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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2012 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://sam.zoy.org/projects/COPYING.WTFPL for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include <cstdlib>
  14. #ifdef WIN32
  15. # define WIN32_LEAN_AND_MEAN
  16. # include <windows.h>
  17. #endif
  18. #include "core.h"
  19. #include "lolgl.h"
  20. extern char const *lolfx_tile;
  21. namespace lol
  22. {
  23. struct Tile
  24. {
  25. TileSet *tileset;
  26. uint32_t prio;
  27. vec3 pos;
  28. vec2 scale;
  29. int id, o;
  30. };
  31. /*
  32. * Scene implementation class
  33. */
  34. class SceneData
  35. {
  36. friend class Scene;
  37. private:
  38. static int Compare(void const *p1, void const *p2)
  39. {
  40. Tile const *t1 = (Tile const *)p1;
  41. Tile const *t2 = (Tile const *)p2;
  42. if (t1->pos.z > t2->pos.z)
  43. return 1;
  44. if (t1->pos.z < t2->pos.z)
  45. return -1;
  46. return 0;
  47. }
  48. mat4 m_model_matrix;
  49. mat4 m_view_matrix;
  50. mat4 m_proj_matrix;
  51. Array<Tile> tiles;
  52. Shader *m_shader;
  53. VertexDeclaration *m_vdecl;
  54. Array<VertexBuffer *> bufs;
  55. static Scene *scene;
  56. };
  57. Scene *SceneData::scene = NULL;
  58. /*
  59. * Public Scene class
  60. */
  61. Scene::Scene()
  62. : data(new SceneData())
  63. {
  64. data->m_model_matrix = mat4(1.f);
  65. data->m_view_matrix = mat4(1.f);
  66. data->m_proj_matrix = mat4::ortho(0, Video::GetSize().x,
  67. 0, Video::GetSize().y, -1000.f, 1000.f);
  68. data->m_shader = 0;
  69. data->m_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
  70. VertexStream<vec2>(VertexUsage::TexCoord));
  71. }
  72. Scene::~Scene()
  73. {
  74. /* FIXME: this must be done while the GL context is still active.
  75. * Change the code architecture to make sure of that. */
  76. /* FIXME: also, make sure we do not add code to Reset() that will
  77. * reallocate stuff */
  78. Reset();
  79. delete data->m_vdecl;
  80. delete data;
  81. }
  82. Scene *Scene::GetDefault()
  83. {
  84. if (!SceneData::scene)
  85. SceneData::scene = new Scene();
  86. return SceneData::scene;
  87. }
  88. void Scene::Reset()
  89. {
  90. for (int i = 0; i < data->bufs.Count(); i++)
  91. delete data->bufs[i];
  92. data->bufs.Empty();
  93. }
  94. void Scene::SetViewMatrix(mat4 const &m)
  95. {
  96. data->m_view_matrix = m;
  97. }
  98. void Scene::SetProjMatrix(mat4 const &m)
  99. {
  100. data->m_proj_matrix = m;
  101. }
  102. mat4 const &Scene::GetViewMatrix(void)
  103. {
  104. return data->m_view_matrix;
  105. }
  106. mat4 const &Scene::GetProjMatrix(void)
  107. {
  108. return data->m_proj_matrix;
  109. }
  110. void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o, vec2 scale)
  111. {
  112. Tile t;
  113. /* FIXME: this sorting only works for a 45-degree camera */
  114. t.prio = -pos.y - 2 * 32 * pos.z + (o ? 0 : 32);
  115. t.tileset = tileset;
  116. t.id = id;
  117. t.pos = pos;
  118. t.o = o;
  119. t.scale = scale;
  120. data->tiles.Push(t);
  121. }
  122. void Scene::Render() // XXX: rename to Blit()
  123. {
  124. /* Early exit if nothing needs to be rendered */
  125. if (!data->tiles.Count())
  126. return;
  127. if (!data->m_shader)
  128. data->m_shader = Shader::Create(lolfx_tile);
  129. #if 0
  130. // Randomise, then sort.
