897 regels
27 KiB

  1. //
  2. // Lol Engine
  3. //
  4. // Copyright © 2010—2018 Sam Hocevar <sam@hocevar.net>
  5. // © 2014—2015 Benjamin “Touky” Huet <huet.benjamin@gmail.com>
  6. //
  7. // Lol Engine is free software. It comes without any warranty, to
  8. // the extent permitted by applicable law. You can redistribute it
  9. // and/or modify it under the terms of the Do What the Fuck You Want
  10. // to Public License, Version 2, as published by the WTFPL Task Force.
  11. // See http://www.wtfpl.net/ for more details.
  12. //
  13. #include <lol/engine-internal.h>
  14. #include <map>
  15. #include <cstdlib>
  16. #if defined(_WIN32)
  17. # define WIN32_LEAN_AND_MEAN 1
  18. # include <windows.h>
  19. # undef WIN32_LEAN_AND_MEAN
  20. #endif
  21. #include "lolgl.h"
  22. LOLFX_RESOURCE_DECLARE(gpu_tile);
  23. LOLFX_RESOURCE_DECLARE(gpu_palette);
  24. LOLFX_RESOURCE_DECLARE(gpu_line);
  25. LOLFX_RESOURCE_DECLARE(gpu_blit);
  26. LOLFX_RESOURCE_DECLARE(gpu_postprocess);
  27. namespace lol
  28. {
  29. /*
  30. * The global g_scenes object, initialised by Video::Init
  31. */
  32. array<Scene*> Scene::g_scenes;
  33. /*
  34. * A quick and dirty Tile structure for 2D blits
  35. */
  36. struct Tile
  37. {
  38. mat4 m_model;
  39. TileSet *m_tileset;
  40. int m_id;
  41. };
  42. //-----------------------------------------------------------------------------
  43. static array<SceneDisplay*> m_scene_displays;
  44. static inline void gpu_marker(char const *message)
  45. {
  46. #if LOL_USE_GLEW
  47. if (GLEW_GREMEDY_string_marker)
  48. glStringMarkerGREMEDY(0, message);
  49. #else
  50. UNUSED(message);
  51. #endif
  52. }
  53. /*
  54. * Public SceneDisplay class
  55. */
  56. void SceneDisplay::Add(SceneDisplay* display)
  57. {
  58. m_scene_displays << display;
  59. }
  60. int SceneDisplay::GetCount()
  61. {
  62. return m_scene_displays.count();
  63. }
  64. SceneDisplay* SceneDisplay::GetDisplay(int index)
  65. {
  66. ASSERT(0 <= index && index < m_scene_displays.count(),
  67. "invalid display index %d", index);
  68. return m_scene_displays[index];
  69. }
  70. void SceneDisplay::DestroyAll()
  71. {
  72. for (SceneDisplay* display : m_scene_displays)
  73. delete display;
  74. m_scene_displays.empty();
  75. }
  76. /* ------------------------------------------------ */
  77. void SceneDisplay::Enable()
  78. {
  79. // TODO: PROFILER STUFF
  80. }
  81. void SceneDisplay::Disable()
  82. {
  83. // TODO: PROFILER STUFF
  84. }
  85. /*
  86. * Primitive implementation class
  87. */
  88. void PrimitiveSource::Render(Scene& scene) { UNUSED(scene); }
  89. void PrimitiveRenderer::Render(Scene& scene, PrimitiveSource* primitive)
  90. {
  91. UNUSED(scene);
  92. UNUSED(primitive);
  93. }
  94. /*
  95. * Scene implementation class
  96. */
  97. class SceneData
  98. {
  99. friend class Scene;
  100. private:
  101. SceneData()
  102. {
  103. /* TODO: FIX THAT */
  104. ASSERT(!(m_used_id & ((uint64_t)1 << 63)), "Too many scenes !!!!");
  105. m_mask_id = m_used_id;
  106. m_used_id = m_used_id << 1;
  107. }
  108. /* Mask ID */
  109. /* TODO: Do a mask class that handles more than 64 slots */
  110. static uint64_t m_used_id;
  111. uint64_t m_mask_id = 0;
  112. /* Scene display: if none has been set to the scene,
  113. * the default one created by the app will be used */
  114. SceneDisplay* m_display = nullptr;
  115. /** Render buffers: where to render to. */
  116. Framebuffer *m_renderbuffer[4];
  117. struct postprocess
  118. {
  119. Shader *m_shader[2];
  120. VertexBuffer *m_vbo = nullptr;
  121. VertexDeclaration *m_vdecl = nullptr;
  122. ShaderUniform m_buffer_uni[2][3];
  123. ShaderAttrib m_coord[2];
  124. }
  125. m_pp;
  126. /* Sources are shared by all scenes.
