您最多选择25个主题 主题必须以字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

479 行
15 KiB

  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2014 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://www.wtfpl.net/ for more details.
  9. //
  10. #include <lol/engine-internal.h>
  11. #include <cstdlib>
  12. #if defined(_WIN32)
  13. # define WIN32_LEAN_AND_MEAN 1
  14. # include <windows.h>
  15. #endif
  16. #include "lolgl.h"
  17. LOLFX_RESOURCE_DECLARE(tile);
  18. LOLFX_RESOURCE_DECLARE(palette);
  19. LOLFX_RESOURCE_DECLARE(line);
  20. namespace lol
  21. {
  22. /*
  23. * The global g_scene object, initialised by Video::Init
  24. */
  25. Scene *g_scene = nullptr;
  26. /*
  27. * A quick and dirty Tile structure for 2D blits
  28. */
  29. struct Tile
  30. {
  31. TileSet *tileset;
  32. uint32_t prio;
  33. vec3 pos;
  34. vec2 scale;
  35. float angle;
  36. int id, o;
  37. };
  38. /*
  39. * Scene implementation class
  40. */
  41. class SceneData
  42. {
  43. friend class Scene;
  44. private:
  45. /* New scenegraph */
  46. array<Primitive> m_primitives;
  47. /* Old API <P0, P1, COLOR, TIME, MASK> */
  48. float m_new_line_time;
  49. int m_new_line_mask;
  50. float m_new_line_segment_size;
  51. vec4 m_new_line_color;
  52. array<vec3, vec3, vec4, float, int, bool, bool> m_lines;
  53. int m_debug_mask;
  54. Shader *m_line_shader;
  55. VertexDeclaration *m_line_vdecl;
  56. int m_tile_cam;
  57. array<Tile> m_tiles;
  58. array<Tile> m_palettes;
  59. array<Light *> m_lights;
  60. Shader *m_tile_shader;
  61. Shader *m_palette_shader;
  62. VertexDeclaration *m_tile_vdecl;
  63. array<VertexBuffer *> m_tile_bufs;
  64. Camera *m_default_cam;
  65. array<Camera *> m_camera_stack;
  66. };
  67. /*
  68. * Public Scene class
  69. */
  70. Scene::Scene(ivec2 size)
  71. : data(new SceneData())
  72. {
  73. /* Create a default orthographic camera, in case the user doesn’t. */
  74. data->m_default_cam = new Camera();
  75. mat4 proj = mat4::ortho(0.f, size.x, 0.f, size.y, -1000.f, 1000.f);
  76. data->m_default_cam->SetProjection(proj);
  77. PushCamera(data->m_default_cam);
  78. data->m_tile_cam = -1;
  79. data->m_tile_shader = 0;
  80. data->m_palette_shader = 0;
  81. data->m_tile_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
  82. VertexStream<vec2>(VertexUsage::TexCoord));
  83. data->m_line_shader = 0;
  84. data->m_line_vdecl = new VertexDeclaration(VertexStream<vec4,vec4>(VertexUsage::Position, VertexUsage::Color));
  85. data->m_debug_mask = 1;
  86. SetLineTime();
  87. SetLineMask();
  88. SetLineSegmentSize();
  89. SetLineColor();
  90. }
  91. Scene::~Scene()
  92. {
  93. PopCamera(data->m_default_cam);
  94. /* FIXME: this must be done while the GL context is still active.
  95. * Change the code architecture to make sure of that. */
  96. /* FIXME: also, make sure we do not add code to Reset() that will
  97. * reallocate stuff */
  98. Reset();
  99. delete data->m_line_vdecl;
  100. delete data->m_tile_vdecl;
  101. delete data;
  102. }
  103. int Scene::PushCamera(Camera *cam)
  104. {
  105. ASSERT(this, "trying to push a camera before g_scene is ready");
  106. Ticker::Ref(cam);
  107. data->m_camera_stack.Push(cam);
  108. return data->m_camera_stack.Count() - 1;
  109. }
  110. void Scene::PopCamera(Camera *cam)
  111. {
  112. ASSERT(this, "trying to pop a camera before g_scene is ready");
  113. /* Parse from the end because that’s probably where we’ll find
  114. * our camera first. */
  115. for (int i = data->m_camera_stack.Count(); i--; )
  116. {
  117. if (data->m_camera_stack[i] == cam)
  118. {
  119. Ticker::Unref(cam);
  120. data->m_camera_stack.Remove(i);
  121. return;
  122. }
  123. }
  124. ASSERT(false, "trying to pop a nonexistent camera from the scene");
  125. }
  126. void Scene::SetTileCam(int cam_idx)
  127. {
  128. data->m_tile_cam = cam_idx;
  129. }
  130. Camera *Scene::GetCamera(int cam_idx)
  131. {
  132. return (0 <= cam_idx && cam_idx < data->m_camera_stack.Count()) ?
