mirror of
https://github.com/ptitSeb/Serious-Engine
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87 lines
3.6 KiB
C++
87 lines
3.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_RENDERSCENE_H
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#define SE_INCL_RENDERSCENE_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Math/TextureMapping.h>
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//#include <Engine/Graphics/Vertex.h>
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//////////////////////////////////////////////////////////////////////////////////////////////////////
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// WORLD RENDER CONSTANTS
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// scene polygon flags
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#define SPOF_SELECTED (1UL<< 0) // is polygon currently selected or not?
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#define SPOF_TRANSPARENT (1UL<< 1) // polygon has alpha keying
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#define SPOF_RENDERFOG (1UL<< 9) // polygon has fog
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#define SPOF_RENDERHAZE (1UL<<10) // polygon has haze
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#define SPOF_BACKLIGHT (1UL<<31) // used internaly
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// scene texture flags
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#define STXF_CLAMPU (0x01) // clamp u coordinate in texture
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#define STXF_CLAMPV (0x02) // clamp v coordinate in texture
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#define STXF_REFLECTION (0x04) // clamp v coordinate in texture
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#define STXF_AFTERSHADOW (0x08) // texture is to be applied after shadow
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#define STXF_BLEND_OPAQUE (0x00) // opaque texture (just put it on screen)
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#define STXF_BLEND_ALPHA (0x10) // alpha blend with screen
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#define STXF_BLEND_ADD (0x20) // add to screen
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#define STXF_BLEND_SHADE (0x30) // darken or brighten (same as used by shadow maps)
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#define STXF_BLEND_MASK (0x70)
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/*
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* RENDER SCENE structures (for world purposes)
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*/
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// structure that holds information about a polygon that is fully on partially visible
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struct ScenePolygon {
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ScenePolygon *spo_pspoSucc; // next polygon in list
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INDEX spo_iVtx0; // first vertex in arrays
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INDEX spo_ctVtx; // number of vertices in arrays
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INDEX *spo_piElements; // array of triangle elements
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INDEX spo_ctElements; // element count
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// texture and shadow parameters: 0, 1, 2 are texture maps, 3 is shadow
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CMappingVectors spo_amvMapping[4]; // texture colors and alpha
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COLOR spo_acolColors[4]; // texture flags
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UBYTE spo_aubTextureFlags[4]; // current mip factors for each texture
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// textures and shadowmap
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class CTextureObject *spo_aptoTextures[3];
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class CShadowMap *spo_psmShadowMap;
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// internal for rendering
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INDEX spo_iVtx0Pass; // index of first coordinate in per-pass arrays
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COLOR spo_cColor; // polygon color (for flat or shadow modes)
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ULONG spo_ulFlags; // polygon flags (selected or not? ...)
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FLOAT spo_fNearestZ; // Z coord of nearest vertex to viewer
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void *spo_pvPolygon; // user data for high level renderer (brush polygon)
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};
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// renders whole scene (all visible polygons) to screen drawport
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void RenderScene( CDrawPort *pDP, ScenePolygon *pspoFirst, CAnyProjection3D &prProjection,
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COLOR colSelection, BOOL bTranslucent);
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// renders only scene z-buffer
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void RenderSceneZOnly( CDrawPort *pDP, ScenePolygon *pspoFirst, CAnyProjection3D &prProjection);
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// renders flat background of the scene
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void RenderSceneBackground(CDrawPort *pDP, COLOR col);
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#endif /* include-once check. */
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