319 lines
8.1 KiB
C++
319 lines
8.1 KiB
C++
// ==============================================================
|
|
// This file is part of Glest (www.glest.org)
|
|
//
|
|
// Copyright (C) 2001-2008 Martio Figueroa
|
|
//
|
|
// You can redistribute this code 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
|
|
// ==============================================================
|
|
|
|
#ifndef _GLEST_GAME_RENDERER_H_
|
|
#define _GLEST_GAME_RENDERER_H_
|
|
|
|
#include "vec.h"
|
|
#include "math_util.h"
|
|
#include "model.h"
|
|
#include "particle.h"
|
|
#include "pixmap.h"
|
|
#include "font.h"
|
|
#include "matrix.h"
|
|
#include "selection.h"
|
|
#include "components.h"
|
|
#include "texture.h"
|
|
#include "model_manager.h"
|
|
#include "graphics_factory_gl.h"
|
|
#include "font_manager.h"
|
|
#include "camera.h"
|
|
|
|
namespace Glest{ namespace Game{
|
|
|
|
using Shared::Graphics::Texture;
|
|
using Shared::Graphics::Texture2D;
|
|
using Shared::Graphics::Texture3D;
|
|
using Shared::Graphics::ModelRenderer;
|
|
using Shared::Graphics::TextRenderer2D;
|
|
using Shared::Graphics::ParticleRenderer;
|
|
using Shared::Graphics::ParticleManager;
|
|
using Shared::Graphics::ModelManager;
|
|
using Shared::Graphics::TextureManager;
|
|
using Shared::Graphics::FontManager;
|
|
using Shared::Graphics::Font2D;
|
|
using Shared::Graphics::Matrix4f;
|
|
using Shared::Graphics::Vec2i;
|
|
using Shared::Graphics::Quad2i;
|
|
using Shared::Graphics::Vec3f;
|
|
using Shared::Graphics::Model;
|
|
using Shared::Graphics::ParticleSystem;
|
|
using Shared::Graphics::Pixmap2D;
|
|
using Shared::Graphics::Camera;
|
|
|
|
//non shared classes
|
|
class Config;
|
|
class Game;
|
|
class MainMenu;
|
|
class Console;
|
|
class MenuBackground;
|
|
class ChatManager;
|
|
class Texture;
|
|
|
|
enum ResourceScope{
|
|
rsGlobal,
|
|
rsMenu,
|
|
rsGame,
|
|
|
|
rsCount
|
|
};
|
|
|
|
// ===========================================================
|
|
// class Renderer
|
|
//
|
|
/// OpenGL renderer, uses the shared library
|
|
// ===========================================================
|
|
|
|
class Renderer{
|
|
public:
|
|
//progress bar
|
|
static const int maxProgressBar;
|
|
static const Vec4f progressBarBack1;
|
|
static const Vec4f progressBarBack2;
|
|
static const Vec4f progressBarFront1;
|
|
static const Vec4f progressBarFront2;
|
|
|
|
//sun and moon
|
|
static const float sunDist;
|
|
static const float moonDist;
|
|
static const float lightAmbFactor;
|
|
|
|
//mouse
|
|
static const int maxMouse2dAnim;
|
|
|
|
//texture units
|
|
static const GLenum baseTexUnit;
|
|
static const GLenum fowTexUnit;
|
|
static const GLenum shadowTexUnit;
|
|
|
|
//selection
|
|
static const float selectionCircleRadius;
|
|
static const float magicCircleRadius;
|
|
|
|
//perspective values
|
|
static const float perspFov;
|
|
static const float perspNearPlane;
|
|
static const float perspFarPlane;
|
|
|
|
//default values
|
|
static const float ambFactor;
|
|
static const Vec4f defSpecularColor;
|
|
static const Vec4f defDiffuseColor;
|
|
static const Vec4f defAmbientColor;
|
|
static const Vec4f defColor;
|
|
static const Vec4f fowColor;
|
|
|
|
//light
|
|
static const float maxLightDist;
|
|
|
|
public:
|
|
enum Shadows{
|
|
sDisabled,
|
|
sProjected,
|
|
sShadowMapping,
|
|
|
|
sCount
|
|
};
|
|
|
|
private:
|
|
//config
|
|
int maxLights;
|
|
bool photoMode;
|
|
int shadowTextureSize;
|
|
int shadowFrameSkip;
|
|
float shadowAlpha;
|
|
bool focusArrows;
|
|
bool textures3D;
|
|
Shadows shadows;
|
|
|
|
//game
|
|
const Game *game;
|
|
const MainMenu *menu;
|
|
|
|
//misc
|
|
int triangleCount;
|
|
int pointCount;
|
|
Quad2i visibleQuad;
|
|
Vec4f nearestLightPos;
|
|
|
|
//renderers
|
|
ModelRenderer *modelRenderer;
|
|
TextRenderer2D *textRenderer;
|
|
ParticleRenderer *particleRenderer;
|
|
|
|
//texture managers
|
|
ModelManager *modelManager[rsCount];
|
|
TextureManager *textureManager[rsCount];
|
|
FontManager *fontManager[rsCount];
|
|
ParticleManager *particleManager[rsCount];
|
|
|
|
//state lists
|
|
GLuint list3d;
|
|
GLuint list2d;
|
|
GLuint list3dMenu;
|
|
|
|
//shadows
|
|
GLuint shadowMapHandle;
|
|
Matrix4f shadowMapMatrix;
|
|
int shadowMapFrame;
|
|
|
|
//water
|
|
float waterAnim;
|
|
|
|
bool allowRotateUnits;
|
|
|
|
private:
|
|
Renderer();
|
|
~Renderer();
|
|
|
|
public:
|
|
static Renderer &getInstance();
|
|
|
|
void reinitAll();
