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scene: move old Line and Tile API to child structures.

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Sam Hocevar 9 年之前
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a69a086c01
共有 1 個檔案被更改,包括 97 行新增89 行删除
  1. +97
    -89
      src/scene.cpp

+ 97
- 89
src/scene.cpp 查看文件

@@ -137,28 +137,36 @@ private:
static map<uintptr_t, array<PrimitiveSource*>> m_prim_sources;
static mutex m_prim_mutex;

/* Old API <P0, P1, COLOR, TIME, MASK> */
float m_new_line_time;
int m_new_line_mask;
float m_new_line_segment_size;
vec4 m_new_line_color;
array<vec3, vec3, vec4, float, int, bool, bool> m_lines;
int m_debug_mask;
Shader *m_line_shader;
VertexDeclaration *m_line_vdecl;

int m_tile_cam;
array<Tile> m_tiles;
array<Tile> m_palettes;
array<Light *> m_lights;

Shader *m_tile_shader;
Shader *m_palette_shader;
VertexDeclaration *m_tile_vdecl;
array<VertexBuffer *> m_tile_bufs;

Camera *m_default_cam;
array<Camera *> m_camera_stack;

/* Old line API <P0, P1, COLOR, TIME, MASK> */
struct line_api
{
float m_time, m_segment_size;
vec4 m_color;
array<vec3, vec3, vec4, float, int, bool, bool> m_lines;
int m_mask, m_debug_mask;
Shader *m_shader;
VertexDeclaration *m_vdecl;
}
m_line_api;

/* The old tiles API */
struct tile_api
{
int m_cam;
array<Tile> m_tiles;
array<Tile> m_palettes;
array<Light *> m_lights;

Shader *m_shader;
Shader *m_palette_shader;

VertexDeclaration *m_vdecl;
array<VertexBuffer *> m_bufs;
}
m_tile_api;
};
uint64_t SceneData::m_used_id = 1;
map<uintptr_t, array<PrimitiveSource*>> SceneData::m_prim_sources;
@@ -176,16 +184,16 @@ Scene::Scene(ivec2 size)
data->m_default_cam->SetProjection(proj);
PushCamera(data->m_default_cam);

data->m_tile_cam = -1;
data->m_tile_shader = 0;
data->m_palette_shader = 0;
data->m_tile_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
data->m_tile_api.m_cam = -1;
data->m_tile_api.m_shader = 0;
data->m_tile_api.m_palette_shader = 0;
data->m_tile_api.m_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
VertexStream<vec2>(VertexUsage::TexCoord));

data->m_line_shader = 0;
data->m_line_vdecl = new VertexDeclaration(VertexStream<vec4,vec4>(VertexUsage::Position, VertexUsage::Color));
data->m_line_api.m_shader = 0;
data->m_line_api.m_vdecl = new VertexDeclaration(VertexStream<vec4,vec4>(VertexUsage::Position, VertexUsage::Color));

data->m_debug_mask = 1;
data->m_line_api.m_debug_mask = 1;

SetLineTime();
SetLineMask();
@@ -204,8 +212,8 @@ Scene::~Scene()
* reallocate stuff */
Reset();

delete data->m_line_vdecl;
delete data->m_tile_vdecl;
delete data->m_line_api.m_vdecl;
delete data->m_tile_api.m_vdecl;
delete data;
}

@@ -303,7 +311,7 @@ void Scene::SetTileCam(int cam_idx)
{
ASSERT(!!data, "Trying to access a non-ready scene");

data->m_tile_cam = cam_idx;
data->m_tile_api.m_cam = cam_idx;
}

//-----------------------------------------------------------------------------
@@ -320,11 +328,11 @@ void Scene::Reset()
ReleasePrimitiveRenderer(idx--, key);
}

for (int i = 0; i < data->m_tile_bufs.count(); i++)
delete data->m_tile_bufs[i];
data->m_tile_bufs.empty();
for (int i = 0; i < data->m_tile_api.m_bufs.count(); i++)
delete data->m_tile_api.m_bufs[i];
data->m_tile_api.m_bufs.empty();

data->m_lights.empty();
data->m_tile_api.m_lights.empty();
}

//---- Primitive source stuff -------------------------------------------------
@@ -472,9 +480,9 @@ void Scene::AddTile(TileSet *tileset, int id, mat4 model)
t.m_id = id;

if (tileset->GetPalette())
data->m_palettes.push(t);
data->m_tile_api.m_palettes.push(t);
else
data->m_tiles.push(t);
data->m_tile_api.m_tiles.push(t);
}