  127. * Renderers are scene-dependent. They get the primitive in the identical
  128. * slot to render with the given scene.
  129. * Primitives and renderers will be kept until:
  130. * - Updated by entity
  131. * - Marked Fire&Forget
  132. * - Scene is destroyed */
  133. std::map<uintptr_t, array<PrimitiveRenderer*>> m_prim_renderers;
  134. static std::map<uintptr_t, array<PrimitiveSource*>> m_prim_sources;
  135. static mutex m_prim_mutex;
  136. Camera *m_default_cam;
  137. array<Camera *> m_camera_stack;
  138. /* Old line API <P0, P1, COLOR, TIME, MASK> */
  139. struct line_api
  140. {
  141. //float m_duration, m_segment_size;
  142. //vec4 m_color;
  143. array<vec3, vec3, vec4, float, int, bool, bool> m_lines;
  144. int /*m_mask,*/ m_debug_mask;
  145. Shader *m_shader;
  146. VertexDeclaration *m_vdecl;
  147. }
  148. m_line_api;
  149. /* The old tiles API */
  150. struct tile_api
  151. {
  152. int m_cam;
  153. array<Tile> m_tiles;
  154. array<Tile> m_palettes;
  155. array<Light *> m_lights;
  156. Shader *m_shader;
  157. Shader *m_palette_shader;
  158. VertexDeclaration *m_vdecl;
  159. array<VertexBuffer *> m_bufs;
  160. }
  161. m_tile_api;
  162. };
  163. uint64_t SceneData::m_used_id = 1;
  164. std::map<uintptr_t, array<PrimitiveSource*>> SceneData::m_prim_sources;
  165. mutex SceneData::m_prim_mutex;
  166. /*
  167. * Public Scene class
  168. */
  169. Scene::Scene(ivec2 size)
  170. : data(new SceneData())
  171. {
  172. data->m_renderbuffer[0] = new Framebuffer(size);
  173. data->m_renderbuffer[1] = new Framebuffer(size);
  174. data->m_renderbuffer[2] = new Framebuffer(size);
  175. data->m_renderbuffer[3] = new Framebuffer(size);
  176. data->m_pp.m_shader[0] = Shader::Create(LOLFX_RESOURCE_NAME(gpu_blit));
  177. data->m_pp.m_shader[1] = Shader::Create(LOLFX_RESOURCE_NAME(gpu_postprocess));
  178. data->m_pp.m_coord[0] = data->m_pp.m_shader[0]->GetAttribLocation(VertexUsage::Position, 0);
  179. data->m_pp.m_coord[1] = data->m_pp.m_shader[1]->GetAttribLocation(VertexUsage::Position, 0);
  180. data->m_pp.m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));
  181. data->m_pp.m_buffer_uni[0][0] = data->m_pp.m_shader[0]->GetUniformLocation("u_buffer");
  182. data->m_pp.m_buffer_uni[1][0] = data->m_pp.m_shader[1]->GetUniformLocation("u_buffer");
  183. data->m_pp.m_buffer_uni[1][1] = data->m_pp.m_shader[1]->GetUniformLocation("u_prev_buffer");
  184. data->m_pp.m_buffer_uni[1][2] = data->m_pp.m_shader[1]->GetUniformLocation("u_prev_final");
  185. array<vec2> quad { vec2( 1.0, 1.0), vec2(-1.0, -1.0), vec2( 1.0, -1.0),
  186. vec2(-1.0, -1.0), vec2( 1.0, 1.0), vec2(-1.0, 1.0), };
  187. data->m_pp.m_vbo = new VertexBuffer(quad.bytes());
  188. void *vertices = data->m_pp.m_vbo->Lock(0, 0);
  189. memcpy(vertices, quad.data(), quad.bytes());
  190. data->m_pp.m_vbo->Unlock();
  191. /* Create a default orthographic camera, in case the user doesn’t. */
  192. data->m_default_cam = new Camera();
  193. mat4 proj = mat4::ortho(0.f, (float)size.x, 0.f, (float)size.y, -1000.f, 1000.f);
  194. data->m_default_cam->SetProjection(proj);
  195. PushCamera(data->m_default_cam);
  196. data->m_tile_api.m_cam = -1;
  197. data->m_tile_api.m_shader = 0;
  198. data->m_tile_api.m_palette_shader = 0;
  199. data->m_tile_api.m_vdecl = new VertexDeclaration(VertexStream<vec3>(VertexUsage::Position),
  200. VertexStream<vec2>(VertexUsage::TexCoord));
  201. data->m_line_api.m_shader = 0;
  202. data->m_line_api.m_vdecl = new VertexDeclaration(VertexStream<vec4,vec4>(VertexUsage::Position, VertexUsage::Color));
  203. data->m_line_api.m_debug_mask = 1;
  204. }
  205. //-----------------------------------------------------------------------------
  206. Scene::~Scene()
  207. {
  208. PopCamera(data->m_default_cam);
  209. /* FIXME: this must be done while the GL context is still active.
