Browse Source

MultiScene: Phase 1: g_scene removal and conversion to Scene::

undefined
Benjamin ‘Touky’ Huet Sam Hocevar <sam@hocevar.net> 9 years ago
parent
commit
cfcff9acc3
18 changed files with 441 additions and 460 deletions
  1. +132
    -316
      build/Lol (vs2013).sln
  2. +6
    -6
      doc/samples/btphystest.cpp
  3. +6
    -9
      doc/samples/meshviewer/meshviewer.cpp
  4. +2
    -2
      doc/tutorial/05_easymesh.cpp
  5. +2
    -2
      doc/tutorial/06_sprite.cpp
  6. +1
    -1
      src/debug/fps.cpp
  7. +45
    -45
      src/debug/lines.cpp
  8. +3
    -3
      src/easymesh/easymeshrender.cpp
  9. +2
    -2
      src/font.cpp
  10. +1
    -1
      src/font.h
  11. +2
    -2
      src/gradient.cpp
  12. +1
    -1
      src/light.cpp
  13. +5
    -5
      src/mesh/primitive.cpp
  14. +182
    -32
      src/scene.cpp
  15. +37
    -19
      src/scene.h
  16. +2
    -2
      src/text.cpp
  17. +9
    -9
      src/ticker.cpp
  18. +3
    -3
      src/video.cpp

+ 132
- 316
build/Lol (vs2013).sln View File

@@ -1,7 +1,7 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2013
VisualStudioVersion = 12.0.31101.0
VisualStudioVersion = 12.0.21005.1
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "deushax", "..\games\deushax\deushax.vcxproj", "{EF1A4E80-63FA-4EB0-B834-12B6C500F31C}"
EndProject
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@@ -964,74 +780,74 @@ Global
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(NestedProjects) = preSolution
{928A359C-9C41-400A-8D2D-A054B33A79F5} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{9EA99B18-D352-47F6-BC04-A0B49CAA2772} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{0A1651FC-322B-4B04-82CB-28E9046D9383} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{E27FDF36-50C4-4ED2-8CF5-A20FED016910} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{B583BBFF-BE97-4F4E-BA1E-1F978A31EAB0} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{454DE15C-9063-4EB1-AD6C-77D7150F15DF} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{2F87CEAB-4818-443C-A5E3-6C34E7D967EC} = {1DFE1729-4F1B-47CA-9819-72431FE14E25}
{33704AA4-F2B5-4138-A40D-E3E77F89ED46} = {1DFE1729-4F1B-47CA-9819-72431FE14E25}
{8C77EAA8-1077-4EF7-AE53-97C6C60A3601} = {1DFE1729-4F1B-47CA-9819-72431FE14E25}
{50509BA3-D27B-4FAC-9772-9EC76146F709} = {1DFE1729-4F1B-47CA-9819-72431FE14E25}
{08C6A854-533D-4A1E-924E-C4A62281869F} = {928A359C-9C41-400A-8D2D-A054B33A79F5}
{65114D40-9450-4B2D-B051-7A75E97C88E1} = {928A359C-9C41-400A-8D2D-A054B33A79F5}
{9C66B179-0737-4BDA-AB42-2ADE478A9008} = {08C6A854-533D-4A1E-924E-C4A62281869F}
{EF1A4E80-63FA-4EB0-B834-12B6C500F31C} = {08C6A854-533D-4A1E-924E-C4A62281869F}
{17F0F184-4436-4D08-B8AA-16572EA238DB} = {2F87CEAB-4818-443C-A5E3-6C34E7D967EC}
{9C66B179-0737-4BDA-AB42-2ADE478A9008} = {08C6A854-533D-4A1E-924E-C4A62281869F}
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{83D3B207-C601-4025-8F41-01DEDC354661} = {1AFD580B-98B8-4689-B661-38C41132C60E}
{D84021CA-B233-4E0F-8A52-071B83BBCCC4} = {1AFD580B-98B8-4689-B661-38C41132C60E}
{8F59A635-0240-4D7F-A80D-050C3F1670C2} = {E4DFEBF9-C310-462F-9876-7EB59C1E4D4E}
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{962D4E25-45D3-4ACE-8C02-69FA3713ABD4} = {E4DFEBF9-C310-462F-9876-7EB59C1E4D4E}
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{5A27FF18-A1EC-49BE-9455-415F1C701153} = {E4DFEBF9-C310-462F-9876-7EB59C1E4D4E}
{D7F6C2CA-5A13-4FD0-8468-1833923E3EE3} = {E4DFEBF9-C310-462F-9876-7EB59C1E4D4E}
{B1E10086-A1DA-401A-834D-969C9DBB5CC1} = {B6297FF2-63D0-41EE-BE13-EFF720C9B0FA}
{8F59A635-0240-4D7F-A80D-050C3F1670C2} = {E4DFEBF9-C310-462F-9876-7EB59C1E4D4E}
{E74CF679-CA2A-47E9-B1F4-3779D6AC6B04} = {65FD48E9-C936-4A23-AD46-BF738B6D4733}
{B6297FF2-63D0-41EE-BE13-EFF720C9B0FA} = {65FD48E9-C936-4A23-AD46-BF738B6D4733}
{B92ABADC-45BE-4CC5-B724-9426053123A1} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{7B083DA2-FE08-4F6D-BFDD-195D5C2783EB} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{1C5B8702-290C-42DA-AA9E-671348F5B747} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{6BF81B39-EDC2-4227-9992-C2D8ABEA95AF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{33704AA4-F2B5-4138-A40D-E3E77F89ED46} = {1DFE1729-4F1B-47CA-9819-72431FE14E25}
{BCEE0132-8E24-49BE-AFEB-96DAD14396BA} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{834852DB-EDB6-4FD0-BCF9-45CD01126962} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{572E5B9C-7E19-489C-BD8A-E8401CFBBC47} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{E05E23A5-67DE-42B5-98A3-E63CCE0CC0AF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{F59FA82C-DDB9-4EE2-80AE-CB0E4C6567A4} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{81C83B42-D00A-4FA3-9A3D-80F9D46524BF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{32F3F8CF-D22E-45E4-BEB8-AD909E8C5515} = {33704AA4-F2B5-4138-A40D-E3E77F89ED46}
{8C77EAA8-1077-4EF7-AE53-97C6C60A3601} = {1DFE1729-4F1B-47CA-9819-72431FE14E25}
{EE203B88-44CF-4859-9D42-7A5F40FECB52} = {8C77EAA8-1077-4EF7-AE53-97C6C60A3601}
{B357514A-7881-422D-8358-161B689E7620} = {3D341D8A-E400-4B1D-BC05-B5C35487D9B5}
{2195FB18-53BF-48AF-96B6-9BD242924EA5} = {3D341D8A-E400-4B1D-BC05-B5C35487D9B5}
{4C4BD478-3767-4C27-BD91-DAAFE7CD03A2} = {3D341D8A-E400-4B1D-BC05-B5C35487D9B5}
{587FCCE9-1D8D-4398-B8B6-E8F4E9A92233} = {B357514A-7881-422D-8358-161B689E7620}
{9EA99B18-D352-47F6-BC04-A0B49CAA2772} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{EE203B88-44CF-4859-9D42-7A5F43FECB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{25493FC8-75AC-4703-AD58-AB0C4A0FB79C} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{6BF81B39-EDC2-4127-9982-C2D8ABEA95AF} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{EE203B88-44CF-4829-9D42-7A5F43FECB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{7422B977-CA61-49BF-A586-F57B6FF9BD64} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{DB344310-4938-4294-AEE2-18512454585D} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{EE203B88-44CF-4859-9D42-7A5F45FEDB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{EE203B88-44CF-4859-9D42-7A4F43FEDB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{7CE9FE12-E4AB-4A22-90D4-2C15F0C30D4E} = {B6297FF2-63D0-41EE-BE13-EFF720C9B0FA}
{EE203B88-44CF-4859-9D42-7A1F43FECB52} = {B6297FF2-63D0-41EE-BE13-EFF720C9B0FA}
{BCEE0132-8E24-49BE-AFEB-96DAD14396BA} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{0A1651FC-322B-4B04-82CB-28E9046D9383} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{B1E10086-A1DA-401A-834D-969C9DBB5CC1} = {B6297FF2-63D0-41EE-BE13-EFF720C9B0FA}
{A69411B3-6DE8-404E-8E70-0D3375A7492A} = {0A1651FC-322B-4B04-82CB-28E9046D9383}
{928A359C-9C41-400A-8D2D-A054B33A79F5} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{E27FDF36-50C4-4ED2-8CF5-A20FED016910} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{C2E01551-B636-4324-8461-71811DF6FBB5} = {E27FDF36-50C4-4ED2-8CF5-A20FED016910}
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{5A77DCDD-2CBA-43E9-8B45-00C281443F77} = {0A1651FC-322B-4B04-82CB-28E9046D9383}
{834852DB-EDB6-4FD0-BCF9-45CD01126962} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{B583BBFF-BE97-4F4E-BA1E-1F978A31EAB0} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{C2E01551-B636-4324-8461-71811DF6FBB5} = {E27FDF36-50C4-4ED2-8CF5-A20FED016910}
{FAF82AD2-D9F4-4694-9A01-103BC5B771B4} = {B583BBFF-BE97-4F4E-BA1E-1F978A31EAB0}
{7CE9FE12-E4AB-4A22-90D4-2C15F0C30D4E} = {B6297FF2-63D0-41EE-BE13-EFF720C9B0FA}
{25493FC8-75AC-4703-AD58-AB0C4A0FB79C} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{6BF81B39-EDC2-4227-9982-C2D8ABEA95AF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{6BF81B39-EDC2-4127-9982-C2D8ABEA95AF} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{AA376B9B-484B-4DC4-982F-6CFA645E441E} = {F7D4A671-612F-4FF4-883F-2097697694B7}
{F7D4A671-612F-4FF4-883F-2097697694B7} = {E5C5E320-C077-4362-9A3F-3920C6447601}
{572E5B9C-7E19-489C-BD8A-E8401CFBBC47} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{E05E23A5-67DE-42B5-98A3-E63CCE0CC0AF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{52493826-AC00-470B-A745-4F602529B3B0} = {B583BBFF-BE97-4F4E-BA1E-1F978A31EAB0}
{9F291982-8C81-4105-BF39-16844648E55F} = {B583BBFF-BE97-4F4E-BA1E-1F978A31EAB0}
{950EDCC1-DF6A-4A75-B083-DFE98E7DD34F} = {B583BBFF-BE97-4F4E-BA1E-1F978A31EAB0}
{50509BA3-D27B-4FAC-9772-9EC76146F709} = {1DFE1729-4F1B-47CA-9819-72431FE14E25}
{F7D4A671-612F-4FF4-883F-2097697694B7} = {E5C5E320-C077-4362-9A3F-3920C6447601}
{AA376B9B-484B-4DC4-982F-6CFA645E441E} = {F7D4A671-612F-4FF4-883F-2097697694B7}
{5D994A3B-83BF-4FCB-9AC1-E7B642B46FEA} = {50509BA3-D27B-4FAC-9772-9EC76146F709}
{454DE15C-9063-4EB1-AD6C-77D7150F15DF} = {5F1AAF03-7202-4C07-B99F-EB397105B1B7}
{C3E2D690-F2B4-4A11-B317-D5CB8EF9561A} = {454DE15C-9063-4EB1-AD6C-77D7150F15DF}
{EE203B88-44CF-4829-9D42-7A5F43FECB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{7422B977-CA61-49BF-A586-F57B6FF9BD64} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{DB344310-4938-4294-AEE2-18512454585D} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{2195FB18-53BF-48AF-96B6-9BD242924EA5} = {3D341D8A-E400-4B1D-BC05-B5C35487D9B5}
{FFF58874-D460-41E6-AD65-DBFEC6E47A94} = {2195FB18-53BF-48AF-96B6-9BD242924EA5}
{E4DFEBF9-C310-462F-9876-7EB59C1E4D4E} = {1AFD580B-98B8-4689-B661-38C41132C60E}
{EE203B88-44CF-4859-9D42-7A5F45FEDB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{F59FA82C-DDB9-4EE2-80AE-CB0E4C6567A4} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{4C4BD478-3767-4C27-BD91-DAAFE7CD03A2} = {3D341D8A-E400-4B1D-BC05-B5C35487D9B5}
{73F1A804-1116-46C3-922A-9C0ADEB33F52} = {4C4BD478-3767-4C27-BD91-DAAFE7CD03A2}
{B6297FF2-63D0-41EE-BE13-EFF720C9B0FA} = {65FD48E9-C936-4A23-AD46-BF738B6D4733}
{EE203B88-44CF-4859-9D42-7A4F43FEDB52} = {9EA99B18-D352-47F6-BC04-A0B49CAA2772}
{81C83B42-D00A-4FA3-9A3D-80F9D46524BF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{65114D40-9450-4B2D-B051-7A75E97C88E1} = {928A359C-9C41-400A-8D2D-A054B33A79F5}
{B9A255A0-2B92-4801-AF6C-354535A6E105} = {65114D40-9450-4B2D-B051-7A75E97C88E1}
EndGlobalSection
EndGlobal

