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/cvs/libgender/view.h
Revision: 1.41
Committed: Thu Aug 11 19:28:45 2005 UTC (18 years, 10 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.40: +3 -6 lines
Log Message:
*** empty log message ***

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 1.40 extern struct skybox *world_skybox;
15    
16 root 1.22 struct visibility_base
17 root 1.20 {
18 root 1.22 unsigned int generation; // freshness check
19     };
20 root 1.12
21 root 1.22 struct visible {
22     visibility_base *get_visibility (view &ctx);
23     virtual visibility_base *new_visibility () = 0;
24     virtual void clear_visibility (visibility_base *vs) = 0;
25 root 1.12 };
26    
27 root 1.20 struct occ_query
28     {
29 root 1.26 struct view &ctx;
30 root 1.22 void *id;
31 root 1.26 GLuint count;
32 root 1.17
33 root 1.26 occ_query (view &ctx, void *id, GLuint count) : ctx(ctx), id(id), count(count) { };
34 root 1.17 };
35    
36 root 1.34 enum pass_type {
37     DEPTH, // mandatory, render depth only
38     POSTDEPTH, // mandatory, occ tests or ignored
39 root 1.35 LIGHTED, // optional, render faces in full glory
40 root 1.34 };
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 1.5 struct {
77     plane l, r, t, b, n, f;
78 root 1.27 cone c;
79     sphere s;
80 root 1.5 } frustum;
81 root 1.14
82 root 1.34 pass_data *pass;
83 root 1.35 bool first_lighted; // first lighted pass
84 root 1.26
85     set<const entity *> drawn; // TODO: put drawn info and octant+entity visibility info into vismap!
86 root 1.4
87     unsigned int generation;
88 root 1.22 typedef map<visible *, visibility_base *> visibility_map;
89     visibility_map vismap;
90 root 1.17
91 root 1.24 vector<octant *> vislist; // octants that want to be drawn
92 root 1.37 vector<octant *> postdepthlist; // octants that want to checked
93 root 1.17
94 root 1.22 struct oq_data {
95     GLint id;
96 root 1.41 int *res; // not GLuint because -1 is so nice a flag
97 root 1.22
98 root 1.41 oq_data (GLint id, int &res) : id(id), res(&res) { };
99 root 1.22 };
100 root 1.17 vector<oq_data> occ_queries;
101 root 1.41 void begin_occ_query (int &res);
102 root 1.17 void end_occ_query ();
103 root 1.13
104     void reset_projection ();
105    
106     // public
107    
108     void begin ();
109 root 1.34 void render (pass_data &pass);
110 root 1.13 void end ();
111 root 1.1
112 root 1.15 bool may_draw (const entity *e);
113 root 1.1
114 root 1.12 view ();
115     ~view ();
116 root 1.36
117     int stat1; //D
118     int stat2; //D
119 root 1.31 };
120    
121     struct light : view
122     {
123 root 1.33 // the following variables are valid in the fragment shader as well as in the vertex shader
124     bool has_lightvec; // is a light vector available?
125 root 1.38 shader::temp_3f sh_lightvec; // not defined unless has_lightvec is true
126     shader::temp_3f sh_colour; // always available for any light
127 root 1.32
128 root 1.38 virtual void enable (view &ctx);
129     virtual void disable (view &ctx);
130 root 1.33
131 root 1.39 virtual void vsh () = 0; // vertex shader
132     virtual void fsh () = 0; // fragment shader
133    
134 root 1.33 protected:
135 root 1.38 shader::varying_3f lightvec;
136     shader::varying_1f camdist;
137 root 1.33 shader::uniform_3f lightpos; // or direction
138 root 1.32 };
139    
140     struct linear_light : light
141     {
142 root 1.31 colour c;
143     GLfloat intensity;
144     GLfloat radius;
145 root 1.32
146 root 1.39 void enable (view &ctx);
147     void disable (view &ctx);
148    
149 root 1.32 void vsh ();
150 root 1.33 void fsh ();
151 root 1.1 };
152 root 1.7
153 root 1.1 #endif
154