  210. * Change the code architecture to make sure of that. */
  211. /* FIXME: also, make sure we do not add code to Reset() that will
  212. * reallocate stuff */
  213. Reset();
  214. delete data->m_line_api.m_vdecl;
  215. delete data->m_tile_api.m_vdecl;
  216. delete data;
  217. }
  218. //-----------------------------------------------------------------------------
  219. void Scene::AddNew(ivec2 size)
  220. {
  221. Scene::g_scenes << new Scene(size);
  222. }
  223. void Scene::DestroyScene(Scene* scene)
  224. {
  225. Scene::g_scenes.remove_item(scene);
  226. delete scene;
  227. }
  228. void Scene::DestroyAll()
  229. {
  230. while (Scene::g_scenes.count())
  231. delete Scene::g_scenes.pop();
  232. }
  233. int Scene::GetCount()
  234. {
  235. return g_scenes.count();
  236. }
  237. //-----------------------------------------------------------------------------
  238. bool Scene::IsReady(int index)
  239. {
  240. return 0 <= index && index < g_scenes.count() && !!g_scenes[index];
  241. }
  242. //-----------------------------------------------------------------------------
  243. Scene& Scene::GetScene(int index)
  244. {
  245. ASSERT(0 <= index && index < g_scenes.count() && !!g_scenes[index],
  246. "Trying to get a non-existent scene %d", index);
  247. return *g_scenes[index];
  248. }
  249. //-----------------------------------------------------------------------------
  250. void Scene::Link(Entity* entity)
  251. {
  252. entity->m_scene_mask |= data->m_mask_id;
  253. }
  254. //-----------------------------------------------------------------------------
  255. bool Scene::IsRelevant(Entity* entity)
  256. {
  257. return !!(entity->m_scene_mask & data->m_mask_id);
  258. }
  259. //-----------------------------------------------------------------------------
  260. Camera* Scene::GetCamera(int cam_idx)
  261. {
  262. ASSERT(!!data, "Trying to access a non-ready scene");
  263. return (0 <= cam_idx && cam_idx < data->m_camera_stack.count()) ?
  264. data->m_camera_stack[cam_idx] :
  265. data->m_camera_stack.last();
  266. }
  267. //-----------------------------------------------------------------------------
  268. int Scene::PushCamera(Camera *cam)
  269. {
  270. ASSERT(!!data, "Trying to access a non-ready scene");
  271. Ticker::Ref(cam);
  272. data->m_camera_stack.push(cam);
  273. return (int)data->m_camera_stack.count() - 1;
  274. }
  275. //-----------------------------------------------------------------------------
  276. void Scene::PopCamera(Camera *cam)
  277. {
  278. ASSERT(!!data, "Trying to access a non-ready scene");
  279. /* Parse from the end because that’s probably where we’ll find
  280. * our camera first. */
  281. for (int i = data->m_camera_stack.count(); i--;)
  282. {
  283. if (data->m_camera_stack[i] == cam)
  284. {
  285. Ticker::Unref(cam);
  286. data->m_camera_stack.remove(i);
  287. return;
  288. }
  289. }
  290. ASSERT(false, "trying to pop a nonexistent camera from the scene");
  291. }
  292. //-----------------------------------------------------------------------------
  293. void Scene::SetTileCam(int cam_idx)
  294. {
  295. ASSERT(!!data, "Trying to access a non-ready scene");
  296. data->m_tile_api.m_cam = cam_idx;
  297. }
  298. //-----------------------------------------------------------------------------
  299. void Scene::Reset()
  300. {
  301. ASSERT(!!data, "Trying to access a non-ready scene");
  302. /* New scenegraph: Release fire&forget primitives */
  303. for (uintptr_t key : keys(data->m_prim_renderers))
  304. {
