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- /*
- Copyright (C) 2011 by Ivan Safrin
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- */
- #pragma once
- #include "PolyString.h"
- #include "PolyGlobals.h"
- #include "PolyMatrix4.h"
- #include "PolyVector2.h"
- #include "PolyShader.h"
- #include "PolyImage.h"
- #include "PolyRectangle.h"
- namespace Polycode {
-
- class Cubemap;
- class Material;
- class Mesh;
- class PolycodeShaderBinding;
- class PolycodeShaderModule;
- class Polygon;
- class RenderDataArray;
- class ShaderBinding;
- class Texture;
- class VertexBuffer;
- class _PolyExport LightInfo : public PolyBase {
- public:
- Vector3 position;
- Vector3 color;
- Color specularColor;
- Vector3 dir;
- Number constantAttenuation;
- Number linearAttenuation;
- Number quadraticAttenuation;
- Number intensity;
- Number spotlightCutoff;
- Number spotlightExponent;
- int type;
- bool shadowsEnabled;
- Matrix4 textureMatrix;
- Texture* shadowMapTexture;
- int lightImportance;
- };
- class _PolyExport LightSorter : public PolyBase {
- public:
- Vector3 basePosition;
- Matrix4 cameraMatrix;
- bool operator() (LightInfo i,LightInfo j) {
- if(i.lightImportance > j.lightImportance)
- return true;
- if(i.lightImportance == j.lightImportance)
- return ((cameraMatrix*i.position).distance(basePosition)<(cameraMatrix*j.position).distance(basePosition));
- return false;
- }
- };
- /**
- * Provides low-level settings for the main renderer.
- *
- * The methods and settings in this class are closely related to OpenGL.
- * If you have trouble understanding anything in this class, it is thus suggested to brush up on your OpenGL knowledge.
- *
- * The renderer should only be accessed from the CoreServices singleton. Renderer operations should only be called from within Render methods of entities so that they can be properly managed.
- *
- * @see http://www.glprogramming.com/red/
- * @see http://nehe.gamedev.net/tutorial/lessons_01__05/22004/
- */
- class _PolyExport Renderer : public PolyBase {
- public:
- Renderer();
- virtual ~Renderer();
-
- virtual void Resize(int xRes, int yRes) = 0;
-
- virtual void BeginRender() = 0;
- virtual void EndRender() = 0;
-
- virtual Cubemap *createCubemap(Texture *t0, Texture *t1, Texture *t2, Texture *t3, Texture *t4, Texture *t5) = 0;
- virtual Texture *createTexture(unsigned int width, unsigned int height, char *textureData, bool clamp, bool createMipmaps, int type=Image::IMAGE_RGBA) = 0;
- virtual void destroyTexture(Texture *texture) = 0;
- virtual void createRenderTextures(Texture **colorBuffer, Texture **depthBuffer, int width, int height, bool floatingPointBuffer) = 0;
-
- virtual Texture *createFramebufferTexture(unsigned int width, unsigned int height) = 0;
- virtual void bindFrameBufferTexture(Texture *texture) = 0;
- virtual void bindFrameBufferTextureDepth(Texture *texture) = 0;
- virtual void unbindFramebuffers() = 0;
- virtual Image *renderScreenToImage() = 0;
-
- void setFOV(Number fov);
- void setViewportSize(int w, int h);
- void setViewportSizeAndFOV(int w, int h, Number fov);
- virtual void resetViewport() = 0;
-
- virtual void loadIdentity() = 0;
- virtual void setOrthoMode(Number xSize=0.0f, Number ySize=0.0f, bool centered = false) = 0;
- virtual void _setOrthoMode(Number orthoSizeX, Number orthoSizeY) = 0;
