/* 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/callbackfwd.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; typedef unsigned int RenderStateFlags; class AABB; class Matrix4; template class BasicVector3; typedef BasicVector3 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 Callback1 RenderableCallback; typedef Callback1 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 void render( RenderStateFlags state ) const = 0; }; class Matrix4; struct qtexture_t; class ModuleObserver; #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; }; 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 class GlobalModule; typedef GlobalModule GlobalShaderCacheModule; template class GlobalModuleRef; typedef GlobalModuleRef GlobalShaderCacheModuleRef; inline ShaderCache& GlobalShaderCache(){ return GlobalShaderCacheModule::getTable(); } #endif