+ 6
- 6
doc/samples/btphystest.cpp View File

@@ -99,7 +99,7 @@ void BtPhysTest::InitApp()
vec3(0, 1, 0));
m_camera->SetProjection(45.f, .1f, 1000.f, (float)Video::GetSize().x, (float)Video::GetSize().y / (float)Video::GetSize().x);
#endif
g_scene->PushCamera(m_camera);
Scene::PushCamera(m_camera);

m_ready = false;

@@ -332,8 +332,8 @@ void BtPhysTest::TickGame(float seconds)
vec3 cam_center(0.f);
float cam_factor = .0f;
vec2 screen_min_max[2] = { vec2(FLT_MAX), vec2(-FLT_MAX) };
mat4 world_cam = g_scene->GetCamera()->GetView();
mat4 cam_screen = g_scene->GetCamera()->GetProjection();
mat4 world_cam = Scene::GetCamera()->GetView();
mat4 cam_screen = Scene::GetCamera()->GetProjection();

m_target_timer -= seconds;
if (m_target_timer < .0f)
@@ -619,7 +619,7 @@ void BtPhysTest::TickDraw(float seconds, Scene &scene)

BtPhysTest::~BtPhysTest()
{
g_scene->PopCamera(m_camera);
Scene::PopCamera(m_camera);
Ticker::Unref(m_light1);
Ticker::Unref(m_light2);