  133. data->m_camera_stack[cam_idx] :
  134. data->m_camera_stack.Last();
  135. }
  136. void Scene::Reset()
  137. {
  138. for (int i = 0; i < data->m_tile_bufs.Count(); i++)
  139. delete data->m_tile_bufs[i];
  140. data->m_tile_bufs.Empty();
  141. data->m_lights.Empty();
  142. data->m_primitives.Empty();
  143. }
  144. void Scene::AddPrimitive(Mesh const &mesh, mat4 const &matrix)
  145. {
  146. for (int i = 0; i < mesh.m_submeshes.Count(); ++i)
  147. {
  148. data->m_primitives.Push(Primitive(mesh.m_submeshes[i],
  149. matrix));
  150. }
  151. }
  152. void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale, float angle)
  153. {
  154. ASSERT(id < tileset->GetTileCount());
  155. Tile t;
  156. /* FIXME: this sorting only works for a 45-degree camera */
  157. t.prio = -pos.y - (int)(2 * 32 * pos.z) + (o ? 0 : 32);
  158. t.tileset = tileset;
  159. t.id = id;
  160. t.pos = pos;
  161. t.o = o;
  162. t.scale = scale;
  163. t.angle = angle;
  164. if (tileset->GetPalette())
  165. data->m_palettes.Push(t);
  166. else
  167. data->m_tiles.Push(t);
  168. }
  169. void Scene::SetLineTime(float new_time) { data->m_new_line_time = new_time; }
  170. void Scene::SetLineMask(int new_mask) { data->m_new_line_mask = new_mask; }
  171. void Scene::SetLineSegmentSize(float new_segment_size) { data->m_new_line_segment_size = new_segment_size; }
  172. float Scene::GetLineSegmentSize() { return data->m_new_line_segment_size; }
  173. void Scene::SetLineColor(vec4 new_color) { data->m_new_line_color = new_color; }
  174. vec4 Scene::GetLineColor() { return data->m_new_line_color; }
  175. void Scene::AddLine(vec3 a, vec3 b, vec4 color)
  176. {
  177. data->m_lines.Push(a, b, color, data->m_new_line_time,
  178. data->m_new_line_mask, false, false);
  179. }
  180. void Scene::AddLight(Light *l)
  181. {
  182. data->m_lights.Push(l);
  183. }
  184. array<Light *> const &Scene::GetLights() const
  185. {
  186. return data->m_lights;
  187. }
  188. void Scene::RenderPrimitives()
  189. {
  190. /* TODO: this should be the main entry for rendering of all
  191. * primitives found in the scene graph. When we have one. */
  192. Shader *shader = nullptr;
  193. ShaderUniform u_model, u_modelview, u_normalmat, uni_tex, uni_texsize;
  194. ShaderAttrib a_pos, a_tex;
  195. for (Primitive const &p : data->m_primitives)
  196. {
  197. /* If this primitive uses a new shader, update attributes */
  198. if (p.m_submesh->GetShader() != shader)
  199. {
  200. shader = p.m_submesh->GetShader();
  201. a_pos = shader->GetAttribLocation(VertexUsage::Position, 0);
  202. a_tex = shader->GetAttribLocation(VertexUsage::TexCoord, 0);
  203. shader->Bind();
  204. /* Per-scene matrices */
  205. ShaderUniform u_mat;
  206. u_mat = shader->GetUniformLocation("u_projection");
  207. shader->SetUniform(u_mat, GetCamera()->GetProjection());
  208. u_mat = shader->GetUniformLocation("u_view");
  209. shader->SetUniform(u_mat, GetCamera()->GetView());
  210. u_mat = shader->GetUniformLocation("u_inv_view");
  211. shader->SetUniform(u_mat, inverse(GetCamera()->GetView()));
  212. /* Per-object matrices, will be set later */
  213. u_model = shader->GetUniformLocation("u_model");
  214. u_modelview = shader->GetUniformLocation("u_modelview");
  215. u_normalmat = shader->GetUniformLocation("u_normalmat");
  216. /* Per-scene environment */
  217. array<Light *> const &lights = GetLights();
  218. array<vec4> light_data;
  219. /* FIXME: the 4th component of the position can be used for other things */
  220. /* FIXME: GetUniform("blabla") is costly */
  221. for (auto l : lights)
