paysages3d/src/render/opengl/OpenGLRenderer.h

104 lines
2.3 KiB
C++

#ifndef OPENGLRENDERER_H
#define OPENGLRENDERER_H
#include "opengl_global.h"
#include "SoftwareRenderer.h"
class QMatrix4x4;
namespace paysages {
namespace opengl {
/*!
* \brief Scenery renderer in an OpenGL context.
*/
class OPENGLSHARED_EXPORT OpenGLRenderer: public SoftwareRenderer
{
public:
OpenGLRenderer(Scenery* scenery);
virtual ~OpenGLRenderer();
inline OpenGLSkybox *getSkybox() const {return skybox;}
inline OpenGLWater *getWater() const {return water;}
inline OpenGLTerrain *getTerrain() const {return terrain;}
inline bool isDisplayed() const {return displayed;}
virtual void prepare() override;
void initialize();
void prepareOpenGLState();
void resize(int width, int height);
void paint();
/**
* Reset the whole state (when the scenery has been massively updated).
*/
void reset();
/**
* Pause the rendering process.
*
* This will prevent paintings and stop background tasks, until resume() is called.
*/
void pause();
/**
* Resume the rendering process, put on hold by pause().
*/
void resume();
/**
* Set the current mouse location, for use by getMouseProjection().
*/
void setMouseLocation(int x, int y);
/**
* Get the coordinates of the mouse, projected in world space.
*/
const Vector3 &getMouseProjection();
/**
* Change the camera location.
*/
void setCamera(CameraDefinition *camera);
void cameraChangeEvent(CameraDefinition* camera);
inline OpenGLFunctions* getOpenGlFunctions() const {return functions;}
inline OpenGLSharedState* getSharedState() const {return shared_state;}
virtual double getPrecision(const Vector3 &location) override;
virtual Color applyMediumTraversal(const Vector3 &location, const Color &color) override;
private:
/**
* Update the mouse_projected member.
*/
void updateMouseProjection();
private:
bool ready;
bool paused;
bool displayed;
int vp_width;
int vp_height;
bool mouse_tracking;
int mouse_x;
int mouse_y;
Vector3 *mouse_projected;
QMatrix4x4 *view_matrix;
OpenGLFunctions* functions;
OpenGLSharedState* shared_state;
OpenGLSkybox* skybox;
OpenGLWater* water;
OpenGLTerrain* terrain;
};
}
}
#endif // OPENGLRENDERER_H