@@ -700,8 +700,8 @@ void CatShaderData::SetupDefaultData()
//-----------------------------------------------------------------------------
void CatShaderData::SetupShaderDatas(mat4 const &model)
{
mat4 proj = g_scene->GetCamera()->GetProjection();
mat4 view = g_scene->GetCamera()->GetView();
mat4 proj = Scene::GetCamera()->GetProjection();
mat4 view = Scene::GetCamera()->GetView();

mat4 modelview = view * model;
mat3 normalmat = transpose(inverse(mat3(view)));


+ 6
- 9
doc/samples/meshviewer/meshviewer.cpp View File

@@ -173,7 +173,7 @@ void MeshViewer::Start()
m_camera->SetProjection(40.f, .0001f, 2000.f);
//m_camera->SetProjection(90.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
//m_camera->UseShift(true);
g_scene->PushCamera(m_camera);
Scene::PushCamera(m_camera);

#if HAS_INPUT
InputProfile& ip = m_profile;
@@ -184,9 +184,6 @@ void MeshViewer::Start()
m_controller->Init(m_profile);
#endif //HAS_INPUT

/** ----- Register all entities ----- **/
for (Entity* entity : m_entities) Ticker::Ref(entity);

/** ----- Init is done ----- **/
m_init = true;

@@ -202,11 +199,11 @@ void MeshViewer::Stop()
UpdateSceneSetup(true);

//Destroy core stuff
if (m_camera) g_scene->PopCamera(m_camera);
if (m_camera) Scene::PopCamera(m_camera);

m_file_check->UnregisterFile(m_file_status);

//Register all entities
//Unref all entities
for (Entity* entity : m_entities) Ticker::Unref(entity);

//Delete objs
@@ -264,7 +261,7 @@ void MeshViewer::TickGame(float seconds)
{
super::TickGame(seconds);

if (!m_init && g_scene) Start();
if (!m_init && Scene::IsReady()) Start();
if (!m_init) return;

m_first_tick = true;
@@ -508,7 +505,7 @@ void MeshViewer::Prepare()
m_camera->SetView(vec3(0.f, 0.f, 10.f), vec3::zero, vec3::axis_y);
m_camera->SetProjection(0.f, .0001f, 2000.f, WIDTH * SCREEN_W, RATIO_HW);
m_camera->UseShift(true);
g_scene->PushCamera(m_camera);
Scene::PushCamera(m_camera);

//Lights setup
m_ssetup = new SceneSetup();
@@ -547,7 +544,7 @@ void MeshViewer::Prepare()

void MeshViewer::Unprepare()
{
if (m_camera) g_scene->PopCamera(m_camera);
if (m_camera) Scene::PopCamera(m_camera);
if (m_ssetup) delete m_ssetup;

MessageService::Destroy();


+ 2
- 2
doc/tutorial/05_easymesh.cpp View File

@@ -62,7 +62,7 @@ public:
m_camera->SetView(mat4::lookat(vec3(-15.f, 5.f, 0.f),
vec3(0.f, -1.f, 0.f),
vec3(0.f, 1.f, 0.f)));
g_scene->PushCamera(m_camera);
Scene::PushCamera(m_camera);

/* Add a white directional light */
m_light1 = new Light();
@@ -83,7 +83,7 @@ public:

~EasyMeshTutorial()
{
g_scene->PopCamera(m_camera);
Scene::PopCamera(m_camera);
Ticker::Unref(m_light1);
Ticker::Unref(m_light2);
}


+ 2
- 2
doc/tutorial/06_sprite.cpp View File

@@ -25,7 +25,7 @@ public:
m_camera = new Camera();
m_camera->SetView(mat4(1.f));
m_camera->SetProjection(mat4::ortho(0.f, 640.f, 0.f, 480.f, -100.f, 100.f));
g_scene->PushCamera(m_camera);
Scene::PushCamera(m_camera);
Ticker::Ref(m_camera);

m_tileset = Tiler::Register("06_sprite.png");
@@ -45,7 +45,7 @@ public:
{
Tiler::Deregister(m_tileset);

g_scene->PopCamera(m_camera);
Scene::PopCamera(m_camera);
Ticker::Unref(m_camera);
}



+ 1
- 1
src/debug/fps.cpp View File

@@ -45,7 +45,7 @@ DebugFps::DebugFps(int x, int y)
}
#else
data->lines[0] = new Text("", "data/font/ascii.png");
data->lines[0]->SetPos(vec3(x, y, 100));
data->lines[0]->SetPos(vec3(ivec3(x, y, 100)));
Ticker::Ref(data->lines[0]);
#endif
}


+ 45
- 45
src/debug/lines.cpp View File

@@ -16,31 +16,31 @@ namespace lol
//Resets draw infos
void Debug::DrawSetupReset()
{
g_scene->SetLineTime();
g_scene->SetLineMask();
Scene::SetLineTime();
Scene::SetLineMask();
}
//Sets draw infos
void Debug::DrawSetupTime(float new_time)
{
g_scene->SetLineTime(new_time);
Scene::SetLineTime(new_time);
}

//--
void Debug::DrawSetupMask(int new_mask)
{
g_scene->SetLineMask(new_mask);
Scene::SetLineMask(new_mask);
}

//--
void Debug::DrawSetupSegment(float new_segment_size)
{
g_scene->SetLineSegmentSize(new_segment_size);
Scene::SetLineSegmentSize(new_segment_size);
}

//--
void Debug::DrawSetupColor(vec4 color)
{
g_scene->SetLineColor(color);
Scene::SetLineColor(color);
}

//--
@@ -63,9 +63,9 @@ vec3 Debug::WorldToScreen(vec3 pos, mat4 view_proj)
}
vec3 Debug::WorldToScreen(vec4 pos)
{
if (!g_scene || !g_scene->GetCamera())
if (!Scene::GetCamera())
return vec3::zero;
mat4 const view_proj = g_scene->GetCamera()->GetProjection() * g_scene->GetCamera()->GetView();
mat4 const view_proj = Scene::GetCamera()->GetProjection() * Scene::GetCamera()->GetView();
return Debug::WorldToScreen(pos, view_proj);
}
vec3 Debug::WorldToScreen(vec4 pos, mat4 view_proj)
@@ -79,9 +79,9 @@ vec3 Debug::ScreenToWorld(vec2 pos, float z)
{ return Debug::ScreenToWorld(vec3(pos, z)); }
vec3 Debug::ScreenToWorld(vec3 pos)
{
if (!g_scene || !g_scene->GetCamera())
if (!Scene::GetCamera())
return vec3::zero;
mat4 const inv_view_proj = inverse(g_scene->GetCamera()->GetProjection() * g_scene->GetCamera()->GetView());
mat4 const inv_view_proj = inverse(Scene::GetCamera()->GetProjection() * Scene::GetCamera()->GetView());
return Debug::ScreenToWorld(pos, inv_view_proj);
}
vec3 Debug::ScreenToWorld(vec2 pos, mat4 inv_view_proj, float z)
@@ -100,12 +100,12 @@ vec3 Debug::ScreenToWorld(vec3 pos, mat4 view, mat4 proj)
//Draw stuff in World
//-- LINE: 3D -2D - 3D_to_2D --------------------------------------------------