//-----------------------------------------------------------------------------
@@ -482,28 +490,28 @@ void Scene::SetLineTime(float new_time)
{
ASSERT(!!data, "Trying to access a non-ready scene");

data->m_new_line_time = new_time;
data->m_line_api.m_time = new_time;
}

void Scene::SetLineMask(int new_mask)
{
ASSERT(!!data, "Trying to access a non-ready scene");

data->m_new_line_mask = new_mask;
data->m_line_api.m_mask = new_mask;
}

void Scene::SetLineSegmentSize(float new_segment_size)
{
ASSERT(!!data, "Trying to access a non-ready scene");

data->m_new_line_segment_size = new_segment_size;
data->m_line_api.m_segment_size = new_segment_size;
}

void Scene::SetLineColor(vec4 new_color)
{
ASSERT(!!data, "Trying to access a non-ready scene");

data->m_new_line_color = new_color;
data->m_line_api.m_color = new_color;
}

//-----------------------------------------------------------------------------
@@ -511,14 +519,14 @@ float Scene::GetLineSegmentSize()
{
ASSERT(!!data, "Trying to access a non-ready scene");

return data->m_new_line_segment_size;
return data->m_line_api.m_segment_size;
}

vec4 Scene::GetLineColor()
{
ASSERT(!!data, "Trying to access a non-ready scene");

return data->m_new_line_color;
return data->m_line_api.m_color;
}

//-----------------------------------------------------------------------------
@@ -526,8 +534,8 @@ void Scene::AddLine(vec3 a, vec3 b, vec4 color)
{
ASSERT(!!data, "Trying to access a non-ready scene");

data->m_lines.push(a, b, color,
data->m_new_line_time, data->m_new_line_mask, false, false);
data->m_line_api.m_lines.push(a, b, color,
data->m_line_api.m_time, data->m_line_api.m_mask, false, false);
}

//-----------------------------------------------------------------------------
@@ -535,7 +543,7 @@ void Scene::AddLight(Light *l)
{
ASSERT(!!data, "Trying to access a non-ready scene");

data->m_lights.push(l);
data->m_tile_api.m_lights.push(l);
}

//-----------------------------------------------------------------------------
@@ -543,7 +551,7 @@ array<Light *> const &Scene::GetLights()
{
ASSERT(!!data, "Trying to access a non-ready scene");

return data->m_lights;
return data->m_tile_api.m_lights;
}

//-----------------------------------------------------------------------------
@@ -597,7 +605,7 @@ void Scene::RenderTiles() // XXX: rename to Blit()
RenderContext rc;

/* Early test if nothing needs to be rendered */
if (!data->m_tiles.count() && !data->m_palettes.count())
if (!data->m_tile_api.m_tiles.count() && !data->m_tile_api.m_palettes.count())
return;

/* FIXME: we disable culling for now because we don’t have a reliable
@@ -615,15 +623,15 @@ void Scene::RenderTiles() // XXX: rename to Blit()
glEnable(GL_TEXTURE_2D);
#endif

if (!data->m_tile_shader)
data->m_tile_shader = Shader::Create(LOLFX_RESOURCE_NAME(tile));
if (!data->m_palette_shader)
data->m_palette_shader = Shader::Create(LOLFX_RESOURCE_NAME(palette));
if (!data->m_tile_api.m_shader)
data->m_tile_api.m_shader = Shader::Create(LOLFX_RESOURCE_NAME(tile));
if (!data->m_tile_api.m_palette_shader)
data->m_tile_api.m_palette_shader = Shader::Create(LOLFX_RESOURCE_NAME(palette));

