Files
maszyna/renderer.h

231 lines
7.5 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 "openglgeometrybank.h"
#include "texture.h"
#include "lightarray.h"
#include "dumb3d.h"
#include "frustum.h"
#include "world.h"
#include "memcell.h"
struct opengl_light {
GLuint id{ (GLuint)-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( float const Factor = 1.0f ) {
if( Factor == 1.0 ) {
glLightfv( id, GL_AMBIENT, ambient );
glLightfv( id, GL_DIFFUSE, diffuse );
glLightfv( id, GL_SPECULAR, specular );
}
else {
// temporary light scaling mechanics (ultimately this work will be left to the shaders
float4 scaledambient( ambient[ 0 ] * Factor, ambient[ 1 ] * Factor, ambient[ 2 ] * Factor, ambient[ 3 ] );
float4 scaleddiffuse( diffuse[ 0 ] * Factor, diffuse[ 1 ] * Factor, diffuse[ 2 ] * Factor, diffuse[ 3 ] );
float4 scaledspecular( specular[ 0 ] * Factor, specular[ 1 ] * Factor, specular[ 2 ] * Factor, specular[ 3 ] );
glLightfv( id, GL_AMBIENT, &scaledambient.x );
glLightfv( id, GL_DIFFUSE, &scaleddiffuse.x );
glLightfv( id, GL_SPECULAR, &scaledspecular.x );
}
}
inline
void apply_angle() {
glLightfv( id, GL_POSITION, position );
if( position[ 3 ] == 1.0f ) {
GLfloat directionarray[] = { (GLfloat)direction.x, (GLfloat)direction.y, (GLfloat)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 {
};
// 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();
// render sub-methods, temporarily exposed until we complete migrating render code to the renderer
bool
Render( TDynamicObject *Dynamic );
bool
Render( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render( TModel3d *Model, material_data const *Material, double const Squaredistance );
void
Render( TSubModel *Submodel );
bool
Render_Alpha( TDynamicObject *Dynamic );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, Math3D::vector3 const &Position, Math3D::vector3 const &Angle );
bool
Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance );
// maintenance jobs
void
Update( double const Deltatime );
// debug performance string
std::string const &
Info() const;
// light methods
void
Disable_Lights();
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
geometrybank_handle
Create_Bank();
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
geometry_handle
Insert( vertex_array &Vertices, geometrybank_handle const &Geometry, int const Type );
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
bool
Replace( vertex_array &Vertices, geometry_handle const &Geometry, std::size_t const Offset = 0 );
// adds supplied vertex data at the end of specified chunk
bool
Append( vertex_array &Vertices, geometry_handle const &Geometry );
// provides direct access to vertex data of specfied chunk
vertex_array const &
Vertices( geometry_handle const &Geometry ) const;
// texture methods
texture_handle
GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true );
void
Bind( texture_handle const Texture );
opengl_texture &
Texture( texture_handle const Texture );
// members
GLenum static const sunlight{ GL_LIGHT0 };
private:
// types
enum class rendermode {
color
};
typedef std::vector<opengl_light> opengllight_array;
// methods
bool
Init_caps();
bool
Render( world_environment *Environment );
bool
Render( TGround *Ground );
bool
Render( TGroundRect *Groundcell );
bool
Render( TSubRect *Groundsubcell );
bool
Render( TGroundNode *Node );
void
Render( TMemCell *Memcell );
bool
Render_Alpha( TGround *Ground );
bool
Render_Alpha( TSubRect *Groundsubcell );
bool
Render_Alpha( TGroundNode *Node );
void
Render_Alpha( TSubModel *Submodel );
void
Update_Lights( light_array const &Lights );
// members
opengllight_array m_lights;
geometrybank_manager m_geometry;
texture_manager m_textures;
opengl_camera m_camera;
rendermode renderpass{ rendermode::color };
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_handle m_glaretextureid{ -1 };
texture_handle m_suntextureid{ -1 };
texture_handle m_moontextureid{ -1 };
GLUquadricObj *m_quadric; // helper object for drawing debug mode scene elements
};
extern opengl_renderer GfxRenderer;
//---------------------------------------------------------------------------