/*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
-This file is part of GtkRadiant.
+ 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 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.
+ 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
-*/
+ 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)
+#if !defined( INCLUDED_IRENDER_H )
#define INCLUDED_IRENDER_H
#include "generic/constant.h"
+#include "generic/callbackfwd.h"
// Rendering states to sort by.
const unsigned int RENDER_DEFAULT = 0;
const unsigned int RENDER_LINESTIPPLE = 1 << 0; // glEnable(GL_LINE_STIPPLE)
-const unsigned int RENDER_POLYGONSTIPPLE = 1 << 1; // glEnable(GL_POLYGON_STIPPLE)
-const unsigned int RENDER_ALPHATEST = 1 << 2; // glEnable(GL_ALPHA_TEST)
-const unsigned int RENDER_DEPTHTEST = 1 << 3; // glEnable(GL_DEPTH_TEST)
-const unsigned int RENDER_DEPTHWRITE = 1 << 4; // glDepthMask(GL_TRUE)
-const unsigned int RENDER_COLOURWRITE = 1 << 5; // glColorMask(GL_TRUE; GL_TRUE; GL_TRUE; GL_TRUE)
-const unsigned int RENDER_CULLFACE = 1 << 6; // glglEnable(GL_CULL_FACE)
-const unsigned int RENDER_SCALED = 1 << 7; // glEnable(GL_NORMALIZE)
-const unsigned int RENDER_SMOOTH = 1 << 8; // glShadeModel
-const unsigned int RENDER_LIGHTING = 1 << 9; // glEnable(GL_LIGHTING)
-const unsigned int RENDER_BLEND = 1 << 10; // glEnable(GL_BLEND)
-const unsigned int RENDER_OFFSETLINE = 1 << 11; // glEnable(GL_POLYGON_OFFSET_LINE)
-const unsigned int RENDER_FILL = 1 << 12; // glPolygonMode
-const unsigned int RENDER_COLOUR = 1 << 13; // glEnableClientState(GL_COLOR_ARRAY)
-const unsigned int RENDER_TEXTURE = 1 << 14; // glEnable(GL_TEXTURE_2D)
-const unsigned int RENDER_BUMP = 1 << 15;
-const unsigned int RENDER_PROGRAM = 1 << 16;
-const unsigned int RENDER_SCREEN = 1 << 17;
-const unsigned int RENDER_OVERRIDE = 1 << 18;
+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;
typedef unsigned int RenderStateFlags;
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;
+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()
- {
- }
+virtual bool testLight( const RendererLight& light ) const = 0;
+virtual void insertLight( const RendererLight& light ){
+}
+virtual void clearLights(){
+}
};
-template<typename FirstArgument>
-class Callback1;
-
class Renderable;
typedef Callback1<const Renderable&> RenderableCallback;
class LightList
{
public:
- virtual void evaluateLights() const = 0;
- virtual void lightsChanged() const = 0;
- virtual void forEachLight(const RendererLightCallback& callback) const = 0;
+virtual void evaluateLights() const = 0;
+virtual void lightsChanged() const = 0;
+virtual void forEachLight( const RendererLightCallback& callback ) const = 0;
};
const int c_attr_TexCoord0 = 1;
class OpenGLRenderable
{
public:
- virtual void render(RenderStateFlags state) const = 0;
+virtual void render( RenderStateFlags state ) const = 0;
};
class Matrix4;
struct qtexture_t;
class ModuleObserver;
-#include "math/vector.h"
+#include "generic/vector.h"
class Shader
{
public:
- 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;
+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;
+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"
class GlobalModuleRef;
typedef GlobalModuleRef<ShaderCache> GlobalShaderCacheModuleRef;
-inline ShaderCache& GlobalShaderCache()
-{
- return GlobalShaderCacheModule::getTable();
+inline ShaderCache& GlobalShaderCache(){
+ return GlobalShaderCacheModule::getTable();
}
#endif