worldspawn/include/irender.h

178 lines
5.9 KiB
C++

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