- virtual void setPerspectiveMode() = 0;
-
- virtual void setTexture(Texture *texture) = 0;
- virtual void enableBackfaceCulling(bool val) = 0;
-
- virtual void setClearColor(Number r, Number g, Number b, Number a = 1.0);
- virtual void setClearColor(Color color);
-
- virtual void setAmbientColor(Number r, Number g, Number b);
-
- virtual void clearScreen() = 0;
-
- virtual void translate2D(Number x, Number y) = 0;
- virtual void rotate2D(Number angle) = 0;
- virtual void scale2D(Vector2 *scale) = 0;
-
-
- virtual void setVertexColor(Number r, Number g, Number b, Number a) = 0;
-
- void pushDataArrayForMesh(Mesh *mesh, int arrayType);
-
- virtual void pushRenderDataArray(RenderDataArray *array) = 0;
- virtual RenderDataArray *createRenderDataArrayForMesh(Mesh *mesh, int arrayType) = 0;
- virtual RenderDataArray *createRenderDataArray(int arrayType) = 0;
- virtual void setRenderArrayData(RenderDataArray *array, Number *arrayData) = 0;
- virtual void drawArrays(int drawType) = 0;
-
- virtual void translate3D(Vector3 *position) = 0;
- virtual void translate3D(Number x, Number y, Number z) = 0;
- virtual void scale3D(Vector3 *scale) = 0;
-
- virtual void pushMatrix() = 0;
- virtual void popMatrix() = 0;
-
- virtual void setLineSmooth(bool val) = 0;
- virtual void setLineSize(Number lineSize) = 0;
-
- virtual void enableLighting(bool enable) = 0;
-
- virtual void enableFog(bool enable) = 0;
- virtual void setFogProperties(int fogMode, Color color, Number density, Number startDepth, Number endDepth) = 0;
-
- virtual void multModelviewMatrix(Matrix4 m) = 0;
- virtual void setModelviewMatrix(Matrix4 m) = 0;
-
- void setCurrentModelMatrix(Matrix4 m) { currentModelMatrix = m; }
- Matrix4 getCurrentModelMatrix() { return currentModelMatrix; }
-
- virtual void setBlendingMode(int blendingMode) = 0;
-
- virtual void applyMaterial(Material *material, ShaderBinding *localOptions, unsigned int shaderIndex) = 0;
- virtual void clearShader() = 0;
-
- virtual void setDepthFunction(int depthFunction) = 0;
-
- virtual void createVertexBufferForMesh(Mesh *mesh) = 0;
- virtual void drawVertexBuffer(VertexBuffer *buffer, bool enableColorBuffer) = 0;
-
- void setRenderMode(int newRenderMode);
- int getRenderMode();
-
- virtual void enableDepthTest(bool val) = 0;
- virtual void enableDepthWrite(bool val) = 0;
-
- void billboardMatrix();
- void billboardMatrixWithScale(Vector3 scale);
-
- void setTextureFilteringMode(int mode);
-
- /**
- * Set the near and far clipping planes for the visible frustum.
- *
- * Please check the supplied external links for more information
- * about the problems of a high farPlane/nearPlane setting.
- *
- * @param nearPlane The new near clipping plane.
- * @param farPlane The new far clipping plane.
- *
- * @see http://en.wikipedia.org/wiki/Viewing_frustum
- * @see http://www.opengl.org/sdk/docs/man2/xhtml/glFrustum.xml
- */
- virtual void setClippingPlanes(Number nearPlane, Number farPlane) = 0;
-
- /**
- * Enable/disable alpha tests.
- *
- * If alpha tests are enabled, drawn pixels of textures will
- * be "mixed" with framebuffer pixels based on the drawn pixel's
- * alpha value. If alpha tests are disabled, they will be drawn
- * as solid color.
- *
- * @param val Whether to enable or disable alpha tests.
