mirror of
https://github.com/MaSzyna-EU07/maszyna.git
synced 2026-03-22 15:05:03 +01:00
174 lines
4.7 KiB
C++
174 lines
4.7 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 "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 "ground.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() {
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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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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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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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// 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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bool
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Render( TGround *Ground );
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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, double const Squaredistance );
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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_Alpha( TDynamicObject *Dynamic );
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bool
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Render_Alpha( TModel3d *Model, material_data const *Material, double const Squaredistance );
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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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// maintenance jobs
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void
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Update( double const Deltatime);
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void
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Update_Lights( light_array const &Lights );
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void
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Disable_Lights();
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texture_manager::size_type
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GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true ) {
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return m_textures.GetTextureId( Filename, Dir, Filter, Loadnow );
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}
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void
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Bind( texture_manager::size_type const Id ) {
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// temporary until we separate the renderer
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m_textures.Bind( Id );
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}
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opengl_texture &
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Texture( texture_manager::size_type const Id ) {
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return m_textures.Texture( Id );
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}
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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 Init_caps();
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// members
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rendermode renderpass{ rendermode::color };
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opengllight_array m_lights;
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texture_manager m_textures;
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opengl_camera m_camera;
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float m_drawrange{ 2500.0f }; // current drawing range
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float m_drawtime{ 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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GLFWwindow *m_window{ nullptr };
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};
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extern opengl_renderer GfxRenderer;
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//---------------------------------------------------------------------------
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