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#ifndef VIEW_H |
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#define VIEW_H |
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#include <set> |
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#include <map> |
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#include <utility> |
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using namespace std; |
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#include "util.h" |
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#include "event.h" |
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#include "shader.h" |
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extern struct skybox *world_skybox; |
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|
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struct visibility_base |
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{ |
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unsigned int generation; // freshness check |
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}; |
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|
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struct visible { |
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visibility_base *get_visibility (view &ctx); |
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virtual visibility_base *new_visibility () = 0; |
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virtual void clear_visibility (visibility_base *vs) = 0; |
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}; |
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|
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struct occ_query |
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{ |
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struct view &ctx; |
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void *id; |
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GLuint count; |
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|
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occ_query (view &ctx, void *id, GLuint count) : ctx(ctx), id(id), count(count) { }; |
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}; |
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enum pass_type { |
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DEPTH, // mandatory, render depth only |
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POSTDEPTH, // mandatory, occ tests or ignored |
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LIGHTED, // optional, render faces in full glory |
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}; |
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|
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struct pass_data |
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{ |
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pass_type type; |
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|
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struct light *l; |
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typedef map<struct material *, shader::program_object> matmap_t; |
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matmap_t matmap; |
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|
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pass_data (light *l, pass_type type = LIGHTED) : l(l), type(type) { } |
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}; |
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|
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extern pass_data pass_depth; // the standard depth pass |
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extern pass_data pass_postdepth; // the standard post-depth pass |
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|
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struct view |
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{ |
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sector orig; |
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point p; |
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vec3 d, u; |
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GLfloat fov; |
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GLfloat z_near, z_far, c_far; |
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int w, h; |
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GLfloat pixfact; // how many pixels on screen are drawn by a unit length line, *roughly* |
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sector eorig; // orig of currently-rendered entity in relation to the camera |
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GLfloat gamma; |
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// only to be used by friends: TODO |
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GLfloat nz_far, nz_near, nc_far; |
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GLfloat diagfact; // bounding box border to depth factor |
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GLfloat perspfact; // perspfact * (1/depth)=> pixels |
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|
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struct { |
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plane l, r, t, b, n, f; |
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cone c; |
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sphere s; |
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} frustum; |
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|
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pass_data *pass; |
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bool first_lighted; // first lighted pass |
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set<const entity *> drawn; // TODO: put drawn info and octant+entity visibility info into vismap! |
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|
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unsigned int generation; |
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typedef map<visible *, visibility_base *> visibility_map; |
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visibility_map vismap; |
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vector<octant *> vislist; // octants that want to be drawn |
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vector<octant *> postdepthlist; // octants that want to checked |
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|
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struct oq_data { |
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GLint id; |
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int *res; // not GLuint because -1 is so nice a flag |
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|
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oq_data (GLint id, int &res) : id(id), res(&res) { }; |
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}; |
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vector<oq_data> occ_queries; |
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void begin_occ_query (int &res); |
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void end_occ_query (); |
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|
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void reset_projection (); |
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|
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// public |
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|
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void begin (); |
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void render (pass_data &pass); |
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void end (); |
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bool may_draw (const entity *e); |
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view (); |
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~view (); |
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|
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int stat1; //D |
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int stat2; //D |
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}; |
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|
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struct light : view |
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{ |
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// the following variables are valid in the fragment shader as well as in the vertex shader |
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bool has_lightvec; // is a light vector available? |
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shader::temp_3f sh_lightvec; // not defined unless has_lightvec is true |
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shader::temp_3f sh_colour; // always available for any light |
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virtual void enable (view &ctx); |
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virtual void disable (view &ctx); |
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virtual void vsh () = 0; // vertex shader |
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virtual void fsh () = 0; // fragment shader |
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protected: |
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shader::varying_3f lightvec; |
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shader::varying_1f camdist; |
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shader::uniform_3f lightpos; // or direction |
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}; |
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struct linear_light : light |
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{ |
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colour c; |
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GLfloat intensity; |
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GLfloat radius; |
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|
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void enable (view &ctx); |
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void disable (view &ctx); |
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|
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void vsh (); |
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void fsh (); |
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}; |
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#endif |
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