void Debug::DrawLine(vec3 a, vec3 b) { Debug::DrawLine(a, b, g_scene->GetLineColor()); }
void Debug::DrawLine(vec2 a, vec3 b, float az) { Debug::DrawLine(a, b, g_scene->GetLineColor(), az); }
void Debug::DrawLine(vec2 a, vec2 b, float az, float bz) { Debug::DrawLine(a, b, g_scene->GetLineColor(), az, bz); }
void Debug::DrawLine(vec3 a, vec3 b, vec4 color) { g_scene->AddLine(a, b, color); }
void Debug::DrawLine(vec2 a, vec3 b, vec4 color, float az) { g_scene->AddLine(vec3(a, az), b, color); }
void Debug::DrawLine(vec2 a, vec2 b, vec4 color, float az, float bz){ g_scene->AddLine(vec3(a, az), vec3(b, bz), color); }
void Debug::DrawLine(vec3 a, vec3 b) { Debug::DrawLine(a, b, Scene::GetLineColor()); }
void Debug::DrawLine(vec2 a, vec3 b, float az) { Debug::DrawLine(a, b, Scene::GetLineColor(), az); }
void Debug::DrawLine(vec2 a, vec2 b, float az, float bz) { Debug::DrawLine(a, b, Scene::GetLineColor(), az, bz); }
void Debug::DrawLine(vec3 a, vec3 b, vec4 color) { Scene::AddLine(a, b, color); }
void Debug::DrawLine(vec2 a, vec3 b, vec4 color, float az) { Scene::AddLine(vec3(a, az), b, color); }
void Debug::DrawLine(vec2 a, vec2 b, vec4 color, float az, float bz){ Scene::AddLine(vec3(a, az), vec3(b, bz), color); }

//-- GIZMO --------------------------------------------------------------------
void Debug::DrawGizmo(vec3 pos, vec3 x, vec3 y, vec3 z, float size)
@@ -124,7 +124,7 @@ void Debug::DrawGizmo(vec2 pos, vec3 x, vec3 y, vec3 z, float size, float posz)
//-- GRID ---------------------------------------------------------------------
void Debug::DrawGrid(vec3 pos, vec3 x, vec3 y, vec3 z, float size, bool draw_3d)
{
float seg_sz = g_scene->GetLineSegmentSize();
float seg_sz = Scene::GetLineSegmentSize();
int seg_nb = lol::max((int)(size / seg_sz), 1);
seg_sz = size / (float)seg_nb;

@@ -135,7 +135,7 @@ void Debug::DrawGrid(vec3 pos, vec3 x, vec3 y, vec3 z, float size, bool draw_3d)
Debug::DrawLine(pos, pos - z * size, Color::gray);

//grid
for (float i = -seg_nb; i <= seg_nb; i++)
for (float i = (float)-seg_nb; i <= seg_nb; i++)
{
if (i != 0)
{
@@ -160,9 +160,9 @@ void Debug::DrawGrid(vec3 pos, vec3 x, vec3 y, vec3 z, float size, bool draw_3d)
void Debug::DrawArrow(vec3 a, vec3 b, vec2 s) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y)); }
void Debug::DrawArrow(vec2 a, vec3 b, vec2 s, float az) { Debug::DrawArrow(a, b.xy, vec3(s.x, s.y, s.y), az, b.z); }
void Debug::DrawArrow(vec2 a, vec2 b, vec2 s, float az, float bz) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y), az, bz); }
void Debug::DrawArrow(vec3 a, vec3 b, vec3 s) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y), g_scene->GetLineColor()); }
void Debug::DrawArrow(vec2 a, vec3 b, vec3 s, float az) { Debug::DrawArrow(a, b.xy, vec3(s.x, s.y, s.y), g_scene->GetLineColor(), az, b.z); }
void Debug::DrawArrow(vec2 a, vec2 b, vec3 s, float az, float bz) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y), g_scene->GetLineColor(), az, bz); }
void Debug::DrawArrow(vec3 a, vec3 b, vec3 s) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y), Scene::GetLineColor()); }
void Debug::DrawArrow(vec2 a, vec3 b, vec3 s, float az) { Debug::DrawArrow(a, b.xy, vec3(s.x, s.y, s.y), Scene::GetLineColor(), az, b.z); }
void Debug::DrawArrow(vec2 a, vec2 b, vec3 s, float az, float bz) { Debug::DrawArrow(a, b, vec3(s.x, s.y, s.y), Scene::GetLineColor(), az, bz); }
void Debug::DrawArrow(vec3 a, vec3 b, vec3 s, vec4 color)
{
vec3 z = s.x * normalize(b - a);
@@ -212,23 +212,23 @@ void Debug::DrawArrow(vec2 a, vec2 b, vec3 s, vec4 color, float az, float bz)
}

//-- BOX: 3D -2D - 3D_to_2D ---------------------------------------------------
void Debug::DrawBox(box3 a) { Debug::DrawBox(a.A, a.B, g_scene->GetLineColor()); }
void Debug::DrawBox(box2 a) { Debug::DrawBox(a.A, a.B, g_scene->GetLineColor()); }
void Debug::DrawBox(box3 a) { Debug::DrawBox(a.A, a.B, Scene::GetLineColor()); }
void Debug::DrawBox(box2 a) { Debug::DrawBox(a.A, a.B, Scene::GetLineColor()); }
void Debug::DrawBox(box3 a, vec4 color) { Debug::DrawBox(a.A, a.B, color); }
void Debug::DrawBox(box2 a, vec4 color) { Debug::DrawBox(a.A, a.B, color); }
void Debug::DrawBox(vec3 a, vec3 b) { Debug::DrawBox(a, b, g_scene->GetLineColor()); }
void Debug::DrawBox(vec2 a, vec2 b) { Debug::DrawBox(a, b, g_scene->GetLineColor()); }
void Debug::DrawBox(vec2 a, float s) { Debug::DrawBox(a, s, g_scene->GetLineColor()); }
void Debug::DrawBox(vec3 a, vec3 b) { Debug::DrawBox(a, b, Scene::GetLineColor()); }
void Debug::DrawBox(vec2 a, vec2 b) { Debug::DrawBox(a, b, Scene::GetLineColor()); }
void Debug::DrawBox(vec2 a, float s) { Debug::DrawBox(a, s, Scene::GetLineColor()); }
void Debug::DrawBox(vec3 a, vec3 b, vec4 color) { Debug::DrawBox(a, b, mat4::identity, color); }
void Debug::DrawBox(vec2 a, vec2 b, vec4 color) { Debug::DrawBox(a, b, mat2::identity, color); }
void Debug::DrawBox(vec2 a, float s, vec4 color) { Debug::DrawBox(a, s, mat2::identity, color); }
void Debug::DrawBox(box3 a, mat4 transform) { Debug::DrawBox(a.A, a.B, transform, g_scene->GetLineColor()); }
void Debug::DrawBox(box2 a, mat2 transform) { Debug::DrawBox(a.A, a.B, transform, g_scene->GetLineColor()); }
void Debug::DrawBox(box3 a, mat4 transform) { Debug::DrawBox(a.A, a.B, transform, Scene::GetLineColor()); }
void Debug::DrawBox(box2 a, mat2 transform) { Debug::DrawBox(a.A, a.B, transform, Scene::GetLineColor()); }
void Debug::DrawBox(box3 a, mat4 transform, vec4 color) { Debug::DrawBox(a.A, a.B, transform, color); }
void Debug::DrawBox(box2 a, mat2 transform, vec4 color) { Debug::DrawBox(a.A, a.B, transform, color); }
void Debug::DrawBox(vec3 a, vec3 b, mat4 transform) { Debug::DrawBox(a, b, transform, g_scene->GetLineColor()); }
void Debug::DrawBox(vec2 a, vec2 b, mat2 transform) { Debug::DrawBox(a, b, transform, g_scene->GetLineColor()); }
void Debug::DrawBox(vec2 a, float s, mat2 transform) { Debug::DrawBox(a, s, transform, g_scene->GetLineColor()); }
void Debug::DrawBox(vec3 a, vec3 b, mat4 transform) { Debug::DrawBox(a, b, transform, Scene::GetLineColor()); }
void Debug::DrawBox(vec2 a, vec2 b, mat2 transform) { Debug::DrawBox(a, b, transform, Scene::GetLineColor()); }
void Debug::DrawBox(vec2 a, float s, mat2 transform) { Debug::DrawBox(a, s, transform, Scene::GetLineColor()); }
void Debug::DrawBox(vec3 a, vec3 b, mat4 transform, vec4 color)
{
vec4 v[8];
@@ -270,11 +270,11 @@ void Debug::DrawBox(vec2 a, float s, mat2 transform, vec4 color)
}

