celestia/src/celengine/render.h

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// render.h
//
// Copyright (C) 2001, Chris Laurel <claurel@shatters.net>
//
// This program 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.
#ifndef _RENDER_H_
#define _RENDER_H_
#include <vector>
#include <string>
#include <celengine/observer.h>
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#include <celengine/universe.h>
#include <celengine/selection.h>
#include <celtxf/texturefont.h>
class Renderer
{
public:
Renderer();
~Renderer();
bool init(int, int);
void shutdown() {};
void resize(int, int);
float getFieldOfView();
void setFieldOfView(float);
void setRenderMode(int);
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void autoMag(float faintestMagNight, float& faintestMag,
float& saturationMag);
void render(const Observer&,
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const Universe&,
float faintestVisible,
const Selection& sel,
double now);
// Convert window coordinates to a ray for picking
Vec3f getPickRay(int winX, int winY);
enum {
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NoLabels = 0x00,
StarLabels = 0x01,
PlanetLabels = 0x02,
MoonLabels = 0x04,
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ConstellationLabels = 0x08,
GalaxyLabels = 0x10,
AsteroidLabels = 0x20,
SpacecraftLabels = 0x40,
BodyLabelMask = (PlanetLabels | MoonLabels | AsteroidLabels | SpacecraftLabels),
};
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enum {
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ShowNothing = 0x0000,
ShowStars = 0x0001,
ShowPlanets = 0x0002,
ShowGalaxies = 0x0004,
ShowDiagrams = 0x0008,
ShowCloudMaps = 0x0010,
ShowOrbits = 0x0020,
ShowCelestialSphere = 0x0040,
ShowNightMaps = 0x0080,
ShowAtmospheres = 0x0100,
ShowSmoothLines = 0x0200,
ShowEclipseShadows = 0x0400,
ShowStarsAsPoints = 0x0800,
ShowRingShadows = 0x1000,
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ShowBoundaries = 0x2000,
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ShowAutoMag = 0x4000,
};
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int getRenderFlags() const;
void setRenderFlags(int);
int getLabelMode() const;
void setLabelMode(int);
void addLabelledStar(Star*);
void clearLabelledStars();
float getAmbientLightLevel() const;
void setAmbientLightLevel(float);
void setMinimumOrbitSize(float);
bool getFragmentShaderEnabled() const;
void setFragmentShaderEnabled(bool);
bool fragmentShaderSupported() const;
bool getVertexShaderEnabled() const;
void setVertexShaderEnabled(bool);
bool vertexShaderSupported() const;
float getSaturationMagnitude() const;
void setSaturationMagnitude(float);
float getBrightnessBias() const;
void setBrightnessBias(float);
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void setResolution(unsigned int resolution);
unsigned int getResolution();
void loadTextures(Body*);
typedef struct {
std::string text;
Color color;
Point3f position;
} Label;
void addLabel(std::string, Color, Point3f, float depth = -1);
void clearLabels();
void setFont(TextureFont*);
TextureFont* getFont() const;
public:
// Internal types
// TODO: Figure out how to make these private. Even with a friend
//
struct Particle
{
Point3f center;
float size;
Color color;
float pad0, pad1, pad2;
};
typedef struct _RenderListEntry
{
const Star* star;
Body* body;
Point3f position;
Vec3f sun;
float distance;
float radius;
float nearZ;
float farZ;
float discSizeInPixels;
float appMag;
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bool isCometTail;
bool operator<(const _RenderListEntry& r) const
{
return distance - radius < r.distance - r.radius;
// return z > r.z;
}
} RenderListEntry;
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struct EclipseShadow
{
Point3f origin;
Vec3f direction;
float penumbraRadius;
float umbraRadius;
};
struct RenderProperties
{
RenderProperties() :
surface(NULL),
atmosphere(NULL),
rings(NULL),