  222. light_data << vec4(l->GetPosition(), l->GetType()) << l->GetColor();
  223. while (light_data.Count() < LOL_MAX_LIGHT_COUNT)
  224. light_data << vec4::zero << vec4::zero;
  225. ShaderUniform u_lights = shader->GetUniformLocation("u_lights");
  226. shader->SetUniform(u_lights, light_data);
  227. }
  228. shader->SetUniform(u_model, p.m_matrix);
  229. mat4 modelview = GetCamera()->GetView() * p.m_matrix;
  230. shader->SetUniform(u_modelview, modelview);
  231. shader->SetUniform(u_normalmat, transpose(inverse(mat3(modelview))));
  232. p.m_submesh->Render();
  233. }
  234. }
  235. void Scene::RenderTiles() // XXX: rename to Blit()
  236. {
  237. RenderContext rc;
  238. /* Early test if nothing needs to be rendered */
  239. if (!data->m_tiles.Count() && !data->m_palettes.Count())
  240. return;
  241. rc.SetDepthFunc(DepthFunc::LessOrEqual);
  242. rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
  243. rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max);
  244. rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);
  245. #if defined USE_D3D9 || defined _XBOX
  246. /* TODO */
  247. #elif (defined USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X
  248. glEnable(GL_TEXTURE_2D);
  249. #endif
  250. if (!data->m_tile_shader)
  251. data->m_tile_shader = Shader::Create(LOLFX_RESOURCE_NAME(tile));
  252. if (!data->m_palette_shader)
  253. data->m_palette_shader = Shader::Create(LOLFX_RESOURCE_NAME(palette));
  254. for (int p = 0; p < 2; p++)
  255. {
  256. Shader *shader = (p == 0) ? data->m_tile_shader : data->m_palette_shader;
  257. array<Tile>& tiles = (p == 0) ? data->m_tiles : data->m_palettes;
  258. if (tiles.Count() == 0)
  259. continue;
  260. ShaderUniform uni_mat, uni_tex, uni_pal, uni_texsize;
  261. ShaderAttrib attr_pos, attr_tex;
  262. attr_pos = shader->GetAttribLocation(VertexUsage::Position, 0);
  263. attr_tex = shader->GetAttribLocation(VertexUsage::TexCoord, 0);
  264. shader->Bind();
  265. uni_mat = shader->GetUniformLocation("u_projection");
  266. shader->SetUniform(uni_mat, GetCamera(data->m_tile_cam)->GetProjection());
  267. uni_mat = shader->GetUniformLocation("u_view");
  268. shader->SetUniform(uni_mat, GetCamera(data->m_tile_cam)->GetView());
  269. uni_mat = shader->GetUniformLocation("u_model");
  270. shader->SetUniform(uni_mat, mat4(1.f));
  271. uni_tex = shader->GetUniformLocation("u_texture");
  272. uni_pal = data->m_palette_shader->GetUniformLocation("u_palette");
  273. uni_texsize = shader->GetUniformLocation("u_texsize");
  274. for (int buf = 0, i = 0, n; i < tiles.Count(); i = n, buf += 2)
  275. {
  276. /* Count how many quads will be needed */
  277. for (n = i + 1; n < tiles.Count(); n++)
  278. if (tiles[i].tileset != tiles[n].tileset)
  279. break;
  280. /* Create a vertex array object */
  281. VertexBuffer *vb1 = new VertexBuffer(6 * (n - i) * sizeof(vec3));
  282. vec3 *vertex = (vec3 *)vb1->Lock(0, 0);
  283. VertexBuffer *vb2 = new VertexBuffer(6 * (n - i) * sizeof(vec2));
  284. vec2 *texture = (vec2 *)vb2->Lock(0, 0);
  285. data->m_tile_bufs.Push(vb1);
  286. data->m_tile_bufs.Push(vb2);
  287. for (int j = i; j < n; j++)
  288. {
  289. tiles[i].tileset->BlitTile(tiles[j].id,
  290. tiles[j].pos, tiles[j].o,
  291. tiles[j].scale, tiles[j].angle,
  292. vertex + 6 * (j - i), texture + 6 * (j - i));
  293. }
  294. vb1->Unlock();
  295. vb2->Unlock();
  296. /* Bind texture */
  297. if (tiles[i].tileset->GetPalette())
  298. {
  299. if (tiles[i].tileset->GetTexture())
  300. shader->SetUniform(uni_tex, tiles[i].tileset->GetTexture()->GetTextureUniform(), 0);