//-- CIRCLE -------------------------------------------------------------------
void Debug::DrawCircle(vec2 a, float s) { Debug::DrawCircle(a, s * vec2(1.f, g_renderer->GetXYRatio()), g_scene->GetLineColor()); }
void Debug::DrawCircle(vec3 a, vec3 n) { Debug::DrawCircle(a, n, g_scene->GetLineColor()); }
void Debug::DrawCircle(vec2 a, vec2 s) { Debug::DrawCircle(a, s * vec2(1.f, g_renderer->GetXYRatio()), g_scene->GetLineColor()); }
void Debug::DrawCircle(vec3 a, vec3 x, vec3 y) { Debug::DrawCircle(a, x, y, g_scene->GetLineColor()); }
void Debug::DrawCircle(vec2 a, vec2 x, vec2 y) { Debug::DrawCircle(a, x, y, g_scene->GetLineColor()); }
void Debug::DrawCircle(vec2 a, float s) { Debug::DrawCircle(a, s * vec2(1.f, g_renderer->GetXYRatio()), Scene::GetLineColor()); }
void Debug::DrawCircle(vec3 a, vec3 n) { Debug::DrawCircle(a, n, Scene::GetLineColor()); }
void Debug::DrawCircle(vec2 a, vec2 s) { Debug::DrawCircle(a, s * vec2(1.f, g_renderer->GetXYRatio()), Scene::GetLineColor()); }
void Debug::DrawCircle(vec3 a, vec3 x, vec3 y) { Debug::DrawCircle(a, x, y, Scene::GetLineColor()); }
void Debug::DrawCircle(vec2 a, vec2 x, vec2 y) { Debug::DrawCircle(a, x, y, Scene::GetLineColor()); }
void Debug::DrawCircle(vec3 a, vec3 n, vec4 color)
{
vec3 x = orthogonal(n);
@@ -291,7 +291,7 @@ void Debug::DrawCircle(vec2 a, vec2 s, vec4 color)
void Debug::DrawCircle(vec3 a, vec3 x, vec3 y, vec4 color)
{
float size = F_PI * 2.f * lol::max(length(x), length(y));
int segment_nb = lol::max(1, (int)((size * .25f) / g_scene->GetLineSegmentSize()));
int segment_nb = lol::max(1, (int)((size * .25f) / Scene::GetLineSegmentSize()));
for (int i = 0; i < segment_nb; i++)
{
float a0 = (((float)i) / (float)segment_nb) * F_PI_2;
@@ -309,7 +309,7 @@ void Debug::DrawCircle(vec3 a, vec3 x, vec3 y, vec4 color)
void Debug::DrawCircle(vec2 a, vec2 x, vec2 y, vec4 color)
{
float size = F_PI * 2.f * lol::max(length(x), length(y));
int segment_nb = lol::max(1, (int)((size * .25f) / g_scene->GetLineSegmentSize()));
int segment_nb = lol::max(1, (int)((size * .25f) / Scene::GetLineSegmentSize()));
for (int i = 0; i < segment_nb; i++)
{
float a0 = (((float)i) / (float)segment_nb) * F_PI_2;
@@ -325,9 +325,9 @@ void Debug::DrawCircle(vec2 a, vec2 x, vec2 y, vec4 color)
}

//-- SPHERE -------------------------------------------------------------------
void Debug::DrawSphere(vec3 a, float s) { Debug::DrawSphere(a, s, g_scene->GetLineColor()); }
void Debug::DrawSphere(vec3 a, float s) { Debug::DrawSphere(a, s, Scene::GetLineColor()); }
void Debug::DrawSphere(vec3 a, float s, vec4 color) { Debug::DrawSphere(a, vec3::axis_x * s, vec3::axis_y * s, vec3::axis_z * s, color); }
void Debug::DrawSphere(vec3 a, vec3 x, vec3 y, vec3 z) { Debug::DrawSphere(a, x, y, z, g_scene->GetLineColor()); }
void Debug::DrawSphere(vec3 a, vec3 x, vec3 y, vec3 z) { Debug::DrawSphere(a, x, y, z, Scene::GetLineColor()); }
void Debug::DrawSphere(vec3 a, vec3 x, vec3 y, vec3 z, vec4 color)
{
Debug::DrawCircle(a, x, y, color);
@@ -342,8 +342,8 @@ void Debug::DrawSphere(vec3 a, vec3 x, vec3 y, vec3 z, vec4 color)
}

//-- CAPSULE ------------------------------------------------------------------
void Debug::DrawCapsule(vec3 a, float s, vec3 h) { Debug::DrawCapsule(a, s, h, g_scene->GetLineColor()); }
void Debug::DrawCapsule(vec3 a, vec3 x, vec3 y, vec3 z, vec3 h) { Debug::DrawCapsule(a, x, y, z, h, g_scene->GetLineColor()); }
void Debug::DrawCapsule(vec3 a, float s, vec3 h) { Debug::DrawCapsule(a, s, h, Scene::GetLineColor()); }
void Debug::DrawCapsule(vec3 a, vec3 x, vec3 y, vec3 z, vec3 h) { Debug::DrawCapsule(a, x, y, z, h, Scene::GetLineColor()); }
void Debug::DrawCapsule(vec3 a, float s, vec3 h, vec4 color)
{
vec3 x = orthonormal(h) * s;
@@ -354,7 +354,7 @@ void Debug::DrawCapsule(vec3 a, float s, vec3 h, vec4 color)
void Debug::DrawCapsule(vec3 a, vec3 x, vec3 y, vec3 z, vec3 h, vec4 color)
{
float size = F_PI * 2.f * lol::max(length(x), length(y));
int segment_nb = lol::max(1, (int)((size * .25f) / g_scene->GetLineSegmentSize()));
int segment_nb = lol::max(1, (int)((size * .25f) / Scene::GetLineSegmentSize()));
for (int i = -1; i < 2; i += 2)
{
vec3 b = a + h * .5f * (float)i;
@@ -378,8 +378,8 @@ void Debug::DrawCapsule(vec3 a, vec3 x, vec3 y, vec3 z, vec3 h, vec4 color)
}

