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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2013 Sam Hocevar <sam@hocevar.net>
- // 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.
- //
-
- #if defined HAVE_CONFIG_H
- # include "config.h"
- #endif
-
- #include <cstdlib>
-
- #ifdef WIN32
- # define WIN32_LEAN_AND_MEAN
- # include <windows.h>
- #endif
-
- #include "core.h"
- #include "lolgl.h"
-
- LOLFX_RESOURCE_DECLARE(tile);
- LOLFX_RESOURCE_DECLARE(line);
-
- namespace lol
- {
-
- /*
- * The global g_scene object, initialised by Video::Init
- */
-
- Scene *g_scene = nullptr;
-
- /*
- * A quick and dirty Tile structure for 2D blits
- */
-
- struct Tile
- {
- TileSet *tileset;
- uint32_t prio;
- vec3 pos;
- vec2 scale;
- int id, o;
- };
-
- /*
- * Scene implementation class
- */
-
- class SceneData
- {
- friend class Scene;
-
- private:
- static int Compare(void const *p1, void const *p2)
- {
- Tile const *t1 = (Tile const *)p1;
- Tile const *t2 = (Tile const *)p2;
-
- if (t1->pos.z > t2->pos.z)
- return 1;
- if (t1->pos.z < t2->pos.z)
- return -1;
- return 0;
- }
-
- Array<vec3, vec3, vec4> m_lines;
- Shader *m_line_shader;
- VertexDeclaration *m_line_vdecl;
-
- Array<Tile> m_tiles;
- Array<Light *> m_lights;
-
- Shader *m_tile_shader;
- VertexDeclaration *m_tile_vdecl;
- Array<VertexBuffer *> m_tile_bufs;
-
- Camera *m_default_cam;
- Array<Camera *> m_camera_stack;
- };
-
- /*
- * 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, size.x, 0, size.y, -1000.f, 1000.f);
- data->m_default_cam->SetProjection(proj);
- PushCamera(data->m_default_cam);
-
- data->m_tile_shader = 0;
- data->m_tile_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
- VertexStream<vec2>(VertexUsage::TexCoord));
-
- data->m_line_shader = 0;
- data->m_line_vdecl = new VertexDeclaration(VertexStream<vec3,vec4>(VertexUsage::Position, VertexUsage::Color));
- }
-
- 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::PushCamera(Camera *cam)
- {
- Ticker::Ref(cam);
- data->m_camera_stack.Push(cam);
- }
-
- void Scene::PopCamera(Camera *cam)
- {
- /* 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");
- }
-
- Camera *Scene::GetCamera()
- {
- return data->m_camera_stack.Last();
- }
-
- void Scene::Reset()
- {
- 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();
- }
-
- void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale)
- {
- ASSERT(id < tileset->GetTileCount());
-
- Tile t;
- /* FIXME: this sorting only works for a 45-degree camera */
- 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->m_tiles.Push(t);
- }
-
- void Scene::AddLine(vec3 a, vec3 b, vec4 color)
- {
- data->m_lines.Push(a, b, color);
- }
-
- void Scene::AddLight(Light *l)
- {
- data->m_lights.Push(l);
- }
-
- Array<Light *> const &Scene::GetLights() const
- {
- return data->m_lights;
- }
-
- void Scene::Render() // XXX: rename to Blit()
- {
- RenderContext rc;
-
- /* Early test if nothing needs to be rendered */
- if (data->m_tiles.Count())
- {
- rc.SetDepthFunc(DepthFunc::LessOrEqual);
- rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
- rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);
-
- PushCamera(data->m_default_cam);
-
- #if defined USE_D3D9 || defined _XBOX
- #elif !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 0
- // Randomise, then sort.