- */
- virtual void enableAlphaTest(bool val) = 0;
-
- virtual void clearBuffer(bool colorBuffer, bool depthBuffer) = 0;
- virtual void drawToColorBuffer(bool val) = 0;
-
- const Matrix4& getCameraMatrix() const;
- void setCameraMatrix(const Matrix4& matrix);
- void setCameraPosition(Vector3 pos);
-
- virtual void drawScreenQuad(Number qx, Number qy) = 0;
-
- int getXRes();
- int getYRes();
-
- bool isScissorEnabled();
-
- virtual void enableScissor(bool val);
- virtual void setScissorBox(Polycode::Rectangle box);
-
- Polycode::Rectangle getScissorBox();
-
- void setAnisotropyAmount(Number amount);
- Number getAnisotropyAmount();
-
- virtual void cullFrontFaces(bool val) = 0;
-
- void clearLights();
- void addLight(int lightImportance, Vector3 position, Vector3 direction, int type, Color color, Color specularColor, Number constantAttenuation, Number linearAttenuation, Number quadraticAttenuation, Number intensity, Number spotlightCutoff, Number spotlightExponent, bool shadowsEnabled, Matrix4 *textureMatrix, Texture *shadowMapTexture);
-
- void setExposureLevel(Number level);
-
- bool rayTriangleIntersect(Vector3 ray_origin, Vector3 ray_direction, Vector3 vert0, Vector3 vert1, Vector3 vert2, Vector3 *hitPoint);
-
- virtual Vector3 projectRayFrom2DCoordinate(Number x, Number y) = 0;
-
- void enableShaders(bool flag);
-
- Number getViewportWidth();
- Number getViewportHeight();
-
- void *getDataPointerForName(const String &name);
- void setRendererShaderParams(Shader *shader, ShaderBinding *binding);
- virtual void initOSSpecific() {};
-
- void addShaderModule(PolycodeShaderModule *module);
-
- virtual bool test2DCoordinateInPolygon(Number x, Number y, Polygon *poly, const Matrix4 &matrix, bool ortho, bool testBackfacing, bool billboardMode, bool reverseDirection = false, Matrix4 *adjustMatrix = NULL);
-
- virtual Matrix4 getProjectionMatrix() = 0;
- virtual Matrix4 getModelviewMatrix() = 0;
-
- static const int RENDER_MODE_NORMAL = 0;
- static const int RENDER_MODE_WIREFRAME = 1;
-
- static const int BLEND_MODE_NORMAL = 0;
- static const int BLEND_MODE_LIGHTEN = 1;
- static const int BLEND_MODE_COLOR = 2;
- static const int BLEND_MODE_PREMULTIPLIED = 3;
- static const int BLEND_MODE_MULTIPLY = 4;
-
- static const int FOG_LINEAR = 0;
- static const int FOG_EXP = 1;
- static const int FOG_EXP2 = 2;
-
- static const int DEPTH_FUNCTION_GREATER = 0;
- static const int DEPTH_FUNCTION_LEQUAL = 1;
-
- static const int TEX_FILTERING_NEAREST = 0;
- static const int TEX_FILTERING_LINEAR = 1;
-
- // void addShadowMap(Texture *texture);
- // vector<Texture*> getShadowMapTextures(){ return shadowMapTextures; };
-
- virtual Vector3 Unproject(Number x, Number y) = 0;
-
- Color ambientColor;
- Color clearColor;
- Number exposureLevel;
- Vector3 cameraPosition;
-
- void sortLights();
-
- int getNumAreaLights() { return numAreaLights; }
- int getNumSpotLights() { return numSpotLights; }
- int getNumLights() { return numLights; }
-
- std::vector<LightInfo> getAreaLights() { return areaLights; }
- std::vector<LightInfo> getSpotLights() { return spotLights; }
-
- bool doClearBuffer;
-
- bool blendNormalAsPremultiplied;
-
- protected:
-
- bool scissorEnabled;
-
- Polycode::Rectangle scissorBox;
-
- Number anisotropy;
- Matrix4 currentModelMatrix;
- LightSorter sorter;
-
- Number viewportWidth;
- Number viewportHeight;
-
- bool cullingFrontFaces;
-
- Texture *currentTexture;
- Material *currentMaterial;
-
- int textureFilteringMode;
- int renderMode;
-
- Matrix4 cameraMatrix;
-
- PolycodeShaderModule* currentShaderModule;
- std::vector <PolycodeShaderModule*> shaderModules;
- std::vector<LightInfo> lights;
- std::vector<LightInfo> areaLights;
- std::vector<LightInfo> spotLights;
- int numLights;
- int numAreaLights;
- int numSpotLights;
-
- bool shadersEnabled;
- Number fov;
-
- Number orthoSizeX;
- Number orthoSizeY;
-
- bool lightingEnabled;
-
- bool orthoMode;
-
- int xRes;
- int yRes;
- };
- }
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