// // Lol Engine // // Copyright: (c) 2010-2014 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #include #include #if defined(_WIN32) # define WIN32_LEAN_AND_MEAN 1 # include #endif #include "lolgl.h" LOLFX_RESOURCE_DECLARE(tile); LOLFX_RESOURCE_DECLARE(palette); LOLFX_RESOURCE_DECLARE(line); namespace lol { /* * The global g_scenes object, initialised by Video::Init */ array Scene::g_scenes; /* * A quick and dirty Tile structure for 2D blits */ struct Tile { TileSet *tileset; uint32_t prio; vec3 pos; vec2 scale; float angle; int id, o; }; //----------------------------------------------------------------------------- static array m_scene_displays; /* * Public SceneDisplay class */ void SceneDisplay::Add(SceneDisplay* display) { m_scene_displays << display; } int SceneDisplay::GetCount() { return m_scene_displays.count(); } SceneDisplay* SceneDisplay::GetDisplay(int index) { ASSERT(0 <= index && index < m_scene_displays.count()); return m_scene_displays[index]; } void SceneDisplay::DestroyAll() { for (SceneDisplay* display : m_scene_displays) delete display; m_scene_displays.empty(); } /* ------------------------------------------------ */ void SceneDisplay::Enable() { //TODO: PROFILER STUFF } void SceneDisplay::Disable() { //TODO: PROFILER STUFF } //----------------------------------------------------------------------------- /* * Primitive implementation class */ void PrimitiveSource::Render(Scene& scene) { UNUSED(scene); } void PrimitiveRenderer::Render(Scene& scene, PrimitiveSource* primitive) { UNUSED(scene); UNUSED(primitive); } //----------------------------------------------------------------------------- /* * Scene implementation class */ class SceneData { friend class Scene; private: SceneData() { /* TODO: FIX THAT */ ASSERT(!(m_used_id & ((uint64_t)1 << 63)), "Too many scenes !!!!"); m_mask_id = m_used_id; m_used_id = m_used_id << 1; } /* Mask ID */ /* TODO: Do a mask class that handles more than 64 slots */ static uint64_t m_used_id; uint64_t m_mask_id = 0; /* Scene display: if none has been set to the scene, * the default one created by the app will be used */ SceneDisplay* m_display = nullptr; /* Sources are shared by all scenes. * Renderers are scene-dependent. They get the primitive in the identical slot to render with the given scene * Primitives and renderers will be kept until: * - Updated by entity * - Marked Fire&Forget * - Scene is destroyed */ map > m_prim_renderers; static map > m_prim_sources; static mutex m_prim_mutex; /* Old API */ float m_new_line_time; int m_new_line_mask; float m_new_line_segment_size; vec4 m_new_line_color; array m_lines; int m_debug_mask; Shader *m_line_shader; VertexDeclaration *m_line_vdecl; int m_tile_cam; array m_tiles; array m_palettes; array m_lights; Shader *m_tile_shader; Shader *m_palette_shader; VertexDeclaration *m_tile_vdecl; array m_tile_bufs; Camera *m_default_cam; array m_camera_stack; }; uint64_t SceneData::m_used_id = 1; map > SceneData::m_prim_sources; mutex SceneData::m_prim_mutex; /* * Public Scene class */ Scene::Scene(ivec2 size) : data(new SceneData()) { /* Create a default orthographic camera, in case the user doesn’t. */ 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); data->m_tile_cam = -1; data->m_tile_shader = 0; data->m_palette_shader = 0; data->m_tile_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position), VertexStream(VertexUsage::TexCoord)); data->m_line_shader = 0; data->m_line_vdecl = new VertexDeclaration(VertexStream(VertexUsage::Position, VertexUsage::Color)); data->m_debug_mask = 1; SetLineTime(); SetLineMask(); SetLineSegmentSize(); SetLineColor(); } //----------------------------------------------------------------------------- Scene::~Scene() { PopCamera(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. */ /* FIXME: also, make sure we do not add code to Reset() that will * reallocate stuff */ Reset(); delete data->m_line_vdecl; delete data->m_tile_vdecl; delete data; } //----------------------------------------------------------------------------- void Scene::AddNew(ivec2 size) { Scene::g_scenes << new Scene(size); } void Scene::DestroyScene(Scene* scene) { Scene::g_scenes.remove_item(scene); delete scene; } void