//-- VIEW PROJ ----------------------------------------------------------------
void Debug::DrawViewProj(mat4 view, mat4 proj) { Debug::DrawViewProj(view, proj, g_scene->GetLineColor()); }
void Debug::DrawViewProj(mat4 view_proj) { Debug::DrawViewProj(view_proj, g_scene->GetLineColor()); }
void Debug::DrawViewProj(mat4 view, mat4 proj) { Debug::DrawViewProj(view, proj, Scene::GetLineColor()); }
void Debug::DrawViewProj(mat4 view_proj) { Debug::DrawViewProj(view_proj, Scene::GetLineColor()); }
void Debug::DrawViewProj(mat4 view, mat4 proj, vec4 color)
{
mat4 const view_proj = proj * view;


+ 3
- 3
src/easymesh/easymeshrender.cpp View File

@@ -184,12 +184,12 @@ void DefaultShaderData::SetupDefaultData(bool with_UV)
//-----------------------------------------------------------------------------
void DefaultShaderData::SetupShaderDatas(mat4 const &model)
{
mat4 proj = g_scene->GetCamera()->GetProjection();
mat4 view = g_scene->GetCamera()->GetView();
mat4 proj = Scene::GetCamera()->GetProjection();
mat4 view = Scene::GetCamera()->GetView();
mat4 modelview = view * model;
mat3 normalmat = transpose(inverse(mat3(modelview)));
/* FIXME: this should be hidden in the shader */
array<Light *> const &lights = g_scene->GetLights();
array<Light *> const &lights = Scene::GetLights();
array<vec4> light_data;
//This is not very nice, but necessary for emscripten WebGL generation.
float f = 0.f;


+ 2
- 2
src/font.cpp View File

@@ -68,7 +68,7 @@ char const *Font::GetName()
return data->m_name.C();
}

void Font::Print(vec3 pos, char const *str, vec2 scale, float spacing)
void Font::Print(Scene &scene, vec3 pos, char const *str, vec2 scale, float spacing)
{
float origin_x = pos.x;
while (*str)
@@ -89,7 +89,7 @@ void Font::Print(vec3 pos, char const *str, vec2 scale, float spacing)
break;
default:
if (ch != ' ')
g_scene->AddTile(data->tileset, ch & 255, pos, 0, scale, 0.0f);
scene.AddTile(data->tileset, ch & 255, pos, 0, scale, 0.0f);
pos.x += data->size.x * scale.x;
break;
}


+ 1
- 1
src/font.h View File

@@ -35,7 +35,7 @@ protected:

public:
/* New methods */
void Print(vec3 pos, char const *str, vec2 scale = vec2(1.0f), float spacing = 0.0f);
void Print(Scene &scene, vec3 pos, char const *str, vec2 scale = vec2(1.0f), float spacing = 0.0f);
ivec2 GetSize() const;

private:


+ 2
- 2
src/gradient.cpp View File

@@ -88,9 +88,9 @@ void Gradient::TickDraw(float seconds, Scene &scene)
data->shader->Bind();

uni_mat = data->shader->GetUniformLocation("u_projection");
data->shader->SetUniform(uni_mat, g_scene->GetCamera()->GetProjection());
data->shader->SetUniform(uni_mat, Scene::GetCamera()->GetProjection());
uni_mat = data->shader->GetUniformLocation("u_view");
data->shader->SetUniform(uni_mat, g_scene->GetCamera()->GetView());
data->shader->SetUniform(uni_mat, Scene::GetCamera()->GetView());
uni_mat = data->shader->GetUniformLocation("u_model");
data->shader->SetUniform(uni_mat, model_matrix);



+ 1
- 1
src/light.cpp View File

@@ -69,7 +69,7 @@ void Light::TickDraw(float seconds, Scene &scene)
{
WorldEntity::TickDraw(seconds, scene);

g_scene->AddLight(this);
Scene::AddLight(this);
}

} /* namespace lol */


+ 5
- 5
src/mesh/primitive.cpp View File

@@ -53,11 +53,11 @@ void PrimitiveMesh::Render() const
/* Per-scene matrices */
ShaderUniform u_mat;
u_mat = shader->GetUniformLocation("u_projection");
shader->SetUniform(u_mat, g_scene->GetCamera()->GetProjection());
shader->SetUniform(u_mat, Scene::GetCamera()->GetProjection());
u_mat = shader->GetUniformLocation("u_view");
shader->SetUniform(u_mat, g_scene->GetCamera()->GetView());
shader->SetUniform(u_mat, Scene::GetCamera()->GetView());
u_mat = shader->GetUniformLocation("u_inv_view");
shader->SetUniform(u_mat, inverse(g_scene->GetCamera()->GetView()));
shader->SetUniform(u_mat, inverse(Scene::GetCamera()->GetView()));

/* Per-object matrices, will be set later */
u_model = shader->GetUniformLocation("u_model");
@@ -65,7 +65,7 @@ void PrimitiveMesh::Render() const
u_normalmat = shader->GetUniformLocation("u_normalmat");

/* Per-scene environment */
array<Light *> const &lights = g_scene->GetLights();
array<Light *> const &lights = Scene::GetLights();
array<vec4> light_data;

/* FIXME: the 4th component of the position can be used for other things */
@@ -80,7 +80,7 @@ void PrimitiveMesh::Render() const
}

shader->SetUniform(u_model, m_matrix);
mat4 modelview = g_scene->GetCamera()->GetView() * m_matrix;
mat4 modelview = Scene::GetCamera()->GetView() * m_matrix;
shader->SetUniform(u_modelview, modelview);
shader->SetUniform(u_normalmat, transpose(inverse(mat3(modelview))));



+ 182
- 32
src/scene.cpp View File

@@ -30,7 +30,7 @@ namespace lol
* The global g_scene object, initialised by Video::Init
*/

Scene *g_scene = nullptr;
Scene *Scene::g_scene = nullptr;

/*
* A quick and dirty Tile structure for 2D blits
@@ -85,7 +85,6 @@ private:
/*
* Public Scene class
*/

Scene::Scene(ivec2 size)
: data(new SceneData())
{
@@ -93,7 +92,7 @@ Scene::Scene(ivec2 size)
data->m_default_cam = new Camera();
mat4 proj = mat4::ortho(0.f, (float)size.x, 0.f, (float)size.y, -1000.f, 1000.f);
data->m_default_cam->SetProjection(proj);
PushCamera(data->m_default_cam);
Scene::PushCamera(this, data->m_default_cam);

data->m_tile_cam = -1;
data->m_tile_shader = 0;
@@ -106,15 +105,16 @@ Scene::Scene(ivec2 size)

data->m_debug_mask = 1;

SetLineTime();
SetLineMask();
SetLineSegmentSize();
SetLineColor();
SetLineTime(this);
SetLineMask(this);
SetLineSegmentSize(this);
SetLineColor(this);
}

//-----------------------------------------------------------------------------
Scene::~Scene()
{
PopCamera(data->m_default_cam);
Scene::PopCamera(this, data->m_default_cam);

/* FIXME: this must be done while the GL context is still active.
* Change the code architecture to make sure of that. */
@@ -127,27 +127,62 @@ Scene::~Scene()
delete data;
}

int Scene::PushCamera(Camera *cam)
//-----------------------------------------------------------------------------
bool Scene::GetScene(Scene*& scene)
{
ASSERT(!!g_scene, "Trying to access a non-ready scene");
return (scene = g_scene) != nullptr;
}

//-----------------------------------------------------------------------------
bool Scene::GetSceneData(SceneData*& data)
{
ASSERT(!!g_scene, "Trying to access a non-ready scene");
return (data = g_scene->data) != nullptr;
}

//-----------------------------------------------------------------------------
bool Scene::IsReady()
{
return !!g_scene;
}