for (int p = 0; p < 2; p++)
{
Shader *shader = (p == 0) ? data->m_tile_shader : data->m_palette_shader;
array<Tile>& tiles = (p == 0) ? data->m_tiles : data->m_palettes;
Shader *shader = (p == 0) ? data->m_tile_api.m_shader : data->m_tile_api.m_palette_shader;
array<Tile>& tiles = (p == 0) ? data->m_tile_api.m_tiles : data->m_tile_api.m_palettes;

if (tiles.count() == 0)
continue;
@@ -636,14 +644,14 @@ void Scene::RenderTiles() // XXX: rename to Blit()
shader->Bind();

uni_mat = shader->GetUniformLocation("u_projection");
shader->SetUniform(uni_mat, GetCamera(data->m_tile_cam)->GetProjection());
shader->SetUniform(uni_mat, GetCamera(data->m_tile_api.m_cam)->GetProjection());
uni_mat = shader->GetUniformLocation("u_view");
shader->SetUniform(uni_mat, GetCamera(data->m_tile_cam)->GetView());
shader->SetUniform(uni_mat, GetCamera(data->m_tile_api.m_cam)->GetView());
uni_mat = shader->GetUniformLocation("u_model");
shader->SetUniform(uni_mat, mat4(1.f));

uni_tex = shader->GetUniformLocation("u_texture");
uni_pal = data->m_palette_shader->GetUniformLocation("u_palette");
uni_pal = data->m_tile_api.m_palette_shader->GetUniformLocation("u_palette");
uni_texsize = shader->GetUniformLocation("u_texsize");

for (int buf = 0, i = 0, n; i < tiles.count(); i = n, buf += 2)
@@ -659,8 +667,8 @@ void Scene::RenderTiles() // XXX: rename to Blit()
VertexBuffer *vb2 = new VertexBuffer(6 * (n - i) * sizeof(vec2));
vec2 *texture = (vec2 *)vb2->Lock(0, 0);

data->m_tile_bufs.push(vb1);
data->m_tile_bufs.push(vb2);
data->m_tile_api.m_bufs.push(vb1);
data->m_tile_api.m_bufs.push(vb2);

for (int j = i; j < n; j++)
{
@@ -690,13 +698,13 @@ void Scene::RenderTiles() // XXX: rename to Blit()
(vec2)tiles[i].m_tileset->GetTextureSize());

/* Bind vertex and texture coordinate buffers */
data->m_tile_vdecl->Bind();
data->m_tile_vdecl->SetStream(vb1, attr_pos);
data->m_tile_vdecl->SetStream(vb2, attr_tex);
data->m_tile_api.m_vdecl->Bind();
data->m_tile_api.m_vdecl->SetStream(vb1, attr_pos);
data->m_tile_api.m_vdecl->SetStream(vb2, attr_tex);

/* Draw arrays */
data->m_tile_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 6);
data->m_tile_vdecl->Unbind();
data->m_tile_api.m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 6);
data->m_tile_api.m_vdecl->Unbind();
tiles[i].m_tileset->Unbind();
}

@@ -720,7 +728,7 @@ void Scene::RenderLines(float seconds) // XXX: rename to Blit()

RenderContext rc;

if (!data->m_lines.count())
if (!data->m_line_api.m_lines.count())
return;

rc.SetDepthFunc(DepthFunc::LessOrEqual);
@@ -728,10 +736,10 @@ void Scene::RenderLines(float seconds) // XXX: rename to Blit()
rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max);
rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);

int linecount = (int)data->m_lines.count();
int linecount = (int)data->m_line_api.m_lines.count();

if (!data->m_line_shader)
data->m_line_shader = Shader::Create(LOLFX_RESOURCE_NAME(line));
if (!data->m_line_api.m_shader)
data->m_line_api.m_shader = Shader::Create(LOLFX_RESOURCE_NAME(line));