|
|
|
|
|
|
//init
|
|
void init();
|
|
void initGame(const Game *game);
|
|
void initMenu(const MainMenu *mm);
|
|
void reset3d();
|
|
void reset2d();
|
|
void reset3dMenu();
|
|
|
|
//end
|
|
void end();
|
|
void endMenu();
|
|
void endGame();
|
|
|
|
//get
|
|
int getTriangleCount() const {return triangleCount;}
|
|
int getPointCount() const {return pointCount;}
|
|
|
|
//misc
|
|
void reloadResources();
|
|
|
|
//engine interface
|
|
void initTexture(ResourceScope rs, Texture *texture);
|
|
void endTexture(ResourceScope rs, Texture **texture);
|
|
|
|
Model *newModel(ResourceScope rs);
|
|
Texture2D *newTexture2D(ResourceScope rs);
|
|
Texture3D *newTexture3D(ResourceScope rs);
|
|
Font2D *newFont(ResourceScope rs);
|
|
TextRenderer2D *getTextRenderer() const {return textRenderer;}
|
|
void manageParticleSystem(ParticleSystem *particleSystem, ResourceScope rs);
|
|
void updateParticleManager(ResourceScope rs);
|
|
void renderParticleManager(ResourceScope rs);
|
|
void swapBuffers();
|
|
|
|
//lights and camera
|
|
void setupLighting();
|
|
void loadGameCameraMatrix();
|
|
void loadCameraMatrix(const Camera *camera);
|
|
void computeVisibleQuad();
|
|
|
|
//basic rendering
|
|
void renderMouse2d(int mouseX, int mouseY, int anim, float fade= 0.f);
|
|
void renderMouse3d();
|
|
void renderBackground(const Texture2D *texture);
|
|
void renderTextureQuad(int x, int y, int w, int h, const Texture2D *texture, float alpha=1.f);
|
|
void renderConsole(const Console *console);
|
|
void renderChatManager(const ChatManager *chatManager);
|
|
void renderResourceStatus();
|
|
void renderSelectionQuad();
|
|
void renderText(const string &text, const Font2D *font, float alpha, int x, int y, bool centered= false);
|
|
void renderText(const string &text, const Font2D *font, const Vec3f &color, int x, int y, bool centered= false);
|
|
void renderTextShadow(const string &text, const Font2D *font,const Vec4f &color, int x, int y, bool centered= false);
|
|
|
|
//components
|
|
void renderLabel(const GraphicLabel *label);
|
|
void renderButton(const GraphicButton *button);
|
|
void renderListBox(const GraphicListBox *listBox);
|
|
void renderMessageBox(const GraphicMessageBox *listBox);
|
|
|
|
//complex rendering
|
|
void renderSurface();
|
|
void renderObjects();
|
|
void renderWater();
|
|
void renderUnits();
|
|
void renderSelectionEffects();
|
|
void renderWaterEffects();
|
|
void renderMinimap();
|
|
void renderDisplay();
|
|
void renderMenuBackground(const MenuBackground *menuBackground);
|
|
|
|
//computing
|
|
bool computePosition(const Vec2i &screenPos, Vec2i &worldPos);
|
|
void computeSelected(Selection::UnitContainer &units, const Vec2i &posDown, const Vec2i &posUp);
|
|
|
|
//gl wrap
|
|
string getGlInfo();
|
|
string getGlMoreInfo();
|
|
void autoConfig();
|
|
|
|
//clear
|
|
void clearBuffers();
|
|
void clearZBuffer();
|
|
|
|
//shadows
|
|
void renderShadowsToTexture();
|
|
|
|
//misc
|
|
void loadConfig();
|
|
void saveScreen(const string &path);
|
|
Quad2i getVisibleQuad() const {return visibleQuad;}
|
|
|
|
//static
|
|
static Shadows strToShadows(const string &s);
|
|
static string shadowsToStr(Shadows shadows);
|
|
|
|
private:
|
|
//private misc
|
|
float computeSunAngle(float time);
|
|
float computeMoonAngle(float time);
|
|
Vec4f computeSunPos(float time);
|
|
Vec4f computeMoonPos(float time);
|
|
Vec3f computeLightColor(float time);
|
|
Vec4f computeWaterColor(float waterLevel, float cellHeight);
|
|
void checkExtension(const string &extension, const string &msg);
|
|
|
|
//selection render
|
|
void renderObjectsFast();
|
|
void renderUnitsFast();
|
|
|
|
//gl requirements
|
|
void checkGlCaps();
|
|
void checkGlOptionalCaps();
|
|
|
|
//gl init
|
|
void init3dList();
|
|
void init2dList();
|
|
void init3dListMenu(const MainMenu *mm);
|
|
|
|
//misc
|
|
void loadProjectionMatrix();
|
|
void enableProjectiveTexturing();
|
|
|
|
//private aux drawing
|
|
void renderSelectionCircle(Vec3f v, int size, float radius);
|
|
void renderArrow(const Vec3f &pos1, const Vec3f &pos2, const Vec3f &color, float width);
|
|
void renderProgressBar(int size, int x, int y, Font2D *font);
|
|
void renderTile(const Vec2i &pos);
|
|
void renderQuad(int x, int y, int w, int h, const Texture2D *texture);
|
|
|
|
//static
|
|
static Texture2D::Filter strToTextureFilter(const string &s);
|
|
};
|
|
|
|
}} //end namespace
|
|
|
|
#endif
|