Scene::DestroyAll() { while (Scene::g_scenes.count()) delete Scene::g_scenes.pop(); } int Scene::GetCount() { return g_scenes.count(); } //----------------------------------------------------------------------------- bool Scene::IsReady(int index) { return 0 <= index && index < g_scenes.count() && !!g_scenes[index]; } //----------------------------------------------------------------------------- Scene& Scene::GetScene(int index) { ASSERT(0 <= index && index < g_scenes.count() && !!g_scenes[index], "Trying to get a non-existent scene"); return *g_scenes[index]; } //----------------------------------------------------------------------------- void Scene::Link(Entity* entity) { entity->m_scene_mask |= data->m_mask_id; } //----------------------------------------------------------------------------- bool Scene::IsRelevant(Entity* entity) { return !!(entity->m_scene_mask & data->m_mask_id); } //----------------------------------------------------------------------------- Camera* Scene::GetCamera(int cam_idx) { ASSERT(!!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(Camera *cam) { ASSERT(!!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; } //----------------------------------------------------------------------------- void Scene::PopCamera(Camera *cam) { ASSERT(!!data, "Trying to access a non-ready scene"); /* Parse from the end because that’s probably where we’ll find * our camera first. */ for (int i = data->m_camera_stack.count(); i--;) { if (data->m_camera_stack[i] == cam) { Ticker::Unref(cam); data->m_camera_stack.remove(i); return; } } ASSERT(false, "trying to pop a nonexistent camera from the scene"); } //----------------------------------------------------------------------------- void Scene::SetTileCam(int cam_idx) { ASSERT(!!data, "Trying to access a non-ready scene"); data->m_tile_cam = cam_idx; } //----------------------------------------------------------------------------- void Scene::Reset() { ASSERT(!!data, "Trying to access a non-ready scene"); /* New scenegraph: Release fire&forget primitives */ array keys = data->m_prim_renderers.keys(); for (uintptr_t key : keys) { for (int idx = 0; idx < data->m_prim_renderers[key].count(); ++idx) if (data->m_prim_renderers[key][idx]->m_fire_and_forget) 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(); data->m_lights.empty(); } //---- Primitive source stuff ------------------------------------------------- int Scene::HasPrimitiveSource(uintptr_t key) { int count; SceneData::m_prim_mutex.lock(); { count = SceneData::m_prim_sources[key].count(); } SceneData::m_prim_mutex.unlock(); return count; } int Scene::AddPrimitiveSource(uintptr_t key, PrimitiveSource* source) { int count; SceneData::m_prim_mutex.lock(); { count = SceneData::m_prim_sources[key].count(); SceneData::m_prim_sources[key].push(source); } SceneData::m_prim_mutex.unlock(); return count; } void Scene::SetPrimitiveSource(int index, uintptr_t key, PrimitiveSource* source) { ASSERT(source); ASSERT(index < 0); PrimitiveSource* old = nullptr; SceneData::m_prim_mutex.lock(); { if (index < SceneData::m_prim_sources[key].count()) old = SceneData::m_prim_sources[key][index]; else SceneData::m_prim_sources[key].resize(index + 1); SceneData::m_prim_sources[key][index] = source; } SceneData::m_prim_mutex.unlock(); //Delete old AFTER having released the lock if (old) delete old; } void Scene::ReleasePrimitiveSource(int index, uintptr_t key) { PrimitiveSource* old = nullptr; SceneData::m_prim_mutex.lock(); { ASSERT(0 <= index && index < SceneData::m_prim_sources[key].count()); old = SceneData::m_prim_sources[key][index]; SceneData::m_prim_sources[key].remove(index); } SceneData::m_prim_mutex.unlock(); //Delete old AFTER having released the lock if (old) delete old; } void Scene::ReleaseAllPrimitiveSource(uintptr_t key) { array oldies; SceneData::m_prim_mutex.lock(); { oldies.reserve(SceneData::m_prim_sources[key].count()); for (PrimitiveSource* source : SceneData::m_prim_sources[key]) oldies << source; SceneData::m_prim_sources[key].empty(); } SceneData::m_prim_mutex.unlock(); //Delete oldies AFTER having released the lock for (PrimitiveSource* old : oldies) if (old) delete old; } //---- Primitive renderer stuff ----------------------------------------------- int Scene::HasPrimitiveRenderer(uintptr_t key) { return data->m_prim_renderers[key].count(); } void Scene::AddPrimitiveRenderer(uintptr_t key, PrimitiveRenderer* renderer) { renderer->m_fire_and_forget = true; data->m_prim_renderers[key].push(renderer); } void Scene::SetPrimitiveRenderer(int index, uintptr_t key, PrimitiveRenderer* renderer) { ASSERT(renderer); ASSERT(index < 0); if (index < data->m_prim_renderers[key].count()) { ASSERT(data->m_prim_renderers[key][index]); delete data->m_prim_renderers[key][index]; } else data->m_prim_renderers[key].resize(index + 1); data->m_prim_renderers[key][index] = renderer; } void Scene::ReleasePrimitiveRenderer(int index, uintptr_t key) { ASSERT(0 <= index && index < data->m_prim_renderers[key].count()); ASSERT(data->m_prim_renderers[key][index]); delete data->m_prim_renderers[key][index]; data->m_prim_renderers[key].remove(index); } void Scene::ReleaseAllPrimitiveRenderer(uintptr_t key) { for (PrimitiveRenderer* renderer : data->m_prim_renderers[key]) { ASSERT(renderer); delete renderer; } } //----------------------------------------------------------------------------- void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale, float angle) { ASSERT(id < tileset->GetTileCount()); Tile t; /* FIXME: this sorting only works for a 45-degree camera */ t.prio = (uint32_t)(-pos.y - (int)(2 * 32 * pos.z) + ((float)o ? 0 : 32)); t.tileset = tileset; t.id = id; t.pos = pos; t.o = o; t.scale = scale; t.angle = angle; if (tileset->GetPalette()) data->m_palettes.push(t); else data->m_tiles.push(t); } //----------------------------------------------------------------------------- void Scene::SetLineTime(float new_time) { ASSERT(!!data, "Trying to access a non-ready scene"); data->m_new_line_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; } 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; } void Scene::SetLineColor(vec4 new_color) { ASSERT(!!data, "Trying to access a non-ready scene"); data->m_new_line_color = new_color; } //----------------------------------------------------------------------------- float Scene::GetLineSegmentSize() { ASSERT(!!data, "Trying to access a non-ready scene"); return data->m_new_line_segment_size; } vec4 Scene::GetLineColor() { ASSERT(!!data, "Trying to access a non-ready scene"); return data->m_new_line_color; } //----------------------------------------------------------------------------- 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); } //----------------------------------------------------------------------------- void Scene::AddLight(Light *l) { ASSERT(!!data, "Trying to access a non-ready scene"); data->m_lights.push(l); } //----------------------------------------------------------------------------- array const &Scene::GetLights() { ASSERT(!!data, "Trying to access a non-ready scene"); return data->m_lights; } //----------------------------------------------------------------------------- void Scene::SetDisplay(SceneDisplay* display) { data->m_display = display; } //----------------------------------------------------------------------------- void Scene::EnableDisplay() { //If no display has been set, use the default one if (!data->m_display) SetDisplay(SceneDisplay::GetDisplay()); data->m_display->Enable(); } void Scene::DisableDisplay() { ASSERT(data->m_display); data->m_display->Disable(); } //----------------------------------------------------------------------------- void Scene::RenderPrimitives() { ASSERT(!!data, "Trying to access a non-ready scene"); /* FIXME: Temp fix for mesh having no render context*/ RenderContext rc; rc.SetCullMode(CullMode::Clockwise); rc.SetDepthFunc(DepthFunc::LessOrEqual); /* new scenegraph */ array keys = data->m_prim_renderers.keys(); for (uintptr_t key : keys) { for (int idx = 0; idx < data->m_prim_renderers[key].count(); ++idx) { /* TODO: Not sure if thread compliant */ data->m_prim_renderers[key][idx]->Render(*this, idx < SceneData::m_prim_sources[key].count() ? SceneData::m_prim_sources[key][idx] : nullptr); } } } //----------------------------------------------------------------------------- void Scene::RenderTiles() // XXX: rename to