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// This file may be redistributed and modified only under the terms of
// the GNU General Public License (See COPYING for details).
// Copyright (C) 2001 - 2004 Simon Goodall, University of Southampton
#ifndef SEAR_GL_RENDER_H
#define SEAR_GL_RENDER_H 1
#include <sage/sage.h>
#include <sage/GL.h>
#include <SDL/SDL.h>
#include <string>
#include <vector>
#include <list>
#include <map>
#include <set>
#include <sigc++/object_slot.h>
#include <wfmath/axisbox.h>
#include <wfmath/quaternion.h>
#include "src/Light.h"
#include "src/Render.h"
#include "RenderSystem.h"
namespace Sear {
class System;
class Camera;
class WorldEntity;
class Model;
class Graphics;
class ObjectRecord;
class ModelRecord;
class Console;
class GL : public Render, public SigC::Object {
public:GL();
~GL();
void init();
void initContext();
void shutdown();
void invalidate();
bool createWindow(unsigned int width, unsigned int height, bool fullscreen);
void destroyWindow();
void toggleFullscreen();
void registerCommands(Console *console) {}
void runCommands(const std::string &command) {}
private:
bool m_fontInitialised;
unsigned int m_width, m_height;
bool m_fullscreen;
SDL_Surface *m_screen;
static void checkError();
public:
void renderMeshArrays( Mesh &mesh, unsigned int offset, bool multitexture);
void vboMesh( Mesh &mesh);
void cleanVBOMesh(Mesh &mesh);
void initLighting();
void initFont();
void shutdownFont();
void print(int x, int y, const char*, int set);
void print3D(const char* string, int set);
inline void newLine();
void buildColourSet();
void drawTextRect(int, int, int, int, int);
float distFromNear(float,float,float);
void setColour(float red, float green, float blue, float alpha) { glColor4f(red, green, blue, alpha); }
int patchInFrustum(const WFMath::AxisBox<3> &);
void procEvent(int, int);
int getWindowWidth() { return m_width; }
int getWindowHeight() { return m_height; }
std::string getActiveID();// { return activeID; }
void checkModelStatus(const std::string &) {}
void setModelInUse(const std::string &, bool) {}
void readConfig();
void writeConfig();
void setupStates();
float getLightLevel() { return _light_level; }
void translateObject(float x, float y, float z);
void rotate(float angle, float x, float y, float z);
// void rotateObject(WorldEntity *we, int type);
inline void rotateObject(ObjectRecord *, ModelRecord *);
inline void scaleObject(float scale);
void setViewMode(int type);
void setMaterial(float *ambient, float *diffuse, float *specular, float shininess, float *emissive);
void renderArrays(unsigned int type, unsigned int offset, unsigned int number_of_points, Vertex_3 *vertex_data, Texel *texture_data, Normal *normal_data, bool multitexture);
void renderElements(unsigned int type, unsigned int number_of_points, int *faces_data, Vertex_3 *vertex_data, Texel *texture_data, Normal *normal_data, bool multitexture);
void drawQueue(QueueMap &queue, bool select_mode, float time_elapsed);
void drawMessageQueue(MessageList &list);
void drawOutline(ModelRecord *);
inline void store();
inline void restore();
void beginFrame();
void endFrame(bool select_mode);
void drawSplashScreen();
void applyQuaternion(const WFMath::Quaternion & quaternion);
void applyLighting();
inline void resetSelection();
inline void renderActiveName();
inline void applyCharacterLighting(float x, float y, float z);
inline void getFrustum(float [6][4]);
void beginRecordList(unsigned int list) { glNewList(list, GL_COMPILE_AND_EXECUTE); }
void endRecordList() { glEndList(); }
void playList(unsigned int list) { glCallList(list); }
unsigned int getNewList() { return glGenLists(1); }
void freeList(unsigned int list) { if (glIsList(list)) glDeleteLists(list, 1); };
void resize(int width, int height);
protected:
System *_system;
Graphics *_graphics;
const float fov;
const float near_clip;
float _far_clip_dist;
GLuint base;
int font_id;
int splash_id;
float frustum[6][4];
// std::string activeID;
std::string active_name;
WorldEntity *activeEntity;
int x_pos;
int y_pos;
void buildQueues(WorldEntity*, int, bool);
typedef enum {
LIGHT_CHARACTER = 0,
LIGHT_SUN,
LIGHT_LAST
} lightSources;
Light lights[LIGHT_LAST];
float _speech_offset_x;
float _speech_offset_y;
float _speech_offset_z;
float _fog_start;
float _fog_end;
float _light_level;
static const unsigned int NUM_COLOURS = 512;
GLubyte colourArray[NUM_COLOURS][3];
WorldEntity *entityArray[NUM_COLOURS];
unsigned int colour_index;
std::map<unsigned int, std::string> colour_mapped;
GLint redBits, greenBits, blueBits;
GLuint redMask, greenMask, blueMask;
int redShift, greenShift, blueShift;
inline static GLuint makeMask(GLuint bits);
inline void resetColours();
inline WorldEntity *getSelectedID(unsigned int i);
void nextColour(WorldEntity*);
void setupExtensions();
bool use_ext_texture_filter_anisotropic;
bool use_sgis_generate_mipmap;
bool _multi_texture_mode;
bool m_initialised;
void varconf_callback(const std::string §ion, const std::string &key, varconf::Config &config);
};
} // namespace Sear
#endif
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