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/cvs/libgender/view.h
Revision: 1.34
Committed: Sun Nov 7 03:28:20 2004 UTC (19 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +14 -12 lines
Log Message:
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File Contents

# User Rev Content
1 root 1.1 #ifndef VIEW_H
2     #define VIEW_H
3    
4     #include <set>
5 root 1.4 #include <map>
6 root 1.17 #include <utility>
7 root 1.1
8     using namespace std;
9    
10     #include "util.h"
11 root 1.17 #include "event.h"
12 root 1.32 #include "shader.h"
13 root 1.1
14 root 1.22 struct visibility_base
15 root 1.20 {
16 root 1.22 unsigned int generation; // freshness check
17     };
18 root 1.12
19 root 1.22 struct visible {
20     visibility_base *get_visibility (view &ctx);
21     virtual visibility_base *new_visibility () = 0;
22     virtual void clear_visibility (visibility_base *vs) = 0;
23 root 1.12 };
24    
25 root 1.20 struct occ_query
26     {
27 root 1.26 struct view &ctx;
28 root 1.22 void *id;
29 root 1.26 GLuint count;
30 root 1.17
31 root 1.26 occ_query (view &ctx, void *id, GLuint count) : ctx(ctx), id(id), count(count) { };
32 root 1.17 };
33    
34     typedef event_receiver<void, occ_query> recv_occ_query;
35    
36 root 1.34 enum pass_type {
37     DEPTH, // mandatory, render depth only
38     POSTDEPTH, // mandatory, occ tests or ignored
39     LIGHTED, // optional, render faces in full glory
40     };
41    
42     struct pass_data
43 root 1.31 {
44 root 1.34 pass_type type;
45    
46 root 1.31 struct light *l;
47    
48 root 1.32 typedef map<struct material *, shader::program_object> matmap_t;
49     matmap_t matmap;
50    
51 root 1.34 pass_data (light *l, pass_type type = LIGHTED) : l(l), type(type) { }
52 root 1.31 };
53    
54 root 1.34 extern pass_data pass_depth; // the standard depth pass
55     extern pass_data pass_postdepth; // the standard post-depth pass
56 root 1.31
57 root 1.20 struct view
58     {
59 root 1.2 sector orig;
60     point p;
61     vec3 d, u;
62 root 1.13 GLfloat fov;
63 root 1.19 GLfloat z_near, z_far, c_far;
64 root 1.2 int w, h;
65 root 1.21 GLfloat pixfact; // how many pixels on screen are drawn by a unit length line, *roughly*
66 root 1.30 sector eorig; // orig of currently-rendered entity in relation to the camera
67 root 1.2
68 root 1.13 GLfloat gamma;
69 root 1.4
70 root 1.17 // only to be used by friends: TODO
71 root 1.5
72 root 1.28 GLfloat nz_far, nz_near, nc_far;
73 root 1.17 GLfloat diagfact; // bounding box border to depth factor
74 root 1.21 GLfloat perspfact; // perspfact * (1/depth)=> pixels
75 root 1.13
76 root 1.25 gl::matrix projection;
77 root 1.9
78 root 1.5 struct {
79     plane l, r, t, b, n, f;
80 root 1.27 cone c;
81     sphere s;
82 root 1.5 } frustum;
83 root 1.14
84 root 1.34 pass_data *pass;
85 root 1.26
86     set<const entity *> drawn; // TODO: put drawn info and octant+entity visibility info into vismap!
87 root 1.4
88     unsigned int generation;
89 root 1.22 typedef map<visible *, visibility_base *> visibility_map;
90     visibility_map vismap;
91 root 1.17
92 root 1.24 vector<octant *> vislist; // octants that want to be drawn
93 root 1.17
94 root 1.22 struct oq_data {
95     recv_occ_query *recv;
96     GLint id;
97     void *data;
98    
99     oq_data (recv_occ_query *recv, GLint id, void *data) : recv(recv), id(id), data(data) { };
100     };
101 root 1.17 vector<oq_data> occ_queries;
102 root 1.22 void begin_occ_query (recv_occ_query &recv, void *id = 0);
103 root 1.17 void end_occ_query ();
104 root 1.13
105     void reset_projection ();
106    
107     // public
108    
109     void begin ();
110 root 1.34 void render (pass_data &pass);
111 root 1.13 void end ();
112 root 1.1
113 root 1.15 bool may_draw (const entity *e);
114 root 1.1
115 root 1.12 view ();
116     ~view ();
117 root 1.31 };
118    
119     struct light : view
120     {
121 root 1.33 // the following variables are valid in the fragment shader as well as in the vertex shader
122     bool has_lightvec; // is a light vector available?
123     shader::temp_3f sh_lightvec; // not defined unless has_lightvec is true
124     shader::temp_3f sh_colour; // always available for any light
125 root 1.32
126     // vertex shader
127     virtual void vsh () = 0;
128     // fragment shader
129 root 1.33 virtual void fsh () = 0;
130 root 1.32
131     virtual void enable ();
132     virtual void disable ();
133 root 1.33
134     protected:
135     shader::uniform_3f lightpos; // or direction
136 root 1.32 };
137    
138     struct linear_light : light
139     {
140 root 1.31 colour c;
141     GLfloat intensity;
142     GLfloat radius;
143 root 1.32
144     void vsh ();
145 root 1.33 void fsh ();
146 root 1.1 };
147 root 1.7
148 root 1.1 #endif
149