  305. for (int idx = 0; idx < data->m_prim_renderers[key].count(); ++idx)
  306. if (data->m_prim_renderers[key][idx]->m_fire_and_forget)
  307. ReleasePrimitiveRenderer(idx--, key);
  308. }
  309. for (int i = 0; i < data->m_tile_api.m_bufs.count(); i++)
  310. delete data->m_tile_api.m_bufs[i];
  311. data->m_tile_api.m_bufs.empty();
  312. data->m_tile_api.m_lights.empty();
  313. }
  314. //---- Primitive source stuff -------------------------------------------------
  315. int Scene::HasPrimitiveSource(uintptr_t key)
  316. {
  317. int count;
  318. SceneData::m_prim_mutex.lock();
  319. {
  320. count = SceneData::m_prim_sources[key].count();
  321. }
  322. SceneData::m_prim_mutex.unlock();
  323. return count;
  324. }
  325. int Scene::AddPrimitiveSource(uintptr_t key, PrimitiveSource* source)
  326. {
  327. int count;
  328. SceneData::m_prim_mutex.lock();
  329. {
  330. count = SceneData::m_prim_sources[key].count();
  331. SceneData::m_prim_sources[key].push(source);
  332. }
  333. SceneData::m_prim_mutex.unlock();
  334. return count;
  335. }
  336. void Scene::SetPrimitiveSource(int index, uintptr_t key, PrimitiveSource* source)
  337. {
  338. ASSERT(source);
  339. ASSERT(index >= 0);
  340. PrimitiveSource* old = nullptr;
  341. SceneData::m_prim_mutex.lock();
  342. {
  343. if (index < SceneData::m_prim_sources[key].count())
  344. old = SceneData::m_prim_sources[key][index];
  345. else
  346. SceneData::m_prim_sources[key].resize(index + 1);
  347. SceneData::m_prim_sources[key][index] = source;
  348. }
  349. SceneData::m_prim_mutex.unlock();
  350. // Delete old AFTER having released the lock
  351. delete old;
  352. }
  353. void Scene::ReleasePrimitiveSource(int index, uintptr_t key)
  354. {
  355. PrimitiveSource* old = nullptr;
  356. SceneData::m_prim_mutex.lock();
  357. {
  358. ASSERT(0 <= index && index < SceneData::m_prim_sources[key].count());
  359. old = SceneData::m_prim_sources[key][index];
  360. SceneData::m_prim_sources[key].remove(index);
  361. }
  362. SceneData::m_prim_mutex.unlock();
  363. // Delete old AFTER having released the lock
  364. delete old;
  365. }
  366. void Scene::ReleaseAllPrimitiveSources(uintptr_t key)
  367. {
  368. array<PrimitiveSource*> oldies;
  369. SceneData::m_prim_mutex.lock();
  370. {
  371. oldies.reserve(SceneData::m_prim_sources[key].count());
  372. for (PrimitiveSource* source : SceneData::m_prim_sources[key])
  373. oldies << source;
  374. SceneData::m_prim_sources[key].empty();
  375. }
  376. SceneData::m_prim_mutex.unlock();
  377. // Delete oldies AFTER having released the lock
  378. for (PrimitiveSource* old : oldies)
  379. delete old;
  380. }
  381. //---- Primitive renderer stuff -----------------------------------------------
  382. int Scene::HasPrimitiveRenderer(uintptr_t key)
  383. {
  384. return data->m_prim_renderers[key].count();
  385. }
  386. void Scene::AddPrimitiveRenderer(uintptr_t key, PrimitiveRenderer* renderer)
  387. {
  388. renderer->m_fire_and_forget = true;
  389. data->m_prim_renderers[key].push(renderer);
  390. }
  391. void Scene::SetPrimitiveRenderer(int index, uintptr_t key, PrimitiveRenderer* renderer)
  392. {
  393. ASSERT(renderer);
  394. ASSERT(index >= 0);
  395. if (index < data->m_prim_renderers[key].count())
  396. {
  397. ASSERT(data->m_prim_renderers[key][index]);
  398. delete data->m_prim_renderers[key][index];
  399. }
  400. else
  401. data->m_prim_renderers[key].resize(index + 1);
  402. data->m_prim_renderers[key][index] = renderer;
  403. }
