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maszyna/renderer.h
2017-06-20 21:08:26 +02:00

173 lines
4.7 KiB
C++

/*
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"
#include "frustum.h"
#include "world.h"
#include "memcell.h"
#include "ground.h"
#include "shader.h"
#include "World.h"
// 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 {
};
// simple camera object. paired with 'virtual camera' in the scene
class opengl_camera {
public:
// methods:
inline
void
update_frustum() { m_frustum.calculate(); }
inline
void
update_frustum(glm::mat4 const &Projection, glm::mat4 const &Modelview) { m_frustum.calculate(Projection, Modelview); }
bool
visible( bounding_area const &Area ) const;
bool
visible( TDynamicObject const *Dynamic ) const;
private:
// members:
cFrustum m_frustum;
};
// bare-bones render controller, in lack of anything better yet
class opengl_renderer {
public:
// types
// destructor
~opengl_renderer() { gluDeleteQuadric( m_quadric ); }
// methods
bool
Init( GLFWwindow *Window );
// main draw call. returns false on error
bool
Render();
bool
Render( world_environment *Environment );
bool
Render( TGround *Ground );
bool
Render( TGroundRect *Groundcell );
bool
Render( TSubRect *Groundsubcell );
bool
Render( TGroundNode *Node );
bool
Render( TDynamicObject *Dynamic );
bool
Render( TModel3d *Model, material_data const *Material, double const Squaredistance );
bool
Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
void
Render( TSubModel *Submodel );
void Render(TSubModel *Submodel, glm::mat4 m);
void Render_Alpha(TSubModel *Submodel);
void
Render( TMemCell *Memcell );
bool
Render_Alpha( TGround *Ground );
bool
Render_Alpha( TSubRect *Groundsubcell );
bool
Render_Alpha( TGroundNode *Node );
bool
Render_Alpha( TDynamicObject *Dynamic );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
void
Render_Alpha( TSubModel *Submodel, glm::mat4 m);
// maintenance jobs
void
Update( double const Deltatime);
void
Update_Lights( light_array const &Lights );
void
Disable_Lights();
inline
bool
Visible( TDynamicObject const *Dynamic ) const { return m_camera.visible( Dynamic ); }
// debug performance string
std::string const &
Info() const;
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{ 0 };
private:
// types
enum class rendermode {
color
};
// methods
bool
Init_caps();
// members
rendermode renderpass{ rendermode::color };
texture_manager m_textures;
opengl_camera m_camera;
float m_drawrange{ 2500.0f }; // current drawing range
float m_drawtime{ 1000.0f / 30.0f * 20.0f }; // start with presumed 'neutral' average of 30 fps
double m_updateaccumulator{ 0.0 };
std::string m_debuginfo;
GLFWwindow *m_window{ nullptr };
texture_manager::size_type m_glaretextureid{ -1 };
texture_manager::size_type m_suntextureid{ -1 };
texture_manager::size_type m_moontextureid{ -1 };
GLUquadricObj *m_quadric; // helper object for drawing debug mode scene elements
};
extern opengl_renderer GfxRenderer;
//---------------------------------------------------------------------------