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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2011 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. #include <cmath>
  15. #ifdef WIN32
  16. # define WIN32_LEAN_AND_MEAN
  17. # include <windows.h>
  18. #endif
  19. #include "core.h"
  20. #include "lolgl.h"
  21. namespace lol
  22. {
  23. struct Tile
  24. {
  25. uint32_t prio, code;
  26. int x, y, z, o;
  27. };
  28. extern Shader *stdshader;
  29. extern mat4 model_matrix;
  30. /*
  31. * Scene implementation class
  32. */
  33. class SceneData
  34. {
  35. friend class Scene;
  36. private:
  37. static int Compare(void const *p1, void const *p2)
  38. {
  39. Tile const *t1 = (Tile const *)p1;
  40. Tile const *t2 = (Tile const *)p2;
  41. return t2->prio - t1->prio;
  42. }
  43. Tile *tiles;
  44. int ntiles;
  45. float angle;
  46. #if defined HAVE_GL_2X
  47. GLuint vao;
  48. #endif
  49. GLuint *bufs;
  50. int nbufs;
  51. static Scene *scene;
  52. };
  53. Scene *SceneData::scene = NULL;
  54. /*
  55. * Public Scene class
  56. */
  57. Scene::Scene(float angle)
  58. : data(new SceneData())
  59. {
  60. data->tiles = 0;
  61. data->ntiles = 0;
  62. data->angle = angle;
  63. data->bufs = 0;
  64. data->nbufs = 0;
  65. #if defined HAVE_GL_2X
  66. glGenVertexArrays(1, &data->vao);
  67. #endif
  68. }
  69. Scene::~Scene()
  70. {
  71. /* FIXME: this must be done while the GL context is still active.
  72. * Change the architecture to make sure of that. */
  73. glDeleteBuffers(data->nbufs, data->bufs);
  74. #if defined HAVE_GL_2X
  75. glDeleteVertexArrays(1, &data->vao);
  76. #endif
  77. free(data->bufs);
  78. delete data;
  79. }
  80. Scene *Scene::GetDefault()
  81. {
  82. if (!SceneData::scene)
  83. SceneData::scene = new Scene(0.0f);
  84. return SceneData::scene;
  85. }
  86. void Scene::Reset()
  87. {
  88. if (SceneData::scene)
  89. delete SceneData::scene;
  90. SceneData::scene = NULL;
  91. }
  92. void Scene::AddTile(uint32_t code, int x, int y, int z, int o)
  93. {
  94. if ((data->ntiles % 1024) == 0)
  95. data->tiles = (Tile *)realloc(data->tiles,
  96. (data->ntiles + 1024) * sizeof(Tile));
  97. /* FIXME: this sorting only works for a 45-degree camera */
  98. data->tiles[data->ntiles].prio = -y - 2 * 32 * z + (o ? 0 : 32);
  99. data->tiles[data->ntiles].code = code;
  100. data->tiles[data->ntiles].x = x;
  101. data->tiles[data->ntiles].y = y;
  102. data->tiles[data->ntiles].z = z;
  103. data->tiles[data->ntiles].o = o;
  104. data->ntiles++;
  105. }
  106. void Scene::Render() // XXX: rename to Blit()
  107. {
  108. #if 0
  109. // Randomise, then sort.
