mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
231 lines
7.5 KiB
C++
231 lines
7.5 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#pragma once
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#include "GL/glew.h"
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#include "openglgeometrybank.h"
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#include "texture.h"
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#include "lightarray.h"
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#include "dumb3d.h"
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#include "frustum.h"
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#include "world.h"
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#include "memcell.h"
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struct opengl_light {
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GLuint id{ (GLuint)-1 };
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Math3D::vector3 direction;
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GLfloat position[ 4 ]; // 4th parameter specifies directional(0) or omni-directional(1) light source
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GLfloat ambient[ 4 ];
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GLfloat diffuse[ 4 ];
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GLfloat specular[ 4 ];
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opengl_light() {
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position[ 0 ] = position[ 1 ] = position[ 2 ] = 0.0f; position[ 3 ] = 1.0f; // 0,0,0,1
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ambient[ 0 ] = ambient[ 1 ] = ambient[ 2 ] = 0.0f; ambient[ 3 ] = 1.0f; // 0,0,0,1
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diffuse[ 0 ] = diffuse[ 1 ] = diffuse[ 2 ] = diffuse[ 3 ] = 1.0f; // 1,1,1,1
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specular[ 0 ] = specular[ 1 ] = specular[ 2 ] = specular[ 3 ] = 1.0f; // 1,1,1,1
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}
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inline
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void apply_intensity( float const Factor = 1.0f ) {
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if( Factor == 1.0 ) {
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glLightfv( id, GL_AMBIENT, ambient );
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glLightfv( id, GL_DIFFUSE, diffuse );
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glLightfv( id, GL_SPECULAR, specular );
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}
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else {
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// temporary light scaling mechanics (ultimately this work will be left to the shaders
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float4 scaledambient( ambient[ 0 ] * Factor, ambient[ 1 ] * Factor, ambient[ 2 ] * Factor, ambient[ 3 ] );
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float4 scaleddiffuse( diffuse[ 0 ] * Factor, diffuse[ 1 ] * Factor, diffuse[ 2 ] * Factor, diffuse[ 3 ] );
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float4 scaledspecular( specular[ 0 ] * Factor, specular[ 1 ] * Factor, specular[ 2 ] * Factor, specular[ 3 ] );
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glLightfv( id, GL_AMBIENT, &scaledambient.x );
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glLightfv( id, GL_DIFFUSE, &scaleddiffuse.x );
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glLightfv( id, GL_SPECULAR, &scaledspecular.x );
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}
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}
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inline
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void apply_angle() {
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glLightfv( id, GL_POSITION, position );
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if( position[ 3 ] == 1.0f ) {
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GLfloat directionarray[] = { (GLfloat)direction.x, (GLfloat)direction.y, (GLfloat)direction.z };
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glLightfv( id, GL_SPOT_DIRECTION, directionarray );
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}
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}
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inline
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void set_position( Math3D::vector3 const &Position ) {
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position[ 0 ] = Position.x;
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position[ 1 ] = Position.y;
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position[ 2 ] = Position.z;
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}
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};
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// encapsulates basic rendering setup.
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// for modern opengl this translates to a specific collection of glsl shaders,
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// for legacy opengl this is combination of blending modes, active texture units etc
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struct opengl_technique {
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};
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// a collection of parameters for the rendering setup.
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// for modern opengl this translates to set of attributes for the active shaders,
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// for legacy opengl this is basically just texture(s) assigned to geometry
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struct opengl_material {
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};
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// simple camera object. paired with 'virtual camera' in the scene
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class opengl_camera {
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public:
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// methods:
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inline
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void
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update_frustum() { m_frustum.calculate(); }
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inline
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void
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update_frustum(glm::mat4 const &Projection, glm::mat4 const &Modelview) { m_frustum.calculate(Projection, Modelview); }
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bool
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visible( bounding_area const &Area ) const;
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bool
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visible( TDynamicObject const *Dynamic ) const;
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private:
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// members:
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cFrustum m_frustum;
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};
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// bare-bones render controller, in lack of anything better yet
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class opengl_renderer {
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public:
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// types
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// destructor
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~opengl_renderer() { gluDeleteQuadric( m_quadric ); }
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// methods
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bool
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Init( GLFWwindow *Window );
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// main draw call. returns false on error
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bool
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Render();
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// render sub-methods, temporarily exposed until we complete migrating render code to the renderer
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bool
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Render( TDynamicObject *Dynamic );
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bool
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Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
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bool
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Render( TModel3d *Model, material_data const *Material, double const Squaredistance );
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void
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Render( TSubModel *Submodel );
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bool
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Render_Alpha( TDynamicObject *Dynamic );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance );
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// maintenance jobs
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void
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Update( double const Deltatime );
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// debug performance string
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std::string const &
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Info() const;
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// light methods
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void
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Disable_Lights();
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// geometry methods
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// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
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// creates a new geometry bank. returns: handle to the bank or NULL
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geometrybank_handle
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Create_Bank();
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// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
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geometry_handle
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Insert( vertex_array &Vertices, geometrybank_handle const &Geometry, int const Type );
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// replaces data of specified chunk with the supplied vertex data, starting from specified offset
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bool
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Replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset = 0 );
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// adds supplied vertex data at the end of specified chunk
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bool
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Append( vertex_array &Vertices, geometry_handle const &Geometry );
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// provides direct access to vertex data of specfied chunk
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vertex_array const &
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Vertices( geometry_handle const &Geometry ) const;
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// texture methods
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texture_handle
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GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true );
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void
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Bind( texture_handle const Texture );
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opengl_texture &
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Texture( texture_handle const Texture );
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// members
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GLenum static const sunlight{ GL_LIGHT0 };
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private:
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// types
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enum class rendermode {
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color
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};
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typedef std::vector<opengl_light> opengllight_array;
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// methods
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bool
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Init_caps();
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bool
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Render( world_environment *Environment );
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bool
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Render( TGround *Ground );
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bool
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Render( TGroundRect *Groundcell );
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bool
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Render( TSubRect *Groundsubcell );
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bool
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Render( TGroundNode *Node );
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void
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Render( TMemCell *Memcell );
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bool
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Render_Alpha( TGround *Ground );
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bool
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Render_Alpha( TSubRect *Groundsubcell );
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bool
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Render_Alpha( TGroundNode *Node );
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void
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Render_Alpha( TSubModel *Submodel );
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void
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Update_Lights( light_array const &Lights );
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// members
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opengllight_array m_lights;
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geometrybank_manager m_geometry;
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texture_manager m_textures;
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opengl_camera m_camera;
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rendermode renderpass{ rendermode::color };
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float m_drawrange{ 2500.0f }; // current drawing range
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float m_drawtime{ 1000.0f / 30.0f * 20.0f }; // start with presumed 'neutral' average of 30 fps
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double m_updateaccumulator{ 0.0 };
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std::string m_debuginfo;
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GLFWwindow *m_window{ nullptr };
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texture_handle m_glaretextureid{ -1 };
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texture_handle m_suntextureid{ -1 };
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texture_handle m_moontextureid{ -1 };
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GLUquadricObj *m_quadric; // helper object for drawing debug mode scene elements
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};
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extern opengl_renderer GfxRenderer;
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//---------------------------------------------------------------------------
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