  131. for (int i = 0; i < data->tiles.Count(); i++)
  132. {
  133. Tile tmp = data->tiles[i];
  134. int j = rand() % data->tiles.Count();
  135. data->tiles[i] = data->tiles[j];
  136. data->tiles[j] = tmp;
  137. }
  138. #endif
  139. qsort(&data->tiles[0], data->tiles.Count(),
  140. sizeof(Tile), SceneData::Compare);
  141. // XXX: debug stuff
  142. data->m_model_matrix = mat4::translate(320.0f, 240.0f, 0.0f);
  143. #if 0
  144. static float f = 0.0f;
  145. f += 0.01f;
  146. data->m_model_matrix *= mat4::rotate(6.0f * sinf(f), 1.0f, 0.0f, 0.0f);
  147. data->m_model_matrix *= mat4::rotate(17.0f * cosf(f), 0.0f, 0.0f, 1.0f);
  148. #endif
  149. data->m_model_matrix *= mat4::translate(-320.0f, -240.0f, 0.0f);
  150. #if __ANDROID__
  151. data->m_model_matrix = mat4::scale(1280.0f / 640,
  152. 736.0f / 480,
  153. 1.0f) * data->m_model_matrix;
  154. #endif
  155. // XXX: end of debug stuff
  156. ShaderUniform uni_mat, uni_tex;
  157. ShaderAttrib attr_pos, attr_tex;
  158. attr_pos = data->m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);
  159. attr_tex = data->m_shader->GetAttribLocation("in_TexCoord", VertexUsage::TexCoord, 0);
  160. data->m_shader->Bind();
  161. uni_mat = data->m_shader->GetUniformLocation("proj_matrix");
  162. data->m_shader->SetUniform(uni_mat, data->m_proj_matrix);
  163. uni_mat = data->m_shader->GetUniformLocation("view_matrix");
  164. data->m_shader->SetUniform(uni_mat, data->m_view_matrix);
  165. uni_mat = data->m_shader->GetUniformLocation("model_matrix");
  166. data->m_shader->SetUniform(uni_mat, data->m_model_matrix);
  167. #if defined USE_D3D9 || defined _XBOX
  168. #else
  169. uni_tex = data->m_shader->GetUniformLocation("in_Texture");
  170. data->m_shader->SetUniform(uni_tex, 0);
  171. #if !defined HAVE_GLES_2X
  172. glEnable(GL_TEXTURE_2D);
  173. #endif
  174. glEnable(GL_DEPTH_TEST);
  175. glDepthFunc(GL_LEQUAL);
  176. #if defined HAVE_GL_2X && !defined __APPLE__
  177. glEnable(GL_ALPHA_TEST);
  178. glAlphaFunc(GL_GEQUAL, 0.01f);
  179. #endif
  180. glEnable(GL_BLEND);
  181. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  182. #endif
  183. for (int buf = 0, i = 0, n; i < data->tiles.Count(); i = n, buf += 2)
  184. {
  185. /* Count how many quads will be needed */
  186. for (n = i + 1; n < data->tiles.Count(); n++)
  187. if (data->tiles[i].tileset != data->tiles[n].tileset)
  188. break;
  189. /* Create a vertex array object */
  190. VertexBuffer *vb1 = new VertexBuffer(6 * 3 * (n - i) * sizeof(float));
  191. float *vertex = (float *)vb1->Lock(0, 0);
  192. VertexBuffer *vb2 = new VertexBuffer(6 * 2 * (n - i) * sizeof(float));
  193. float *texture = (float *)vb2->Lock(0, 0);
  194. data->bufs.Push(vb1);
  195. data->bufs.Push(vb2);
  196. for (int j = i; j < n; j++)
  197. {
  198. data->tiles[i].tileset->BlitTile(data->tiles[j].id,
  199. data->tiles[j].pos, data->tiles[j].o,
  200. data->tiles[j].scale,
  201. vertex + 18 * (j - i), texture + 12 * (j - i));
  202. }
  203. vb1->Unlock();
  204. vb2->Unlock();
  205. /* Bind texture */
  206. data->tiles[i].tileset->Bind();
  207. /* Bind vertex and texture coordinate buffers */
  208. data->m_vdecl->Bind();
  209. data->m_vdecl->SetStream(vb1, attr_pos);
  210. data->m_vdecl->SetStream(vb2, attr_tex);
  211. /* Draw arrays */
  212. data->m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 6);
  213. data->m_vdecl->Unbind();
  214. data->tiles[i].tileset->Unbind();
  215. }
  216. data->tiles.Empty();
  217. data->m_shader->Unbind();
  218. #if defined USE_D3D9 || defined _XBOX
  219. /* TODO */
  220. #else
  221. #if !defined HAVE_GLES_2X
  222. glDisable(GL_TEXTURE_2D);
  223. #endif
  224. glDisable(GL_DEPTH_TEST);
  225. #if defined HAVE_GL_2X && !defined __APPLE__
  226. glDisable(GL_ALPHA_TEST);
  227. #endif
  228. glDisable(GL_BLEND);
  229. #endif
  230. }
  231. } /* namespace lol */