  110. for (int i = 0; i < data->ntiles; i++)
  111. {
  112. Tile tmp = data->tiles[i];
  113. int j = rand() % data->ntiles;
  114. data->tiles[i] = data->tiles[j];
  115. data->tiles[j] = tmp;
  116. }
  117. #endif
  118. qsort(data->tiles, data->ntiles, sizeof(Tile), SceneData::Compare);
  119. // XXX: debug stuff
  120. model_matrix = mat4::translate(320.0f, 240.0f, 0.0f);
  121. model_matrix *= mat4::rotate(-data->angle, 1.0f, 0.0f, 0.0f);
  122. #if 0
  123. static float f = 0.0f;
  124. f += 0.01f;
  125. model_matrix *= mat4::rotate(0.1f * sinf(f), 1.0f, 0.0f, 0.0f);
  126. model_matrix *= mat4::rotate(0.3f * cosf(f), 0.0f, 0.0f, 1.0f);
  127. #endif
  128. model_matrix *= mat4::translate(-320.0f, -240.0f, 0.0f);
  129. // XXX: end of debug stuff
  130. GLuint uni_mat, uni_tex, attr_pos, attr_tex;
  131. attr_pos = stdshader->GetAttribLocation("in_Position");
  132. attr_tex = stdshader->GetAttribLocation("in_TexCoord");
  133. #if !defined __CELLOS_LV2__ // Use cgGetNamedParameter etc.
  134. stdshader->Bind();
  135. uni_mat = stdshader->GetUniformLocation("model_matrix");
  136. glUniformMatrix4fv(uni_mat, 1, GL_FALSE, &model_matrix[0][0]);
  137. uni_tex = stdshader->GetUniformLocation("in_Texture");
  138. glUniform1i(uni_tex, 0);
  139. #endif
  140. glEnable(GL_TEXTURE_2D);
  141. glEnable(GL_DEPTH_TEST);
  142. glDepthFunc(GL_LEQUAL);
  143. #if defined HAVE_GL_2X
  144. glEnable(GL_ALPHA_TEST);
  145. glAlphaFunc(GL_GEQUAL, 0.01f);
  146. #endif
  147. glEnable(GL_BLEND);
  148. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  149. for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2)
  150. {
  151. /* Generate new vertex / texture coord buffers if necessary */
  152. if (buf + 2 > data->nbufs)
  153. {
  154. data->bufs = (GLuint *)realloc(data->bufs, (buf + 2) * sizeof(GLuint));
  155. glGenBuffers(buf + 2 - data->nbufs, data->bufs + data->nbufs);
  156. data->nbufs = buf + 2;
  157. }
  158. /* Count how many quads will be needed */
  159. for (n = i + 1; n < data->ntiles; n++)
  160. if (data->tiles[i].code >> 16 != data->tiles[n].code >> 16)
  161. break;
  162. /* Create a vertex array object */
  163. float *vertex = (float *)malloc(6 * 3 * (n - i) * sizeof(float));
  164. float *texture = (float *)malloc(6 * 2 * (n - i) * sizeof(float));
  165. for (int j = i; j < n; j++)
  166. {
  167. Tiler::BlitTile(data->tiles[j].code, data->tiles[j].x,
  168. data->tiles[j].y, data->tiles[j].z, data->tiles[j].o,
  169. vertex + 18 * (j - i), texture + 12 * (j - i));
  170. }
  171. stdshader->Bind();
  172. /* Bind texture */
  173. Tiler::Bind(data->tiles[i].code);
  174. /* Bind vertex, color and texture coordinate buffers */
  175. #if defined HAVE_GL_2X
  176. glBindVertexArray(data->vao);
  177. #endif
  178. #if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc.
  179. glEnableVertexAttribArray(attr_pos);
  180. glEnableVertexAttribArray(attr_tex);
  181. glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]);
  182. glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat),
  183. vertex, GL_STATIC_DRAW);
  184. glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0);
  185. glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]);
  186. glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat),
  187. texture, GL_STATIC_DRAW);
  188. glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0);
  189. #endif
  190. /* Draw arrays */
  191. glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6);
  192. #if defined HAVE_GL_2X
  193. glBindVertexArray(0);
  194. #endif
  195. #if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc.
  196. glDisableVertexAttribArray(attr_pos);
  197. glDisableVertexAttribArray(attr_tex);
  198. #endif
  199. free(vertex);
  200. free(texture);
  201. }
  202. free(data->tiles);
  203. data->tiles = 0;
  204. data->ntiles = 0;
  205. }
  206. } /* namespace lol */