//-----------------------------------------------------------------------------
Camera *Scene::GetCamera(int cam_idx)
{
ASSERT(this, "trying to push a camera before g_scene is ready");
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

return (0 <= cam_idx && cam_idx < data->m_camera_stack.Count()) ?
data->m_camera_stack[cam_idx] :
data->m_camera_stack.Last();
}

//-----------------------------------------------------------------------------
int Scene::PushCamera(Scene* scene, Camera *cam)
{
ASSERT(!!scene, "Trying to access a non-ready scene");
ASSERT(!!scene->data, "Trying to access a non-ready scene");

Ticker::Ref(cam);
data->m_camera_stack.Push(cam);
return (int)data->m_camera_stack.Count() - 1;
scene->data->m_camera_stack.Push(cam);
return (int)scene->data->m_camera_stack.Count() - 1;
}

void Scene::PopCamera(Camera *cam)
//-----------------------------------------------------------------------------
void Scene::PopCamera(Scene* scene, Camera *cam)
{
ASSERT(this, "trying to pop a camera before g_scene is ready");
ASSERT(!!scene, "Trying to access a non-ready scene");
ASSERT(!!scene->data, "Trying to access a non-ready scene");

/* Parse from the end because that’s probably where we’ll find
* our camera first. */
for (ptrdiff_t i = data->m_camera_stack.Count(); i--; )
* our camera first. */
for (ptrdiff_t i = scene->data->m_camera_stack.Count(); i--;)
{
if (data->m_camera_stack[i] == cam)
if (scene->data->m_camera_stack[i] == cam)
{
Ticker::Unref(cam);
data->m_camera_stack.Remove(i);
scene->data->m_camera_stack.Remove(i);
return;
}
}
@@ -155,20 +190,39 @@ void Scene::PopCamera(Camera *cam)
ASSERT(false, "trying to pop a nonexistent camera from the scene");
}

void Scene::SetTileCam(int cam_idx)
//-----------------------------------------------------------------------------
int Scene::PushCamera(Camera *cam)
{
data->m_tile_cam = cam_idx;
Scene* scene;
ASSERT(GetScene(scene), "Trying to access a non-ready scene");

return PushCamera(scene, cam);
}

Camera *Scene::GetCamera(int cam_idx)
//-----------------------------------------------------------------------------
void Scene::PopCamera(Camera *cam)
{
return (0 <= cam_idx && cam_idx < data->m_camera_stack.Count()) ?
data->m_camera_stack[cam_idx] :
data->m_camera_stack.Last();
Scene* scene;
ASSERT(GetScene(scene), "Trying to access a non-ready scene");

PopCamera(scene, cam);
}

//-----------------------------------------------------------------------------
void Scene::SetTileCam(int cam_idx)
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

data->m_tile_cam = cam_idx;
}

//-----------------------------------------------------------------------------
void Scene::Reset()
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

for (int i = 0; i < data->m_tile_bufs.Count(); i++)
delete data->m_tile_bufs[i];
data->m_tile_bufs.Empty();
@@ -180,6 +234,7 @@ void Scene::Reset()
data->m_primitives.Empty();
}

//-----------------------------------------------------------------------------
/*TODO: SAM/TOUKY: Change that*/
void Scene::AddPrimitive(Mesh const &mesh, mat4 const &matrix)
{
@@ -189,11 +244,13 @@ void Scene::AddPrimitive(Mesh const &mesh, mat4 const &matrix)
}
}

//-----------------------------------------------------------------------------
void Scene::AddPrimitive(Primitive* primitive)
{
data->m_primitives.Push(primitive);
}

//-----------------------------------------------------------------------------
void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale, float angle)
{
ASSERT(id < tileset->GetTileCount());
@@ -214,31 +271,116 @@ void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale, float
data->m_tiles.Push(t);
}

void Scene::SetLineTime(float new_time) { data->m_new_line_time = new_time; }
void Scene::SetLineMask(int new_mask) { data->m_new_line_mask = new_mask; }
void Scene::SetLineSegmentSize(float new_segment_size) { data->m_new_line_segment_size = new_segment_size; }
float Scene::GetLineSegmentSize() { return data->m_new_line_segment_size; }
void Scene::SetLineColor(vec4 new_color) { data->m_new_line_color = new_color; }
vec4 Scene::GetLineColor() { return data->m_new_line_color; }
//-----------------------------------------------------------------------------
void Scene::SetLineTime(Scene* scene, float new_time)
{
ASSERT(!!scene, "Trying to access a non-ready scene");
ASSERT(!!scene->data, "Trying to access a non-ready scene");

scene->data->m_new_line_time = new_time;
}
void Scene::SetLineMask(Scene* scene, int new_mask)
{
ASSERT(!!scene, "Trying to access a non-ready scene");
ASSERT(!!scene->data, "Trying to access a non-ready scene");

scene->data->m_new_line_mask = new_mask;
}
void Scene::SetLineSegmentSize(Scene* scene, float new_segment_size)
{
ASSERT(!!scene, "Trying to access a non-ready scene");
ASSERT(!!scene->data, "Trying to access a non-ready scene");

scene->data->m_new_line_segment_size = new_segment_size;
}
void Scene::SetLineColor(Scene* scene, vec4 new_color)
{
ASSERT(!!scene, "Trying to access a non-ready scene");
ASSERT(!!scene->data, "Trying to access a non-ready scene");

scene->data->m_new_line_color = new_color;
}

//-----------------------------------------------------------------------------
void Scene::SetLineTime(float new_time)
{
Scene* scene;
ASSERT(GetScene(scene), "Trying to access a non-ready scene");

SetLineTime(scene, new_time);
}
void Scene::SetLineMask(int new_mask)
{
Scene* scene;
ASSERT(GetScene(scene), "Trying to access a non-ready scene");

SetLineMask(scene, new_mask);
}
void Scene::SetLineSegmentSize(float new_segment_size)
{
Scene* scene;
ASSERT(GetScene(scene), "Trying to access a non-ready scene");

SetLineSegmentSize(scene, new_segment_size);
}
void Scene::SetLineColor(vec4 new_color)
{
Scene* scene;
ASSERT(GetScene(scene), "Trying to access a non-ready scene");

SetLineColor(scene, new_color);
}

//-----------------------------------------------------------------------------
float Scene::GetLineSegmentSize()
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

return data->m_new_line_segment_size;
}
vec4 Scene::GetLineColor()
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

return data->m_new_line_color;
}

//-----------------------------------------------------------------------------
void Scene::AddLine(vec3 a, vec3 b, vec4 color)
{
SceneData* data;
ASSERT(GetSceneData(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);
}

//-----------------------------------------------------------------------------
void Scene::AddLight(Light *l)
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

data->m_lights.Push(l);
}

array<Light *> const &Scene::GetLights() const
//-----------------------------------------------------------------------------
array<Light *> const &Scene::GetLights()
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

return data->m_lights;
}

//-----------------------------------------------------------------------------
void Scene::RenderPrimitives()
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

/* TODO: this should be the main entry for rendering of all
* primitives found in the scene graph. When we have one. */

@@ -248,8 +390,12 @@ void Scene::RenderPrimitives()
}
}

//-----------------------------------------------------------------------------
void Scene::RenderTiles() // XXX: rename to Blit()
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

RenderContext rc;

/* Early test if nothing needs to be rendered */
@@ -367,8 +513,12 @@ void Scene::RenderTiles() // XXX: rename to Blit()
#endif
}

