|
@@ -56,13 +56,11 @@ private: |
|
|
mat4 m_view_matrix; |
|
|
mat4 m_view_matrix; |
|
|
mat4 m_proj_matrix; |
|
|
mat4 m_proj_matrix; |
|
|
|
|
|
|
|
|
Tile *tiles; |
|
|
|
|
|
int ntiles; |
|
|
|
|
|
|
|
|
Array<Tile> tiles; |
|
|
|
|
|
|
|
|
Shader *m_shader; |
|
|
Shader *m_shader; |
|
|
VertexDeclaration *m_vdecl; |
|
|
VertexDeclaration *m_vdecl; |
|
|
VertexBuffer **bufs; |
|
|
|
|
|
int nbufs; |
|
|
|
|
|
|
|
|
Array<VertexBuffer *> bufs; |
|
|
|
|
|
|
|
|
static Scene *scene; |
|
|
static Scene *scene; |
|
|
}; |
|
|
}; |
|
@@ -81,13 +79,7 @@ Scene::Scene() |
|
|
data->m_proj_matrix = mat4::ortho(0, Video::GetSize().x, |
|
|
data->m_proj_matrix = mat4::ortho(0, Video::GetSize().x, |
|
|
0, Video::GetSize().y, -1000.f, 1000.f); |
|
|
0, Video::GetSize().y, -1000.f, 1000.f); |
|
|
|
|
|
|
|
|
data->tiles = 0; |
|
|
|
|
|
data->ntiles = 0; |
|
|
|
|
|
|
|
|
|
|
|
data->m_shader = 0; |
|
|
data->m_shader = 0; |
|
|
data->bufs = 0; |
|
|
|
|
|
data->nbufs = 0; |
|
|
|
|
|
|
|
|
|
|
|
data->m_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position), |
|
|
data->m_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position), |
|
|
VertexStream<vec2>(VertexUsage::TexCoord)); |
|
|
VertexStream<vec2>(VertexUsage::TexCoord)); |
|
|
} |
|
|
} |
|
@@ -113,11 +105,9 @@ Scene *Scene::GetDefault() |
|
|
|
|
|
|
|
|
void Scene::Reset() |
|
|
void Scene::Reset() |
|
|
{ |
|
|
{ |
|
|
for (int i = 0; i < data->nbufs; i++) |
|
|
|
|
|
|
|
|
for (int i = 0; i < data->bufs.Count(); i++) |
|
|
delete data->bufs[i]; |
|
|
delete data->bufs[i]; |
|
|
free(data->bufs); |
|
|
|
|
|
data->bufs = 0; |
|
|
|
|
|
data->nbufs = 0; |
|
|
|
|
|
|
|
|
data->bufs.Empty(); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void Scene::SetViewMatrix(mat4 const &m) |
|
|
void Scene::SetViewMatrix(mat4 const &m) |
|
@@ -142,17 +132,16 @@ mat4 const &Scene::GetProjMatrix(void) |
|
|
|
|
|
|
|
|
void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale) |
|
|
void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale) |
|
|
{ |
|
|
{ |
|
|
if ((data->ntiles % 1024) == 0) |
|
|
|
|
|
data->tiles = (Tile *)realloc(data->tiles, |
|
|
|
|
|
(data->ntiles + 1024) * sizeof(Tile)); |
|
|
|
|
|
|
|
|
Tile t; |
|
|
/* FIXME: this sorting only works for a 45-degree camera */ |
|
|
/* FIXME: this sorting only works for a 45-degree camera */ |
|
|
data->tiles[data->ntiles].prio = -pos.y - 2 * 32 * pos.z + (o ? 0 : 32); |
|
|
|
|
|
data->tiles[data->ntiles].tileset = tileset; |
|
|
|
|
|
data->tiles[data->ntiles].id = id; |
|
|
|
|
|
data->tiles[data->ntiles].pos = pos; |
|
|
|
|
|
data->tiles[data->ntiles].o = o; |
|
|
|
|
|
data->tiles[data->ntiles].scale = scale; |
|
|
|
|
|
data->ntiles++; |
|
|
|
|
|
|
|
|
t.prio = -pos.y - 2 * 32 * pos.z + (o ? 0 : 32); |
|
|
|
|
|
t.tileset = tileset; |
|
|
|
|
|
t.id = id; |
|
|
|
|
|
t.pos = pos; |
|
|
|
|
|
t.o = o; |
|
|
|
|
|
t.scale = scale; |
|
|
|
|
|
|
|
|
|
|
|
data->tiles.Push(t); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
void Scene::Render() // XXX: rename to Blit() |
|
|
void Scene::Render() // XXX: rename to Blit() |
|
@@ -303,15 +292,16 @@ void Scene::Render() // XXX: rename to Blit() |
|
|
|
|
|
|
|
|
#if 0 |
|
|
#if 0 |
|
|
// Randomise, then sort. |
|
|
// Randomise, then sort. |
|
|
for (int i = 0; i < data->ntiles; i++) |
|
|
|
|
|
|
|
|
for (int i = 0; i < data->tiles.Count(); i++) |
|
|
{ |
|
|
{ |
|
|
Tile tmp = data->tiles[i]; |
|
|
Tile tmp = data->tiles[i]; |
|
|
int j = rand() % data->ntiles; |
|
|
|
|
|
|
|
|
int j = rand() % data->tiles.Count(); |
|
|
data->tiles[i] = data->tiles[j]; |
|
|
data->tiles[i] = data->tiles[j]; |
|
|
data->tiles[j] = tmp; |
|
|
data->tiles[j] = tmp; |
|
|
} |
|
|
} |
|
|
#endif |
|
|
#endif |
|
|
qsort(data->tiles, data->ntiles, sizeof(Tile), SceneData::Compare); |
