mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-29 23:22:23 +00:00
6ee91d153e
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/trunk@44 8a3a26a2-13c4-0310-b231-cf6edde360e5
177 lines
5.7 KiB
C++
177 lines
5.7 KiB
C++
/*
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Copyright (C) 2001-2006, William Joseph.
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All Rights Reserved.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#if !defined(INCLUDED_IRENDER_H)
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#define INCLUDED_IRENDER_H
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#include "generic/constant.h"
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#include "generic/callbackfwd.h"
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// Rendering states to sort by.
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// Higher bits have the most effect - slowest state changes should be highest.
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const unsigned int RENDER_DEFAULT = 0;
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const unsigned int RENDER_LINESTIPPLE = 1 << 0; // glEnable(GL_LINE_STIPPLE)
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const unsigned int RENDER_LINESMOOTH = 1 << 1; // glEnable(GL_LINE_SMOOTH)
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const unsigned int RENDER_POLYGONSTIPPLE = 1 << 2; // glEnable(GL_POLYGON_STIPPLE)
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const unsigned int RENDER_POLYGONSMOOTH = 1 << 3; // glEnable(GL_POLYGON_SMOOTH)
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const unsigned int RENDER_ALPHATEST = 1 << 4; // glEnable(GL_ALPHA_TEST)
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const unsigned int RENDER_DEPTHTEST = 1 << 5; // glEnable(GL_DEPTH_TEST)
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const unsigned int RENDER_DEPTHWRITE = 1 << 6; // glDepthMask(GL_TRUE)
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const unsigned int RENDER_COLOURWRITE = 1 << 7; // glColorMask(GL_TRUE; GL_TRUE; GL_TRUE; GL_TRUE)
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const unsigned int RENDER_CULLFACE = 1 << 8; // glglEnable(GL_CULL_FACE)
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const unsigned int RENDER_SCALED = 1 << 9; // glEnable(GL_NORMALIZE)
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const unsigned int RENDER_SMOOTH = 1 << 10; // glShadeModel
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const unsigned int RENDER_FOG = 1 << 11; // glEnable(GL_FOG)
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const unsigned int RENDER_LIGHTING = 1 << 12; // glEnable(GL_LIGHTING)
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const unsigned int RENDER_BLEND = 1 << 13; // glEnable(GL_BLEND)
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const unsigned int RENDER_OFFSETLINE = 1 << 14; // glEnable(GL_POLYGON_OFFSET_LINE)
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const unsigned int RENDER_FILL = 1 << 15; // glPolygonMode
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const unsigned int RENDER_COLOURARRAY = 1 << 16; // glEnableClientState(GL_COLOR_ARRAY)
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const unsigned int RENDER_COLOURCHANGE = 1 << 17; // render() is allowed to call glColor*()
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const unsigned int RENDER_TEXTURE = 1 << 18; // glEnable(GL_TEXTURE_2D)
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const unsigned int RENDER_BUMP = 1 << 19;
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const unsigned int RENDER_PROGRAM = 1 << 20;
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const unsigned int RENDER_SCREEN = 1 << 21;
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const unsigned int RENDER_OVERRIDE = 1 << 22;
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typedef unsigned int RenderStateFlags;
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class AABB;
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class Matrix4;
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template<typename Element> class BasicVector3;
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typedef BasicVector3<float> Vector3;
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class Shader;
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class RendererLight
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{
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public:
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virtual Shader* getShader() const = 0;
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virtual const AABB& aabb() const = 0;
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virtual bool testAABB(const AABB& other) const = 0;
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virtual const Matrix4& rotation() const = 0;
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virtual const Vector3& offset() const = 0;
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virtual const Vector3& colour() const = 0;
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virtual bool isProjected() const = 0;
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virtual const Matrix4& projection() const = 0;
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};
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class LightCullable
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{
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public:
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virtual bool testLight(const RendererLight& light) const = 0;
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virtual void insertLight(const RendererLight& light)
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{
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}
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virtual void clearLights()
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{
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}
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};
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class Renderable;
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typedef Callback1<const Renderable&> RenderableCallback;
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typedef Callback1<const RendererLight&> RendererLightCallback;
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class LightList
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{
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public:
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virtual void evaluateLights() const = 0;
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virtual void lightsChanged() const = 0;
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virtual void forEachLight(const RendererLightCallback& callback) const = 0;
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};
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const int c_attr_TexCoord0 = 1;
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const int c_attr_Tangent = 3;
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const int c_attr_Binormal = 4;
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class OpenGLRenderable
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{
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public:
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virtual void render(RenderStateFlags state) const = 0;
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};
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class Matrix4;
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struct qtexture_t;
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class ModuleObserver;
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#include "math/vector.h"
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class Shader
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{
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public:
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virtual void addRenderable(const OpenGLRenderable& renderable, const Matrix4& modelview, const LightList* lights = 0) = 0;
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virtual void incrementUsed() = 0;
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virtual void decrementUsed() = 0;
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virtual void attach(ModuleObserver& observer) = 0;
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virtual void detach(ModuleObserver& observer) = 0;
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virtual qtexture_t& getTexture() const = 0;
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virtual unsigned int getFlags() const = 0;
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};
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class ShaderCache
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{
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public:
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INTEGER_CONSTANT(Version, 1);
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STRING_CONSTANT(Name, "renderstate");
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virtual Shader* capture(const char* name) = 0;
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virtual void release(const char* name) = 0;
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/*! Render all Shader objects. */
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virtual void render(RenderStateFlags globalstate, const Matrix4& modelview, const Matrix4& projection, const Vector3& viewer = Vector3(0, 0, 0)) = 0;
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virtual void realise() = 0;
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virtual void unrealise() = 0;
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virtual bool lightingSupported() const = 0;
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virtual bool useShaderLanguage() const = 0;
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virtual const LightList& attach(LightCullable& cullable) = 0;
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virtual void detach(LightCullable& cullable) = 0;
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virtual void changed(LightCullable& cullable) = 0;
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virtual void attach(RendererLight& light) = 0;
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virtual void detach(RendererLight& light) = 0;
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virtual void changed(RendererLight& light) = 0;
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virtual void attachRenderable(const Renderable& renderable) = 0;
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virtual void detachRenderable(const Renderable& renderable) = 0;
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virtual void forEachRenderable(const RenderableCallback& callback) const = 0;
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};
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#include "modulesystem.h"
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template<typename Type>
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class GlobalModule;
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typedef GlobalModule<ShaderCache> GlobalShaderCacheModule;
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template<typename Type>
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class GlobalModuleRef;
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typedef GlobalModuleRef<ShaderCache> GlobalShaderCacheModuleRef;
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inline ShaderCache& GlobalShaderCache()
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{
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return GlobalShaderCacheModule::getTable();
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}
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#endif
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