array<vec4, vec4, vec4, vec4> buff;
buff.resize(linecount);
@@ -739,18 +747,18 @@ void Scene::RenderLines(float seconds) // XXX: rename to Blit()
mat4 const inv_view_proj = inverse(GetCamera()->GetProjection() * GetCamera()->GetView());
for (int i = 0; i < linecount; i++)
{
if (data->m_lines[i].m5 & data->m_debug_mask)
if (data->m_line_api.m_lines[i].m5 & data->m_line_api.m_debug_mask)
{
buff[real_linecount].m1 = vec4(data->m_lines[i].m1, (float)data->m_lines[i].m6);
buff[real_linecount].m2 = data->m_lines[i].m3;
buff[real_linecount].m3 = vec4(data->m_lines[i].m2, (float)data->m_lines[i].m7);
buff[real_linecount].m4 = data->m_lines[i].m3;
buff[real_linecount].m1 = vec4(data->m_line_api.m_lines[i].m1, (float)data->m_line_api.m_lines[i].m6);
buff[real_linecount].m2 = data->m_line_api.m_lines[i].m3;
buff[real_linecount].m3 = vec4(data->m_line_api.m_lines[i].m2, (float)data->m_line_api.m_lines[i].m7);
buff[real_linecount].m4 = data->m_line_api.m_lines[i].m3;
real_linecount++;
}
data->m_lines[i].m4 -= seconds;
if (data->m_lines[i].m4 < 0.f)
data->m_line_api.m_lines[i].m4 -= seconds;
if (data->m_line_api.m_lines[i].m4 < 0.f)
{
data->m_lines.remove_swap(i--);
data->m_line_api.m_lines.remove_swap(i--);
linecount--;
}
}
@@ -759,27 +767,27 @@ void Scene::RenderLines(float seconds) // XXX: rename to Blit()
memcpy(vertex, buff.data(), buff.bytes());
vb->Unlock();

data->m_line_shader->Bind();
data->m_line_api.m_shader->Bind();

ShaderUniform uni_mat, uni_tex;
ShaderAttrib attr_pos, attr_col;
attr_pos = data->m_line_shader->GetAttribLocation(VertexUsage::Position, 0);
attr_col = data->m_line_shader->GetAttribLocation(VertexUsage::Color, 0);
attr_pos = data->m_line_api.m_shader->GetAttribLocation(VertexUsage::Position, 0);
attr_col = data->m_line_api.m_shader->GetAttribLocation(VertexUsage::Color, 0);

data->m_line_shader->Bind();
data->m_line_api.m_shader->Bind();

uni_mat = data->m_line_shader->GetUniformLocation("u_projection");
data->m_line_shader->SetUniform(uni_mat, GetCamera()->GetProjection());
uni_mat = data->m_line_shader->GetUniformLocation("u_view");
data->m_line_shader->SetUniform(uni_mat, GetCamera()->GetView());
uni_mat = data->m_line_api.m_shader->GetUniformLocation("u_projection");
data->m_line_api.m_shader->SetUniform(uni_mat, GetCamera()->GetProjection());
uni_mat = data->m_line_api.m_shader->GetUniformLocation("u_view");
data->m_line_api.m_shader->SetUniform(uni_mat, GetCamera()->GetView());

data->m_line_vdecl->Bind();
data->m_line_vdecl->SetStream(vb, attr_pos, attr_col);
data->m_line_vdecl->DrawElements(MeshPrimitive::Lines, 0, 2 * real_linecount);
data->m_line_vdecl->Unbind();
data->m_line_shader->Unbind();
data->m_line_api.m_vdecl->Bind();
data->m_line_api.m_vdecl->SetStream(vb, attr_pos, attr_col);
data->m_line_api.m_vdecl->DrawElements(MeshPrimitive::Lines, 0, 2 * real_linecount);
data->m_line_api.m_vdecl->Unbind();
data->m_line_api.m_shader->Unbind();

//data->m_lines.empty();
//data->m_line_api.m_lines.empty();
delete vb;
}



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