Blit() { ASSERT(!!data, "Trying to access a non-ready scene"); RenderContext rc; /* Early test if nothing needs to be rendered */ if (!data->m_tiles.count() && !data->m_palettes.count()) return; rc.SetDepthFunc(DepthFunc::LessOrEqual); rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha); rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max); rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f); #if defined USE_D3D9 || defined _XBOX /* TODO */ #elif (defined USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X 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)); for (int p = 0; p < 2; p++) { Shader *shader = (p == 0) ? data->m_tile_shader : data->m_palette_shader; array& tiles = (p == 0) ? data->m_tiles : data->m_palettes; if (tiles.count() == 0) continue; ShaderUniform uni_mat, uni_tex, uni_pal, uni_texsize; ShaderAttrib attr_pos, attr_tex; attr_pos = shader->GetAttribLocation(VertexUsage::Position, 0); attr_tex = shader->GetAttribLocation(VertexUsage::TexCoord, 0); shader->Bind(); uni_mat = shader->GetUniformLocation("u_projection"); shader->SetUniform(uni_mat, GetCamera(data->m_tile_cam)->GetProjection()); uni_mat = shader->GetUniformLocation("u_view"); shader->SetUniform(uni_mat, GetCamera(data->m_tile_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_texsize = shader->GetUniformLocation("u_texsize"); for (int buf = 0, i = 0, n; i < tiles.count(); i = n, buf += 2) { /* Count how many quads will be needed */ for (n = i + 1; n < tiles.count(); n++) if (tiles[i].tileset != tiles[n].tileset) break; /* Create a vertex array object */ VertexBuffer *vb1 = new VertexBuffer(6 * (n - i) * sizeof(vec3)); vec3 *vertex = (vec3 *)vb1->Lock(0, 0); 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); for (int j = i; j < n; j++) { tiles[i].tileset->BlitTile(tiles[j].id, tiles[j].pos, tiles[j].o, tiles[j].scale, tiles[j].angle, vertex + 6 * (j - i), texture + 6 * (j - i)); } vb1->Unlock(); vb2->Unlock(); /* Bind texture */ if (tiles[i].tileset->GetPalette()) { if (tiles[i].tileset->GetTexture()) shader->SetUniform(uni_tex, tiles[i].tileset->GetTexture()->GetTextureUniform(), 0); if (tiles[i].tileset->GetPalette()->GetTexture()) shader->SetUniform(uni_pal, tiles[i].tileset->GetPalette()->GetTexture()->GetTextureUniform(), 1); } else { shader->SetUniform(uni_tex, 0); if (tiles[i].tileset->GetTexture()) shader->SetUniform(uni_tex, tiles[i].tileset->GetTexture()->GetTextureUniform(), 0); tiles[i].tileset->Bind(); } shader->SetUniform(uni_texsize, (vec2)tiles[i].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); /* Draw arrays */ data->m_tile_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 6); data->m_tile_vdecl->Unbind(); tiles[i].tileset->Unbind(); } tiles.empty(); shader->Unbind(); } #if defined USE_D3D9 || defined _XBOX /* TODO */ #elif (defined USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X glDisable(GL_TEXTURE_2D); #endif } //----------------------------------------------------------------------------- void Scene::RenderLines(float seconds) // XXX: rename to Blit() { ASSERT(!!data, "Trying to access a non-ready scene"); RenderContext rc; if (!data->m_lines.count()) return; rc.SetDepthFunc(DepthFunc::LessOrEqual); rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha); rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max); rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f); int linecount = (int)data->m_lines.count(); if (!data->m_line_shader) data->m_line_shader = Shader::Create(LOLFX_RESOURCE_NAME(line)); array buff; buff.resize(linecount); int real_linecount = 0; 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) { 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; real_linecount++; } data->m_lines[i].m4 -= seconds; if (data->m_lines[i].m4 < 0.f) { data->m_lines.remove_swap(i--); linecount--; } } VertexBuffer *vb = new VertexBuffer(buff.bytes()); float *vertex = (float *)vb->Lock(0, 0); memcpy(vertex, buff.data(), buff.bytes()); vb->Unlock(); data->m_line_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); data->m_line_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()); 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_lines.empty(); delete vb; } } /* namespace lol */