  404. void Scene::ReleasePrimitiveRenderer(int index, uintptr_t key)
  405. {
  406. ASSERT(0 <= index && index < data->m_prim_renderers[key].count());
  407. delete data->m_prim_renderers[key][index];
  408. data->m_prim_renderers[key].remove(index);
  409. }
  410. void Scene::ReleaseAllPrimitiveRenderers(uintptr_t key)
  411. {
  412. for (PrimitiveRenderer*& renderer : data->m_prim_renderers[key])
  413. {
  414. delete renderer;
  415. renderer = nullptr;
  416. }
  417. }
  418. //-----------------------------------------------------------------------------
  419. void Scene::AddTile(TileSet *tileset, int id, vec3 pos, vec2 scale, float radians)
  420. {
  421. ASSERT(id < tileset->GetTileCount());
  422. ivec2 size = tileset->GetTileSize(id);
  423. mat4 model = mat4::translate(pos)
  424. * mat4::scale(scale.x, scale.y, 1.f)
  425. * mat4::translate(size.x * 0.5f, size.y * 0.5f, 0.f)
  426. * mat4::rotate(scale.x * scale.y < 0 ? radians : -radians,
  427. vec3::axis_z);
  428. AddTile(tileset, id, model);
  429. }
  430. void Scene::AddTile(TileSet *tileset, int id, mat4 model)
  431. {
  432. ASSERT(id < tileset->GetTileCount());
  433. Tile t;
  434. t.m_model = model;
  435. t.m_tileset = tileset;
  436. t.m_id = id;
  437. if (tileset->GetPalette())
  438. data->m_tile_api.m_palettes.push(t);
  439. else
  440. data->m_tile_api.m_tiles.push(t);
  441. }
  442. //-----------------------------------------------------------------------------
  443. void Scene::AddLine(vec3 a, vec3 b, vec4 color)
  444. {
  445. ASSERT(!!data, "Trying to access a non-ready scene");
  446. data->m_line_api.m_lines.push(a, b, color, -1.f, 0xFFFFFFFF, false, false);
  447. }
  448. //-----------------------------------------------------------------------------
  449. void Scene::AddLine(vec3 a, vec3 b, vec4 color, float duration, int mask)
  450. {
  451. ASSERT(!!data, "Trying to access a non-ready scene");
  452. data->m_line_api.m_lines.push(a, b, color, duration, mask, false, false);
  453. }
  454. //-----------------------------------------------------------------------------
  455. void Scene::AddLight(Light *l)
  456. {
  457. ASSERT(!!data, "Trying to access a non-ready scene");
  458. data->m_tile_api.m_lights.push(l);
  459. }
  460. //-----------------------------------------------------------------------------
  461. array<Light *> const &Scene::GetLights()
  462. {
  463. ASSERT(!!data, "Trying to access a non-ready scene");
  464. return data->m_tile_api.m_lights;
  465. }
  466. //-----------------------------------------------------------------------------
  467. void Scene::SetDisplay(SceneDisplay* display)
  468. {
  469. data->m_display = display;
  470. }
  471. //-----------------------------------------------------------------------------
  472. void Scene::EnableDisplay()
  473. {
  474. // If no display has been set, use the default one
  475. if (!data->m_display)
  476. SetDisplay(SceneDisplay::GetDisplay());
  477. data->m_display->Enable();
  478. }
  479. void Scene::DisableDisplay()
  480. {
  481. ASSERT(data->m_display);
  482. data->m_display->Disable();
  483. }
  484. static bool do_pp = true;
  485. void Scene::pre_render(float)
  486. {
  487. gpu_marker("Pre Render");
  488. /* First render into the offline buffer */
  489. if (do_pp)
  490. {
  491. data->m_renderbuffer[0]->Bind();
  492. }
  493. {
  494. RenderContext rc;
  495. if (do_pp)
  496. {
  497. rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  498. rc.SetClearDepth(1.f);
  499. }
  500. Renderer::Get()->Clear(ClearMask::Color | ClearMask::Depth);
