/* This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #pragma once #include "gl/glew.h" #include "texture.h" #include "lightarray.h" #include "dumb3d.h" struct opengl_light { GLuint id{ -1 }; Math3D::vector3 direction; GLfloat position[ 4 ]; // 4th parameter specifies directional(0) or omni-directional(1) light source GLfloat ambient[ 4 ]; GLfloat diffuse[ 4 ]; GLfloat specular[ 4 ]; opengl_light() { position[ 0 ] = position[ 1 ] = position[ 2 ] = 0.0f; position[ 3 ] = 1.0f; // 0,0,0,1 ambient[ 0 ] = ambient[ 1 ] = ambient[ 2 ] = 0.0f; ambient[ 3 ] = 1.0f; // 0,0,0,1 diffuse[ 0 ] = diffuse[ 1 ] = diffuse[ 2 ] = diffuse[ 3 ] = 1.0f; // 1,1,1,1 specular[ 0 ] = specular[ 1 ] = specular[ 2 ] = specular[ 3 ] = 1.0f; // 1,1,1,1 } inline void apply_intensity() { glLightfv( id, GL_AMBIENT, ambient ); glLightfv( id, GL_DIFFUSE, diffuse ); glLightfv( id, GL_SPECULAR, specular ); } inline void apply_angle() { glLightfv( id, GL_POSITION, position ); if( position[ 3 ] == 1.0f ) { GLfloat directionarray[] = { direction.x, direction.y, direction.z }; glLightfv( id, GL_SPOT_DIRECTION, directionarray ); } } inline void set_position( Math3D::vector3 const &Position ) { position[ 0 ] = Position.x; position[ 1 ] = Position.y; position[ 2 ] = Position.z; } }; // encapsulates basic rendering setup. // for modern opengl this translates to a specific collection of glsl shaders, // for legacy opengl this is combination of blending modes, active texture units etc struct opengl_technique { }; // a collection of parameters for the rendering setup. // for modern opengl this translates to set of attributes for the active shaders, // for legacy opengl this is basically just texture(s) assigned to geometry struct opengl_material { }; // bare-bones render controller, in lack of anything better yet class opengl_renderer { public: // types // methods void Init(); void Update_Lights( light_array const &Lights ); void Disable_Lights(); texture_manager::size_type GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true ) { return m_textures.GetTextureId( Filename, Dir, Filter, Loadnow ); } void Bind( texture_manager::size_type const Id ) { // temporary until we separate the renderer m_textures.Bind( Id ); } opengl_texture & Texture( texture_manager::size_type const Id ) { return m_textures.Texture( Id ); } // members GLenum static const sunlight{ GL_LIGHT0 }; private: // types enum class rendermode { color }; typedef std::vector opengllight_array; // members rendermode renderpass{ rendermode::color }; opengllight_array m_lights; texture_manager m_textures; }; extern opengl_renderer GfxRenderer; //---------------------------------------------------------------------------