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Diffstat (limited to 'source/blender/freestyle/intern/rendering/GLRenderer.h')
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+//
+// Filename : GLRenderer.h
+// Author(s) : Stephane Grabli, Emmanuel Turquin
+// Purpose : Class to render a 3D scene thanks to OpenGL
+// Date of creation : 07/02/2002
+//
+///////////////////////////////////////////////////////////////////////////////
+
+
+//
+// Copyright (C) : Please refer to the COPYRIGHT file distributed
+// with this source distribution.
+//
+// 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.
+//
+// This program 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 this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+//
+///////////////////////////////////////////////////////////////////////////////
+
+#ifndef GLRENDERER_H
+# define GLRENDERER_H
+
+# ifdef WIN32
+# include <windows.h>
+# endif
+# ifdef __MACH__
+# include <OpenGL/gl.h>
+# else
+# include <GL/gl.h>
+# endif
+
+# include "../system/FreestyleConfig.h"
+# include "../system/Precision.h"
+# include "../scene_graph/SceneVisitor.h"
+# include "../geometry/Geom.h"
+using namespace Geometry;
+
+class LIB_RENDERING_EXPORT GLRenderer : public SceneVisitor
+{
+ public:
+
+ inline GLRenderer() : SceneVisitor() {}
+ virtual ~GLRenderer() {}
+
+ //
+ // visitClass methods
+ //
+ //////////////////////////////////////////////
+
+ VISIT_DECL(NodeLight)
+ VISIT_DECL(NodeCamera)
+ VISIT_DECL(NodeTransform)
+
+ VISIT_DECL(LineRep)
+ VISIT_DECL(OrientedLineRep)
+ VISIT_DECL(TriangleRep)
+ VISIT_DECL(VertexRep)
+ VISIT_DECL(IndexedFaceSet)
+ VISIT_DECL(DrawingStyle)
+ VISIT_DECL(Material)
+
+ virtual void visitMaterial(const Material&);
+ virtual void visitNodeTransformBefore(NodeTransform&);
+ virtual void visitNodeTransformAfter(NodeTransform&);
+ virtual void visitNodeDrawingStyleBefore(NodeDrawingStyle&);
+ virtual void visitNodeDrawingStyleAfter(NodeDrawingStyle&);
+
+ protected:
+
+ /*! Renders a face made of a triangles strip
+ * iVertices
+ * Array of float containing the face vertices. 3 floats per
+ * x, y, z vertex coordinates
+ * iNormals
+ * Array of float containing the face normals. 3 floats per
+ * x, y, z vertex normal coordinates
+ * iTexCoords
+ * Array of float containing the face uv coords. 2 floats per
+ * u,v vertex texture coordinates
+ * iVIndices
+ * Array of the indices (to use with the iVertices array)
+ * describing the vertices parsing order
+ * iNIndices
+ * Array of normals indices (to use with iNormals array)
+ * describing the normals parsing order
+ * iTIndices
+ * Array of texture coordinates indices (to use with iTexCoords array)
+ * describing the texture coordinates parsing order
+ * iNVertices
+ * The number of vertices in the face
+ */
+ virtual void RenderTriangleStrip(const real *iVertices,
+ const real *iNormals,
+ const Material *const*iMaterials,
+ const real *iTexCoords,
+ const unsigned* iVIndices,
+ const unsigned* iNIndices,
+ const unsigned* iMIndices,
+ const unsigned* iTIndices,
+ const unsigned iNVertices) ;
+
+ /*! Renders a face made of a triangles fan
+ * iVertices
+ * Array of float containing the face vertices. 3 floats per
+ * x, y, z vertex coordinates
+ * iNormals
+ * Array of float containing the face normals. 3 floats per
+ * x, y, z vertex normal coordinates
+ * iTexCoords
+ * Array of float containing the face uv coords. 2 floats per
+ * u,v vertex texture coordinates
+ * iVIndices
+ * Array of the indices (to use with the iVertices array)
+ * describing the vertices parsing order
+ * iNIndices
+ * Array of normals indices (to use with iNormals array)
+ * describing the normals parsing order
+ * iTIndices
+ * Array of texture coordinates indices (to use with iTexCoords array)
+ * describing the texture coordinates parsing order
+ * iNVertices
+ * The number of vertices in the face
+ */
+ virtual void RenderTriangleFan(const real *iVertices,
+ const real *iNormals,
+ const Material *const* iMaterials,
+ const real *iTexCoords,
+ const unsigned* iVIndices,
+ const unsigned* iNIndices,
+ const unsigned* iMIndices,
+ const unsigned* iTIndices,
+ const unsigned iNVertices) ;
+
+ /*! Renders a face made of single triangles
+ * iVertices
+ * Array of float containing the face vertices. 3 floats per
+ * x, y, z vertex coordinates
+ * iNormals
+ * Array of float containing the face normals. 3 floats per
+ * x, y, z vertex normal coordinates
+ * iTexCoords
+ * Array of float containing the face uv coords. 2 floats per
+ * u,v vertex texture coordinates
+ * iVIndices
+ * Array of the indices (to use with the iVertices array)
+ * describing the vertices parsing order
+ * iNIndices
+ * Array of normals indices (to use with iNormals array)
+ * describing the normals parsing order
+ * iTIndices
+ * Array of texture coordinates indices (to use with iTexCoords array)
+ * describing the texture coordinates parsing order
+ * iNVertices
+ * The number of vertices in the face
+ */
+ virtual void RenderTriangles(const real *iVertices,
+ const real *iNormals,
+ const Material *const* iMaterials,
+ const real *iTexCoords,
+ const unsigned* iVIndices,
+ const unsigned* iNIndices,
+ const unsigned* iMIndices,
+ const unsigned* iTIndices,
+ const unsigned iNVertices) ;
+
+ /*! Apply a transform matrix by multiplying
+ * the current OpenGL ModelView Matrix by
+ * iMatrix
+ */
+ virtual void applyTransform( const Matrix44r &iMatrix) ;
+
+ /*! Sets the current drawing color.
+ * Active only when light is disabled
+ * (simple call to glColor4fv)
+ * rgba
+ * array of 4 floats (r, g, b and alpha)
+ */
+ virtual void RenderColor( const float *rgba);
+
+ /*! glVertex3f or glVertex3d */
+ inline void glVertex3r(float x, float y, float z) {glVertex3f(x,y,z);}
+ inline void glVertex3r(real x, real y, real z) {glVertex3d(x,y,z);}
+
+ /*! glVertex3f or glNormal3d */
+ inline void glNormal3r(float x, float y, float z) {glNormal3f(x,y,z);}
+ inline void glNormal3r(real x, real y, real z) {glNormal3d(x,y,z);}
+
+ /*! glMultMatrixf or glMultMatrixd */
+ inline void glMultMatrixr(float *m) {glMultMatrixf(m);}
+ inline void glMultMatrixr(real *m) {glMultMatrixd(m);}
+
+};
+
+#endif // GLRENDERER_H