  501. }
  502. }
  503. /* Render everything that the scene contains */
  504. void Scene::render(float seconds)
  505. {
  506. gpu_marker("Render");
  507. // FIXME: get rid of the delta time argument
  508. render_primitives();
  509. render_tiles();
  510. render_lines(seconds);
  511. }
  512. void Scene::post_render(float)
  513. {
  514. gpu_marker("Post Render");
  515. if (do_pp)
  516. {
  517. data->m_renderbuffer[0]->Unbind();
  518. gpu_marker("PostProcess");
  519. data->m_renderbuffer[3]->Bind();
  520. RenderContext rc;
  521. rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  522. rc.SetClearDepth(1.f);
  523. Renderer::Get()->Clear(ClearMask::Color | ClearMask::Depth);
  524. /* Execute post process */
  525. data->m_pp.m_shader[1]->Bind();
  526. data->m_pp.m_shader[1]->SetUniform(data->m_pp.m_buffer_uni[1][0], data->m_renderbuffer[0]->GetTextureUniform(), 0);
  527. data->m_pp.m_shader[1]->SetUniform(data->m_pp.m_buffer_uni[1][1], data->m_renderbuffer[1]->GetTextureUniform(), 1);
  528. data->m_pp.m_shader[1]->SetUniform(data->m_pp.m_buffer_uni[1][2], data->m_renderbuffer[2]->GetTextureUniform(), 2);
  529. data->m_pp.m_vdecl->SetStream(data->m_pp.m_vbo, data->m_pp.m_coord[1]);
  530. data->m_pp.m_vdecl->Bind();
  531. data->m_pp.m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  532. data->m_pp.m_vdecl->Unbind();
  533. data->m_pp.m_shader[1]->Unbind();
  534. data->m_renderbuffer[3]->Unbind();
  535. }
  536. if (do_pp)
  537. {
  538. gpu_marker("Blit frame");
  539. data->m_pp.m_shader[0]->Bind();
  540. RenderContext rc;
  541. rc.SetClearColor(vec4(0.f, 0.f, 0.f, 1.f));
  542. rc.SetClearDepth(1.f);
  543. Renderer::Get()->Clear(ClearMask::Color | ClearMask::Depth);
  544. /* Blit final image to screen */
  545. data->m_pp.m_shader[0]->SetUniform(data->m_pp.m_buffer_uni[0][0], data->m_renderbuffer[3]->GetTextureUniform(), 3);
  546. data->m_pp.m_vdecl->SetStream(data->m_pp.m_vbo, data->m_pp.m_coord[0]);
  547. data->m_pp.m_vdecl->Bind();
  548. data->m_pp.m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 6);
  549. data->m_pp.m_vdecl->Unbind();
  550. data->m_pp.m_shader[0]->Unbind();
  551. }
  552. if (do_pp)
  553. {
  554. /* Swap back buffers */
  555. std::swap(data->m_renderbuffer[0], data->m_renderbuffer[1]);
  556. std::swap(data->m_renderbuffer[2], data->m_renderbuffer[3]);
  557. }
  558. gpu_marker("End Render");
  559. }
  560. //-----------------------------------------------------------------------------
  561. void Scene::render_primitives()
  562. {
  563. ASSERT(!!data, "Trying to access a non-ready scene");
  564. /* FIXME: Temp fix for mesh having no render context*/
  565. RenderContext rc;
  566. rc.SetCullMode(CullMode::Clockwise);
  567. rc.SetDepthFunc(DepthFunc::LessOrEqual);
  568. /* new scenegraph */
  569. for (uintptr_t key : keys(data->m_prim_renderers))
  570. {
  571. for (int idx = 0; idx < data->m_prim_renderers[key].count(); ++idx)
  572. {
  573. /* TODO: Not sure if thread compliant */
  574. data->m_prim_renderers[key][idx]->Render(*this, idx < SceneData::m_prim_sources[key].count() ? SceneData::m_prim_sources[key][idx] : nullptr);
  575. }
  576. }
  577. }
  578. //-----------------------------------------------------------------------------
  579. void Scene::render_tiles() // XXX: rename to Blit()
  580. {
  581. ASSERT(!!data, "Trying to access a non-ready scene");
  582. RenderContext rc;
  583. /* Early test if nothing needs to be rendered */
  584. if (!data->m_tile_api.m_tiles.count() && !data->m_tile_api.m_palettes.count())