radius(1.0f),
oblateness(0.0f),
mesh(InvalidResource),
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orientation(1.0f),
eclipseShadows(NULL)
{};
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Surface* surface;
const Atmosphere* atmosphere;
RingSystem* rings;
float radius;
float oblateness;
ResourceHandle mesh;
Quatf orientation;
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std::vector<EclipseShadow>* eclipseShadows;
};
class StarVertexBuffer
{
public:
StarVertexBuffer(unsigned int _capacity);
~StarVertexBuffer();
void start(bool _usePoints);
void render();
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void finish();
void addStar(const Point3f&, const Color&, float);
void setBillboardOrientation(const Quatf&);
private:
unsigned int capacity;
unsigned int nStars;
float* vertices;
float* texCoords;
unsigned char* colors;
Vec3f v0, v1, v2, v3;
bool usePoints;
};
private:
void renderStars(const StarDatabase& starDB,
float faintestVisible,
const Observer& observer);
void renderGalaxies(const GalaxyList& galaxies,
const Observer& observer);
void renderCelestialSphere(const Observer& observer);
void renderPlanetarySystem(const Star& sun,
const PlanetarySystem& solSystem,
const Observer& observer,
const Mat4d& frame,
double now,
bool showLabels = false);
void renderObject(Point3f pos,
float distance,
double now,
Quatf cameraOrientation,
float nearPlaneDistance,
float farPlaneDistance,
Vec3f sunDirection,
Color sunColor,
RenderProperties& obj);
void renderPlanet(const Body& body,
Point3f pos,
Vec3f sunDirection,
float distance,
float appMag,
double now,
Quatf orientation,
float, float);
void renderStar(const Star& star,
Point3f pos,
float distance,
float appMag,
Quatf orientation,
double now,
float, float);
void renderCometTail(const Body& body,
Point3f pos,
Vec3f sunDirection,
float distance,
float appMag,
double now,
Quatf orientation,
float, float);
void renderBodyAsParticle(Point3f center,
float appMag,
float _faintestMag,
float discSizeInPixels,
Color color,
const Quatf& orientation,
float renderDistance,
bool useHaloes);
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bool testEclipse(const Body&, const Body&, double now);
void labelGalaxies(const GalaxyList& galaxies,
const Observer& observer);
void labelStars(const std::vector<Star*>& stars,
const StarDatabase& starDB,
const Observer& observer);
void labelConstellations(const AsterismList& asterisms,
const Observer& observer);
void renderParticles(const std::vector<Particle>& particles,
Quatf orientation);
void renderLabels();
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void renderOrbit(Body*, double);
void renderOrbits(PlanetarySystem*, const Selection&, double,
const Point3d&, const Point3d&);
private:
int windowWidth;
int windowHeight;
float fov;
float pixelSize;
TextureFont* font;
int renderMode;
int labelMode;
int renderFlags;
float ambientLightLevel;
bool fragmentShaderEnabled;
bool vertexShaderEnabled;
float brightnessBias;
float brightnessScale;
float faintestMag;
float faintestPlanetMag;
float saturationMagNight;
float saturationMag;
Color ambientColor;
StarVertexBuffer* starVertexBuffer;
std::vector<RenderListEntry> renderList;
std::vector<Particle> glareParticles;
std::vector<Label> labels;
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std::vector<EclipseShadow> eclipseShadows;
std::vector<Star*> labelledStars;
double modelMatrix[16];
double projMatrix[16];
int nSimultaneousTextures;
bool useTexEnvCombine;
bool useRegisterCombiners;
bool useCubeMaps;
bool useCompressedTextures;
bool useVertexPrograms;
bool useRescaleNormal;
bool useMinMaxBlending;
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unsigned int textureResolution;
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struct CachedOrbit
{
Body* body;
std::vector<Point3f> trajectory;
bool keep;
};
std::vector<CachedOrbit*> orbitCache;
float minOrbitSize;
};
#endif // _RENDER_H_