- for (int i = 0; i < data->m_tiles.Count(); i++)
- {
- Tile tmp = data->m_tiles[i];
- int j = rand<int>() % data->m_tiles.Count();
- data->m_tiles[i] = data->m_tiles[j];
- data->m_tiles[j] = tmp;
- }
- #endif
- qsort(&data->m_tiles[0], data->m_tiles.Count(),
- sizeof(Tile), SceneData::Compare);
-
- ShaderUniform uni_mat, uni_tex, uni_texsize;
- ShaderAttrib attr_pos, attr_tex;
- attr_pos = data->m_tile_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);
- attr_tex = data->m_tile_shader->GetAttribLocation("in_TexCoord", VertexUsage::TexCoord, 0);
-
- data->m_tile_shader->Bind();
-
- uni_mat = data->m_tile_shader->GetUniformLocation("proj_matrix");
- data->m_tile_shader->SetUniform(uni_mat, GetCamera()->GetProjection());
- uni_mat = data->m_tile_shader->GetUniformLocation("view_matrix");
- data->m_tile_shader->SetUniform(uni_mat, GetCamera()->GetView());
- uni_mat = data->m_tile_shader->GetUniformLocation("model_matrix");
- data->m_tile_shader->SetUniform(uni_mat, mat4(1.f));
-
- uni_tex = data->m_tile_shader->GetUniformLocation("in_Texture");
- data->m_tile_shader->SetUniform(uni_tex, 0);
- uni_texsize = data->m_tile_shader->GetUniformLocation("in_TexSize");
-
- for (int buf = 0, i = 0, n; i < data->m_tiles.Count(); i = n, buf += 2)
- {
- /* Count how many quads will be needed */
- for (n = i + 1; n < data->m_tiles.Count(); n++)
- if (data->m_tiles[i].tileset != data->m_tiles[n].tileset)
- break;
-
- /* Create a vertex array object */
- 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->m_tile_bufs.Push(vb1);
- data->m_tile_bufs.Push(vb2);
-
- for (int j = i; j < n; j++)
- {
- data->m_tiles[i].tileset->BlitTile(data->m_tiles[j].id,
- data->m_tiles[j].pos, data->m_tiles[j].o,
- data->m_tiles[j].scale,
- vertex + 18 * (j - i), texture + 12 * (j - i));
- }
-
- vb1->Unlock();
- vb2->Unlock();
-
- /* Bind texture */
- data->m_tiles[i].tileset->Bind();
- data->m_tile_shader->SetUniform(uni_texsize,
- (vec2)data->m_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();
- data->m_tiles[i].tileset->Unbind();
- }
-
- data->m_tiles.Empty();
-
- data->m_tile_shader->Unbind();
-
- #if defined USE_D3D9 || defined _XBOX
- /* TODO */
- #elif !defined HAVE_GLES_2X
- glDisable(GL_TEXTURE_2D);
- #endif
-
- PopCamera(data->m_default_cam);
- }
-
- if (data->m_lines.Count())
- {
- rc.SetDepthFunc(DepthFunc::LessOrEqual);
- rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
- rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);
-
- int linecount = data->m_lines.Count();
-
- if (!data->m_line_shader)
- data->m_line_shader = Shader::Create(LOLFX_RESOURCE_NAME(line));
-
- VertexBuffer *vb = new VertexBuffer((sizeof(vec3) + sizeof(vec4)) * 2 * linecount);
- float *vertex = (float *)vb->Lock(0, 0);
- for (int i = 0; i < linecount; i++)
- {
- memcpy(vertex, &data->m_lines[i].m1, sizeof(vec3));
- vertex += 3;
- memcpy(vertex, &data->m_lines[i].m3, sizeof(vec4));
- vertex += 4;
- memcpy(vertex, &data->m_lines[i].m2, sizeof(vec3));
- vertex += 3;
- memcpy(vertex, &data->m_lines[i].m3, sizeof(vec4));
- vertex += 4;
- }
- vb->Unlock();
-
- data->m_line_shader->Bind();
-
- ShaderUniform uni_mat, uni_tex;
- ShaderAttrib attr_pos, attr_col;
- attr_pos = data->m_line_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);
- attr_col = data->m_line_shader->GetAttribLocation("in_Color", VertexUsage::Color, 0);
-
- data->m_line_shader->Bind();
-
- uni_mat = data->m_line_shader->GetUniformLocation("proj_matrix");
- data->m_line_shader->SetUniform(uni_mat, GetCamera()->GetProjection());
- uni_mat = data->m_line_shader->GetUniformLocation("view_matrix");
- 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 * linecount);
- data->m_line_vdecl->Unbind();
- data->m_line_shader->Unbind();
-
- data->m_lines.Empty();
- delete vb;
- }
- }
-
- } /* namespace lol */
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