  585. return;
  586. /* FIXME: we disable culling for now because we don’t have a reliable
  587. * way to know which side is facing the camera. */
  588. rc.SetCullMode(CullMode::Disabled);
  589. rc.SetDepthFunc(DepthFunc::LessOrEqual);
  590. rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
  591. rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max);
  592. rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);
  593. #if (defined LOL_USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X
  594. glEnable(GL_TEXTURE_2D);
  595. #endif
  596. if (!data->m_tile_api.m_shader)
  597. data->m_tile_api.m_shader = Shader::Create(LOLFX_RESOURCE_NAME(gpu_tile));
  598. if (!data->m_tile_api.m_palette_shader && data->m_tile_api.m_palettes.count())
  599. data->m_tile_api.m_palette_shader = Shader::Create(LOLFX_RESOURCE_NAME(gpu_palette));
  600. for (int p = 0; p < 2; p++)
  601. {
  602. Shader *shader = (p == 0) ? data->m_tile_api.m_shader : data->m_tile_api.m_palette_shader;
  603. array<Tile>& tiles = (p == 0) ? data->m_tile_api.m_tiles : data->m_tile_api.m_palettes;
  604. if (tiles.count() == 0)
  605. continue;
  606. ShaderUniform uni_mat, uni_tex, uni_pal, uni_texsize;
  607. ShaderAttrib attr_pos, attr_tex;
  608. attr_pos = shader->GetAttribLocation(VertexUsage::Position, 0);
  609. attr_tex = shader->GetAttribLocation(VertexUsage::TexCoord, 0);
  610. shader->Bind();
  611. uni_mat = shader->GetUniformLocation("u_projection");
  612. shader->SetUniform(uni_mat, GetCamera(data->m_tile_api.m_cam)->GetProjection());
  613. uni_mat = shader->GetUniformLocation("u_view");
  614. shader->SetUniform(uni_mat, GetCamera(data->m_tile_api.m_cam)->GetView());
  615. uni_mat = shader->GetUniformLocation("u_model");
  616. shader->SetUniform(uni_mat, mat4(1.f));
  617. uni_tex = shader->GetUniformLocation("u_texture");
  618. uni_pal = data->m_tile_api.m_palette_shader ? data->m_tile_api.m_palette_shader->GetUniformLocation("u_palette") : ShaderUniform();
  619. uni_texsize = shader->GetUniformLocation("u_texsize");
  620. for (int buf = 0, i = 0, n; i < tiles.count(); i = n, buf += 2)
  621. {
  622. /* Count how many quads will be needed */
  623. for (n = i + 1; n < tiles.count(); n++)
  624. if (tiles[i].m_tileset != tiles[n].m_tileset)
  625. break;
  626. /* Create a vertex array object */
  627. VertexBuffer *vb1 = new VertexBuffer(6 * (n - i) * sizeof(vec3));
  628. vec3 *vertex = (vec3 *)vb1->Lock(0, 0);
  629. VertexBuffer *vb2 = new VertexBuffer(6 * (n - i) * sizeof(vec2));
  630. vec2 *texture = (vec2 *)vb2->Lock(0, 0);
  631. data->m_tile_api.m_bufs.push(vb1);
  632. data->m_tile_api.m_bufs.push(vb2);
  633. for (int j = i; j < n; j++)
  634. {
  635. tiles[i].m_tileset->BlitTile(tiles[j].m_id, tiles[j].m_model,
  636. vertex + 6 * (j - i), texture + 6 * (j - i));
  637. }
  638. vb1->Unlock();
  639. vb2->Unlock();
  640. /* Bind texture */
  641. if (tiles[i].m_tileset->GetPalette())
  642. {
  643. if (tiles[i].m_tileset->GetTexture())
  644. shader->SetUniform(uni_tex, tiles[i].m_tileset->GetTexture()->GetTextureUniform(), 0);
  645. if (tiles[i].m_tileset->GetPalette()->GetTexture())
  646. shader->SetUniform(uni_pal, tiles[i].m_tileset->GetPalette()->GetTexture()->GetTextureUniform(), 1);
  647. }
  648. else
  649. {
  650. shader->SetUniform(uni_tex, 0);
  651. if (tiles[i].m_tileset->GetTexture())
  652. shader->SetUniform(uni_tex, tiles[i].m_tileset->GetTexture()->GetTextureUniform(), 0);
  653. tiles[i].m_tileset->Bind();
  654. }
  655. shader->SetUniform(uni_texsize,