//-----------------------------------------------------------------------------
void Scene::RenderLines(float seconds) // XXX: rename to Blit()
{
SceneData* data;
ASSERT(GetSceneData(data), "Trying to access a non-ready scene");

RenderContext rc;

if (!data->m_lines.Count())
@@ -387,7 +537,7 @@ void Scene::RenderLines(float seconds) // XXX: rename to Blit()
array<vec4, vec4, vec4, vec4> buff;
buff.Resize(linecount);
int real_linecount = 0;
mat4 const inv_view_proj = inverse(g_scene->GetCamera()->GetProjection() * g_scene->GetCamera()->GetView());
mat4 const inv_view_proj = inverse(Scene::GetCamera()->GetProjection() * Scene::GetCamera()->GetView());
for (int i = 0; i < linecount; i++)
{
if (data->m_lines[i].m5 & data->m_debug_mask)


+ 37
- 19
src/scene.h View File

@@ -46,22 +46,30 @@ private:
class Scene
{
friend class Video;
friend class TickerData; //TODO: Smells shitty

private:
static Scene *g_scene;

Scene(ivec2 size);
~Scene();

static bool GetScene(Scene*& scene);
static bool GetSceneData(SceneData*& data);

public:
Camera *GetCamera(int cam_idx=-1);
int PushCamera(Camera *cam);
void PopCamera(Camera *cam);
void SetTileCam(int cam_idx);
static bool IsReady();

void Reset();
static Camera *GetCamera(int cam_idx=-1);
private:
static int PushCamera(Scene* scene, Camera *cam);
static void PopCamera(Scene* scene, Camera *cam);
public:
static int PushCamera(Camera *cam);
static void PopCamera(Camera *cam);
static void SetTileCam(int cam_idx);

void RenderPrimitives();
void RenderTiles();
void RenderLines(float seconds);
static void Reset();

/* New scenegraph */
void AddPrimitive(Mesh const &mesh, mat4 const &matrix);
@@ -70,22 +78,32 @@ public:
/* FIXME: this should be deprecated -- it doesn't really match
* the architecture we want to build */
void AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale, float angle);
void SetLineTime(float new_time=-1.f);
void SetLineMask(int new_mask=0xFFFFFFFF);
void SetLineSegmentSize(float new_segment_size=100000.f);
float GetLineSegmentSize();
void SetLineColor(vec4 new_color=vec4(1.f));
vec4 GetLineColor();
void AddLine(vec3 a, vec3 b, vec4 color);

void AddLight(Light *light);
array<Light *> const &GetLights() const;
private:
static void SetLineTime(Scene* scene, float new_time = -1.f);
static void SetLineMask(Scene* scene, int new_mask = 0xFFFFFFFF);
static void SetLineSegmentSize(Scene* scene, float new_segment_size = 100000.f);
static void SetLineColor(Scene* scene, vec4 new_color = vec4(1.f));
public:
static void SetLineTime(float new_time = -1.f);
static void SetLineMask(int new_mask = 0xFFFFFFFF);
static void SetLineSegmentSize(float new_segment_size = 100000.f);
static void SetLineColor(vec4 new_color = vec4(1.f));

static float GetLineSegmentSize();
static vec4 GetLineColor();
static void AddLine(vec3 a, vec3 b, vec4 color);

static void AddLight(Light *light);
static array<Light *> const &GetLights();

static void RenderPrimitives();
static void RenderTiles();
static void RenderLines(float seconds);

private:
SceneData *data;
};

extern Scene *g_scene;

} /* namespace lol */


+ 2
- 2
src/text.cpp View File

@@ -110,8 +110,8 @@ void Text::TickDraw(float seconds, Scene &scene)
else if (data->m_align == TextAlign::Center)
delta.x -= 0.5f * text_width * data->m_scale.x;

font->Print(data->m_pos + delta, data->m_text.C(),
data->m_scale, data->m_spacing);
font->Print(scene, data->m_pos + delta, data->m_text.C(),
data->m_scale, data->m_spacing);
}
}



+ 9
- 9
src/ticker.cpp View File

@@ -57,7 +57,7 @@ public:
private:
/* Entity management */
array<Entity *> m_todolist, m_autolist;
array<Entity *> m_list[Entity::ALLGROUP_END];
array<Entity *> m_list[Entity::ALLGROUP_END]; //TODO: Add NO-DRAW entity support
ptrdiff_t nentities;

/* Fixed framerate management */
@@ -120,7 +120,7 @@ void Ticker::Ref(Entity *entity)
/* Get the entity out of the m_autorelease list. This is usually
* very fast since the last entry in autolist is the last
* registered entity. */
for (int i = data->m_autolist.Count(); i--; )
for (ptrdiff_t i = data->m_autolist.Count(); i--; )
{
if (data->m_autolist[i] == entity)
{
@@ -172,7 +172,7 @@ void TickerData::GameThreadMain()
#endif /* LOL_FEATURE_THREADS */

#if LOL_FEATURE_THREADS
void TickerData::DrawThreadMain()
void TickerData::DrawThreadMain() /* unused */
{
#if LOL_BUILD_DEBUG
Log::Info("ticker draw thread initialised\n");
@@ -295,7 +295,7 @@ void TickerData::GameThreadTick()
* in the tick lists can be marked for destruction. */
for (int g = 0; g < Entity::ALLGROUP_END; ++g)
{
for (int i = data->m_list[g].Count(); i--; )
for (ptrdiff_t i = data->m_list[g].Count(); i--;)
{
Entity *e = data->m_list[g][i];

@@ -374,7 +374,7 @@ void TickerData::DrawThreadTick()
switch (g)
{
case Entity::DRAWGROUP_BEGIN:
g_scene->Reset();
Scene::Reset();
g_renderer->Clear(ClearMask::All);
break;
default:
@@ -394,7 +394,7 @@ void TickerData::DrawThreadTick()
e->GetName(), e);
e->m_tickstate = Entity::STATE_PRETICK_DRAW;
#endif
e->TickDraw(data->deltatime, *g_scene);
e->TickDraw(data->deltatime, *Scene::g_scene);
#if !LOL_BUILD_RELEASE
if (e->m_tickstate != Entity::STATE_POSTTICK_DRAW)
Log::Error("entity %s [%p] missed super draw tick\n",
@@ -405,9 +405,9 @@ void TickerData::DrawThreadTick()
}

/* Do this render step */
g_scene->RenderPrimitives();
g_scene->RenderTiles();
g_scene->RenderLines(data->deltatime);
Scene::RenderPrimitives();
Scene::RenderTiles();
Scene::RenderLines(data->deltatime);
}

Profiler::Stop(Profiler::STAT_TICK_DRAW);


+ 3
- 3
src/video.cpp View File

@@ -46,7 +46,7 @@ DebugRenderMode VideoData::render_mode = DebugRenderMode::Default;
void Video::Setup(ivec2 size)
{
g_renderer = new Renderer(size);
g_scene = new Scene(size);
Scene::g_scene = new Scene(size);

/* Initialise reasonable scene default properties */
SetDebugRenderMode(DebugRenderMode::Default);
@@ -94,8 +94,8 @@ DebugRenderMode Video::GetDebugRenderMode()

void Video::Destroy()
{
delete g_scene;
g_scene = nullptr;
delete Scene::g_scene;
Scene::g_scene = nullptr;

delete g_renderer;
g_renderer = nullptr;


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