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renderer_base.h
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renderer_base.h
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/*
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QGL RendererBase
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Ivan Pelipenko peri4ko@yandex.ru
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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 the GNU Lesser General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef RENDERER_BASE_H
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#define RENDERER_BASE_H
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#include "glshaders_types.h"
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#include "gltexturearray.h"
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#include "glbuffer.h"
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class RendererBase {
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public:
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RendererBase(QGLView * view_);
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~RendererBase();
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protected:
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void initTextureArrays();
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void initUniformBuffer (QOpenGLShaderProgram * prog, Buffer * buffer, int bind_point, const char * blockName);
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void setUniformHalo (QOpenGLShaderProgram * prog, const char * type, QColor color, float fill);
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void setUniformMaps (QOpenGLShaderProgram * prog);
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void setUniformCamera (QOpenGLShaderProgram * prog, Camera * cam, bool matrices = true, QSize viewport = QSize());
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void setUniformViewCorners(QOpenGLShaderProgram * prog, Camera * cam, QSize viewport = QSize());
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void fillSelectionsBuffer(QVector<uchar> & buffer, const ObjectBaseList & ol);
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void fillSelectionsBuffer(QVector<uchar> & buffer, bool yes, int size);
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void reloadMaterials(Scene & scene);
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void reloadLightsParameters(const QMap<int, QList<Light*>> & lights);
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void reloadLightsPositions (Camera * cam);
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void markReloadTextures();
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void setMapsSize(QSize sz);
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void initQuad(Mesh * mesh, QMatrix4x4 mat = QMatrix4x4());
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void renderQuad(QOpenGLShaderProgram * prog, Mesh * mesh, Camera * cam = 0, bool uniforms = true);
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void initCoeffTextures();
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void createCoeffTexture(GLuint & id, const void * data, int size, int channels = 1);
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QGLView * view;
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TextureManager * textures_manager;
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QVector<QGLEngineShaders::Object> cur_objects_;
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QVector<QGLEngineShaders::QGLMaterial> cur_materials_;
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QVector<QGLEngineShaders::QGLLightParameter> cur_lights_params_;
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QVector<QGLEngineShaders::QGLLightPosition> cur_lights_pos_;
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Buffer buffer_materials;
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Buffer buffer_lights, buffer_lights_pos;
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Texture2DArray textures_empty, textures_maps;
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QSize maps_size;
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uint maps_hash;
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GLuint tex_coeff[2];
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QMap<int, int> lights_start;
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QList<Light*> current_lights;
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};
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#endif // RENDERER_BASE_H
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