  301. if (tiles[i].tileset->GetPalette()->GetTexture())
  302. shader->SetUniform(uni_pal, tiles[i].tileset->GetPalette()->GetTexture()->GetTextureUniform(), 1);
  303. }
  304. else
  305. {
  306. shader->SetUniform(uni_tex, 0);
  307. if (tiles[i].tileset->GetTexture())
  308. shader->SetUniform(uni_tex, tiles[i].tileset->GetTexture()->GetTextureUniform(), 0);
  309. tiles[i].tileset->Bind();
  310. }
  311. shader->SetUniform(uni_texsize,
  312. (vec2)tiles[i].tileset->GetTextureSize());
  313. /* Bind vertex and texture coordinate buffers */
  314. data->m_tile_vdecl->Bind();
  315. data->m_tile_vdecl->SetStream(vb1, attr_pos);
  316. data->m_tile_vdecl->SetStream(vb2, attr_tex);
  317. /* Draw arrays */
  318. data->m_tile_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 6);
  319. data->m_tile_vdecl->Unbind();
  320. tiles[i].tileset->Unbind();
  321. }
  322. tiles.Empty();
  323. shader->Unbind();
  324. }
  325. #if defined USE_D3D9 || defined _XBOX
  326. /* TODO */
  327. #elif (defined USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X
  328. glDisable(GL_TEXTURE_2D);
  329. #endif
  330. }
  331. void Scene::RenderLines(float seconds) // XXX: rename to Blit()
  332. {
  333. RenderContext rc;
  334. if (!data->m_lines.Count())
  335. return;
  336. rc.SetDepthFunc(DepthFunc::LessOrEqual);
  337. rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
  338. rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max);
  339. rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);
  340. int linecount = data->m_lines.Count();
  341. if (!data->m_line_shader)
  342. data->m_line_shader = Shader::Create(LOLFX_RESOURCE_NAME(line));
  343. array<vec4, vec4, vec4, vec4> buff;
  344. buff.Resize(linecount);
  345. int real_linecount = 0;
  346. mat4 const inv_view_proj = inverse(g_scene->GetCamera()->GetProjection() * g_scene->GetCamera()->GetView());
  347. for (int i = 0; i < linecount; i++)
  348. {
  349. if (data->m_lines[i].m5 & data->m_debug_mask)
  350. {
  351. buff[real_linecount].m1 = vec4(data->m_lines[i].m1, (float)data->m_lines[i].m6);
  352. buff[real_linecount].m2 = data->m_lines[i].m3;
  353. buff[real_linecount].m3 = vec4(data->m_lines[i].m2, (float)data->m_lines[i].m7);
  354. buff[real_linecount].m4 = data->m_lines[i].m3;
  355. real_linecount++;
  356. }
  357. data->m_lines[i].m4 -= seconds;
  358. if (data->m_lines[i].m4 < 0.f)
  359. {
  360. data->m_lines.RemoveSwap(i--);
  361. linecount--;
  362. }
  363. }
  364. VertexBuffer *vb = new VertexBuffer(buff.Bytes());
  365. float *vertex = (float *)vb->Lock(0, 0);
  366. memcpy(vertex, buff.Data(), buff.Bytes());
  367. vb->Unlock();
  368. data->m_line_shader->Bind();
  369. ShaderUniform uni_mat, uni_tex;
  370. ShaderAttrib attr_pos, attr_col;
  371. attr_pos = data->m_line_shader->GetAttribLocation(VertexUsage::Position, 0);
  372. attr_col = data->m_line_shader->GetAttribLocation(VertexUsage::Color, 0);
  373. data->m_line_shader->Bind();
  374. uni_mat = data->m_line_shader->GetUniformLocation("u_projection");
  375. data->m_line_shader->SetUniform(uni_mat, GetCamera()->GetProjection());
  376. uni_mat = data->m_line_shader->GetUniformLocation("u_view");
  377. data->m_line_shader->SetUniform(uni_mat, GetCamera()->GetView());
  378. data->m_line_vdecl->Bind();
  379. data->m_line_vdecl->SetStream(vb, attr_pos, attr_col);
  380. data->m_line_vdecl->DrawElements(MeshPrimitive::Lines, 0, 2 * real_linecount);
  381. data->m_line_vdecl->Unbind();
  382. data->m_line_shader->Unbind();
  383. //data->m_lines.Empty();
  384. delete vb;
  385. }
  386. } /* namespace lol */