent[3];
double max_extent[3];
bool anaglyph;
bool coloranaglyph;
std::vector<int> sortlists;
rView( const tmatrix& _wct, const lighting& _lights,
const tmatrix& _fwt, struct glContext& _cx,
const vector& mine, const vector& maxe,
const bool _anaglyph, const bool _coloranaglyph);
~rView();
void ext_set(const vector& mine, const vector& maxe);
void ext_brect(const tmatrix& mwt, vector bmin, vector bmax);
void ext_brect(const tmatrix& mft, const double *b);
void ext_point(vector v);
void ext_sphere(vector v, double size);
void ext_circle(vector p, vector n, double r);
void absorb_local( rView& local );
int createSortList();
// returns an OpenGL display list number that can be used to store
// rendering commands to be rendered after all opaque objects have
// been drawn. At some point there may be depth sorting support as
// well.
// Usage:
// glNewList( view.createSortList(), GL_COMPILE);
// ...
// glEndList();
};
class frame;
// This class implements the minimum subset of information required by all
// drawable objects in Visual.
class DisplayObject : public Cache
{
public:
DisplayObject();
DisplayObject( const DisplayObject& other);
virtual ~DisplayObject();
// Called by gldevice to render the object.
virtual void glRender(rView&);
// Used to determine if a vector coming from the screen position camera
// in the direction of ray intersects this object, and returns the distance
// between camera and the point of intersection.
virtual double rayIntersect( const vector &camera, const vector &ray);
// Used by frame to provide an extra coordinate transformation for the frame's
// children. It must return an orthogonal matrix.
virtual tmatrix getChildTransform();
// Return the frame which owns this object, possibly NULL.
boost::shared_ptr<frame> getParent();
// Return, to Python, the frame which owns this object, possibly PyNONE.
boost::python::object py_get_parent();
// Make this object a child of a particular frame.
void setParent( boost::shared_ptr<frame> m_frame);
// Returns the PyObject* corrisponding to this particular object. This is
// used to return a pointer to an already-wrapped object while retaining its
// identity. visual::Display uses this to return a heterogeneous list of
// objects without having to perform explicit downcasts (it only sees
// DisplayObjects)
boost::python::object getObject() { return self; }
// Initialize or reset this DisplayObject to a particular OpenGL display.
void set_display( boost::shared_ptr<Display> d);
// Get the display that this object is being rendered into.
boost::shared_ptr<Display> get_display() const;
boost::python::object py_get_display() const;
// This class performs final initialization of the DisplayObject that cannot
// be performed within the constructor.
void
py_complete_init(
boost::shared_ptr<DisplayObject> cpp_self,
boost::python::object py_self,
bool _visible,
boost::shared_ptr<Display> _display,
boost::shared_ptr<frame> _parent);
// Export a lock/unlock interface to Python for new rendering primitives.
// Not used at this time.
inline void py_read_lock() { mtx.sync_lock(); }
inline void py_write_lock() { mtx.count_lock(); }
inline void py_unlock() { mtx.sync_unlock(); }
// Get/set the visibility property of this DisplayObject.
bool get_visible() const;
void set_visible( bool vis);
protected:
bool visible;
rgb color;
boost::shared_ptr<Display> display;
boost::shared_ptr<frame> parent;
// The PyObject* for this object.
boost::python::object self;
// operate on the linked list held by display.
boost::weak_ptr<DisplayObject> weak_this;
private:
// Encapsulates the code required to insert and remove one of these buggars
// from the displaylist, including working aroud some complex locking symantics.
void insert();
void remove();
friend class Display;
friend class GLDevice;
};
} // !namespace visual
#endif // !VISUAL_DISPLAYLIST_H
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