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8 | using namespace std; |
8 | using namespace std; |
9 | |
9 | |
10 | #include "util.h" |
10 | #include "util.h" |
11 | #include "event.h" |
11 | #include "event.h" |
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12 | #include "shader.h" |
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13 | |
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14 | extern struct skybox *world_skybox; |
12 | |
15 | |
13 | struct visibility_base |
16 | struct visibility_base |
14 | { |
17 | { |
15 | unsigned int generation; // freshness check |
18 | unsigned int generation; // freshness check |
16 | }; |
19 | }; |
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28 | GLuint count; |
31 | GLuint count; |
29 | |
32 | |
30 | occ_query (view &ctx, void *id, GLuint count) : ctx(ctx), id(id), count(count) { }; |
33 | occ_query (view &ctx, void *id, GLuint count) : ctx(ctx), id(id), count(count) { }; |
31 | }; |
34 | }; |
32 | |
35 | |
33 | typedef event_receiver<void, occ_query> recv_occ_query; |
36 | enum pass_type { |
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37 | DEPTH, // mandatory, render depth only |
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38 | POSTDEPTH, // mandatory, occ tests or ignored |
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39 | LIGHTED, // optional, render faces in full glory |
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40 | }; |
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41 | |
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42 | struct pass_data |
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43 | { |
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44 | pass_type type; |
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45 | |
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46 | struct light *l; |
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47 | |
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48 | typedef map<struct material *, shader::program_object> matmap_t; |
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49 | matmap_t matmap; |
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50 | |
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51 | pass_data (light *l, pass_type type = LIGHTED) : l(l), type(type) { } |
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52 | }; |
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53 | |
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54 | extern pass_data pass_depth; // the standard depth pass |
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55 | extern pass_data pass_postdepth; // the standard post-depth pass |
34 | |
56 | |
35 | struct view |
57 | struct view |
36 | { |
58 | { |
37 | sector orig; |
59 | sector orig; |
38 | point p; |
60 | point p; |
39 | vec3 d, u; |
61 | vec3 d, u; |
40 | GLfloat fov; |
62 | GLfloat fov; |
41 | GLfloat z_near, z_far, c_far; |
63 | GLfloat z_near, z_far, c_far; |
42 | int w, h; |
64 | int w, h; |
43 | GLfloat pixfact; // how many pixels on screen are drawn by a unit length line, *roughly* |
65 | GLfloat pixfact; // how many pixels on screen are drawn by a unit length line, *roughly* |
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66 | sector eorig; // orig of currently-rendered entity in relation to the camera |
44 | |
67 | |
45 | GLfloat gamma; |
68 | GLfloat gamma; |
46 | |
69 | |
47 | // only to be used by friends: TODO |
70 | // only to be used by friends: TODO |
48 | |
71 | |
49 | GLfloat nz_far, nc_far; |
72 | GLfloat nz_far, nz_near, nc_far; |
50 | GLfloat diagfact; // bounding box border to depth factor |
73 | GLfloat diagfact; // bounding box border to depth factor |
51 | GLfloat perspfact; // perspfact * (1/depth)=> pixels |
74 | GLfloat perspfact; // perspfact * (1/depth)=> pixels |
52 | |
75 | |
53 | gl::matrix projection; |
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54 | |
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55 | struct { |
76 | struct { |
56 | plane l, r, t, b, n, f; |
77 | plane l, r, t, b, n, f; |
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78 | cone c; |
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79 | sphere s; |
57 | } frustum; |
80 | } frustum; |
58 | |
81 | |
59 | // the passes |
82 | pass_data *pass; |
60 | enum pass { |
83 | bool first_lighted; // first lighted pass |
61 | DEPTH, // mandatory, render depth only |
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62 | POSTDEPTH, // mandatory, occ tests or ignored |
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63 | LIGHTED, // optional, render faces in full glory |
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64 | } pass; |
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65 | |
84 | |
66 | struct light *l; |
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67 | set<const entity *> drawn; // TODO: put drawn info and octant+entity visibility info into vismap! |
85 | set<const entity *> drawn; // TODO: put drawn info and octant+entity visibility info into vismap! |
68 | |
86 | |
69 | unsigned int generation; |
87 | unsigned int generation; |
70 | typedef map<visible *, visibility_base *> visibility_map; |
88 | typedef map<visible *, visibility_base *> visibility_map; |
71 | visibility_map vismap; |
89 | visibility_map vismap; |
72 | |
90 | |
73 | vector<octant *> vislist; // octants that want to be drawn |
91 | vector<octant *> vislist; // octants that want to be drawn |
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92 | vector<octant *> postdepthlist; // octants that want to checked |
74 | |
93 | |
75 | struct oq_data { |
94 | struct oq_data { |
76 | recv_occ_query *recv; |
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77 | GLint id; |
95 | GLint id; |
78 | void *data; |
96 | int *res; // not GLuint because -1 is so nice a flag |
79 | |
97 | |
80 | oq_data (recv_occ_query *recv, GLint id, void *data) : recv(recv), id(id), data(data) { }; |
98 | oq_data (GLint id, int &res) : id(id), res(&res) { }; |
81 | }; |
99 | }; |
82 | vector<oq_data> occ_queries; |
100 | vector<oq_data> occ_queries; |
83 | void begin_occ_query (recv_occ_query &recv, void *id = 0); |
101 | void begin_occ_query (int &res); |
84 | void end_occ_query (); |
102 | void end_occ_query (); |
85 | |
103 | |
86 | void reset_projection (); |
104 | void reset_projection (); |
87 | |
105 | |
88 | // public |
106 | // public |
89 | |
107 | |
90 | void begin (); |
108 | void begin (); |
91 | void render (enum pass p); |
109 | void render (pass_data &pass); |
92 | void end (); |
110 | void end (); |
93 | |
111 | |
94 | bool may_draw (const entity *e); |
112 | bool may_draw (const entity *e); |
95 | |
113 | |
96 | view (); |
114 | view (); |
97 | ~view (); |
115 | ~view (); |
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116 | |
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117 | int stat1; //D |
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118 | int stat2; //D |
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119 | }; |
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120 | |
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121 | struct light : view |
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122 | { |
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123 | // the following variables are valid in the fragment shader as well as in the vertex shader |
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124 | bool has_lightvec; // is a light vector available? |
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125 | shader::temp_3f sh_lightvec; // not defined unless has_lightvec is true |
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126 | shader::temp_3f sh_colour; // always available for any light |
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127 | |
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128 | virtual void enable (view &ctx); |
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129 | virtual void disable (view &ctx); |
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130 | |
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131 | virtual void vsh () = 0; // vertex shader |
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132 | virtual void fsh () = 0; // fragment shader |
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133 | |
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134 | protected: |
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135 | shader::varying_3f lightvec; |
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136 | shader::varying_1f camdist; |
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137 | shader::uniform_3f lightpos; // or direction |
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138 | }; |
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139 | |
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140 | struct linear_light : light |
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141 | { |
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142 | colour c; |
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143 | GLfloat intensity; |
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144 | GLfloat radius; |
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145 | |
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146 | void enable (view &ctx); |
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147 | void disable (view &ctx); |
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148 | |
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149 | void vsh (); |
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150 | void fsh (); |
98 | }; |
151 | }; |
99 | |
152 | |
100 | #endif |
153 | #endif |
101 | |
154 | |