|
|
|
|
|
|
|
|
qsort(&data->tiles[0], data->tiles.Count(), |
|
|
|
|
|
sizeof(Tile), SceneData::Compare); |
|
|
|
|
|
|
|
|
// XXX: debug stuff |
|
|
// XXX: debug stuff |
|
|
data->m_model_matrix = mat4::translate(320.0f, 240.0f, 0.0f); |
|
|
data->m_model_matrix = mat4::translate(320.0f, 240.0f, 0.0f); |
|
@@ -356,30 +346,21 @@ void Scene::Render() // XXX: rename to Blit() |
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
|
|
#endif |
|
|
#endif |
|
|
|
|
|
|
|
|
for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2) |
|
|
|
|
|
|
|
|
for (int buf = 0, i = 0, n; i < data->tiles.Count(); i = n, buf += 2) |
|
|
{ |
|
|
{ |
|
|
/* Generate new vertex / texture coord buffers if necessary */ |
|
|
|
|
|
if (buf + 2 > data->nbufs) |
|
|
|
|
|
{ |
|
|
|
|
|
data->bufs = (VertexBuffer **)realloc(data->bufs, (buf + 2) * sizeof(VertexBuffer *)); |
|
|
|
|
|
data->nbufs = buf + 2; |
|
|
|
|
|
} |
|
|
|
|
|
else |
|
|
|
|
|
{ |
|
|
|
|
|
delete data->bufs[buf]; |
|
|
|
|
|
delete data->bufs[buf + 1]; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
/* Count how many quads will be needed */ |
|
|
/* Count how many quads will be needed */ |
|
|
for (n = i + 1; n < data->ntiles; n++) |
|
|
|
|
|
|
|
|
for (n = i + 1; n < data->tiles.Count(); n++) |
|
|
if (data->tiles[i].tileset != data->tiles[n].tileset) |
|
|
if (data->tiles[i].tileset != data->tiles[n].tileset) |
|
|
break; |
|
|
break; |
|
|
|
|
|
|
|
|
/* Create a vertex array object */ |
|
|
/* Create a vertex array object */ |
|
|
data->bufs[buf] = new VertexBuffer(6 * 3 * (n - i) * sizeof(float)); |
|
|
|
|
|
float *vertex = (float *)data->bufs[buf]->Lock(0, 0); |
|
|
|
|
|
data->bufs[buf + 1] = new VertexBuffer(6 * 2 * (n - i) * sizeof(float)); |
|
|
|
|
|
float *texture = (float *)data->bufs[buf + 1]->Lock(0, 0); |
|
|
|
|
|
|
|
|
VertexBuffer *vb1 = new VertexBuffer(6 * 3 * (n - i) * sizeof(float)); |
|
|
|
|
|
float *vertex = (float *)vb1->Lock(0, 0); |
|
|
|
|
|
VertexBuffer *vb2 = new VertexBuffer(6 * 2 * (n - i) * sizeof(float)); |
|
|
|
|
|
float *texture = (float *)vb2->Lock(0, 0); |
|
|
|
|
|
|
|
|
|
|
|
data->bufs.Push(vb1); |
|
|
|
|
|
data->bufs.Push(vb2); |
|
|
|
|
|
|
|
|
for (int j = i; j < n; j++) |
|
|
for (int j = i; j < n; j++) |
|
|
{ |
|
|
{ |
|
@@ -389,16 +370,16 @@ void Scene::Render() // XXX: rename to Blit() |
|
|
vertex + 18 * (j - i), texture + 12 * (j - i)); |
|
|
vertex + 18 * (j - i), texture + 12 * (j - i)); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
data->bufs[buf]->Unlock(); |
|
|
|
|
|
data->bufs[buf + 1]->Unlock(); |
|
|
|
|
|
|
|
|
vb1->Unlock(); |
|
|
|
|
|
vb2->Unlock(); |
|
|
|
|
|
|
|
|
/* Bind texture */ |
|
|
/* Bind texture */ |
|
|
data->tiles[i].tileset->Bind(); |
|
|
data->tiles[i].tileset->Bind(); |
|
|
|
|
|
|
|
|
/* Bind vertex and texture coordinate buffers */ |
|
|
/* Bind vertex and texture coordinate buffers */ |
|
|
data->m_vdecl->Bind(); |
|
|
data->m_vdecl->Bind(); |
|
|
data->m_vdecl->SetStream(data->bufs[buf], attr_pos); |
|
|
|
|
|
data->m_vdecl->SetStream(data->bufs[buf + 1], attr_tex); |
|
|
|
|
|
|
|
|
data->m_vdecl->SetStream(vb1, attr_pos); |
|
|
|
|
|
data->m_vdecl->SetStream(vb2, attr_tex); |
|
|
|
|
|
|
|
|
/* Draw arrays */ |
|
|
/* Draw arrays */ |
|
|
data->m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 2); |
|
|
data->m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 2); |
|
@@ -406,9 +387,7 @@ void Scene::Render() // XXX: rename to Blit() |
|
|
data->tiles[i].tileset->Unbind(); |
|
|
data->tiles[i].tileset->Unbind(); |
|
|
} |
|
|
} |
|
|
|
|
|
|
|
|
free(data->tiles); |
|
|
|
|
|
data->tiles = 0; |
|
|
|
|
|
data->ntiles = 0; |
|
|
|
|
|
|
|
|
data->tiles.Empty(); |
|
|
|
|
|
|
|
|
data->m_shader->Unbind(); |
|
|
data->m_shader->Unbind(); |
|
|
|
|
|
|
|
|