  656. (vec2)tiles[i].m_tileset->GetTextureSize());
  657. /* Bind vertex and texture coordinate buffers */
  658. data->m_tile_api.m_vdecl->Bind();
  659. data->m_tile_api.m_vdecl->SetStream(vb1, attr_pos);
  660. data->m_tile_api.m_vdecl->SetStream(vb2, attr_tex);
  661. /* Draw arrays */
  662. data->m_tile_api.m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, (n - i) * 6);
  663. data->m_tile_api.m_vdecl->Unbind();
  664. tiles[i].m_tileset->Unbind();
  665. }
  666. tiles.empty();
  667. shader->Unbind();
  668. if (!data->m_tile_api.m_palette_shader)
  669. break;
  670. }
  671. #if (defined LOL_USE_GLEW || defined HAVE_GL_2X) && !defined HAVE_GLES_2X
  672. glDisable(GL_TEXTURE_2D);
  673. #endif
  674. }
  675. //-----------------------------------------------------------------------------
  676. // FIXME: get rid of the delta time argument
  677. // XXX: rename to Blit()
  678. void Scene::render_lines(float seconds)
  679. {
  680. ASSERT(!!data, "Trying to access a non-ready scene");
  681. RenderContext rc;
  682. if (!data->m_line_api.m_lines.count())
  683. return;
  684. rc.SetDepthFunc(DepthFunc::LessOrEqual);
  685. rc.SetBlendFunc(BlendFunc::SrcAlpha, BlendFunc::OneMinusSrcAlpha);
  686. rc.SetBlendEquation(BlendEquation::Add, BlendEquation::Max);
  687. rc.SetAlphaFunc(AlphaFunc::GreaterOrEqual, 0.01f);
  688. int linecount = (int)data->m_line_api.m_lines.count();
  689. if (!data->m_line_api.m_shader)
  690. data->m_line_api.m_shader = Shader::Create(LOLFX_RESOURCE_NAME(gpu_line));
  691. array<vec4, vec4, vec4, vec4> buff;
  692. buff.resize(linecount);
  693. int real_linecount = 0;
  694. mat4 const inv_view_proj = inverse(GetCamera()->GetProjection() * GetCamera()->GetView());
  695. for (int i = 0; i < linecount; i++)
  696. {
  697. if (data->m_line_api.m_lines[i].m5 & data->m_line_api.m_debug_mask)
  698. {
  699. buff[real_linecount].m1 = vec4(data->m_line_api.m_lines[i].m1, (float)data->m_line_api.m_lines[i].m6);
  700. buff[real_linecount].m2 = data->m_line_api.m_lines[i].m3;
  701. buff[real_linecount].m3 = vec4(data->m_line_api.m_lines[i].m2, (float)data->m_line_api.m_lines[i].m7);
  702. buff[real_linecount].m4 = data->m_line_api.m_lines[i].m3;
  703. real_linecount++;
  704. }
  705. data->m_line_api.m_lines[i].m4 -= seconds;
  706. if (data->m_line_api.m_lines[i].m4 < 0.f)
  707. {
  708. data->m_line_api.m_lines.remove_swap(i--);
  709. linecount--;
  710. }
  711. }
  712. VertexBuffer *vb = new VertexBuffer(buff.bytes());
  713. float *vertex = (float *)vb->Lock(0, 0);
  714. memcpy(vertex, buff.data(), buff.bytes());
  715. vb->Unlock();
  716. data->m_line_api.m_shader->Bind();
  717. ShaderUniform uni_mat, uni_tex;
  718. ShaderAttrib attr_pos, attr_col;
  719. attr_pos = data->m_line_api.m_shader->GetAttribLocation(VertexUsage::Position, 0);
  720. attr_col = data->m_line_api.m_shader->GetAttribLocation(VertexUsage::Color, 0);
  721. data->m_line_api.m_shader->Bind();
  722. uni_mat = data->m_line_api.m_shader->GetUniformLocation("u_projection");
  723. data->m_line_api.m_shader->SetUniform(uni_mat, GetCamera()->GetProjection());
  724. uni_mat = data->m_line_api.m_shader->GetUniformLocation("u_view");
  725. data->m_line_api.m_shader->SetUniform(uni_mat, GetCamera()->GetView());
  726. data->m_line_api.m_vdecl->Bind();
  727. data->m_line_api.m_vdecl->SetStream(vb, attr_pos, attr_col);
  728. data->m_line_api.m_vdecl->DrawElements(MeshPrimitive::Lines, 0, 2 * real_linecount);
  729. data->m_line_api.m_vdecl->Unbind();
  730. data->m_line_api.m_shader->Unbind();
  731. //data->m_line_api.m_lines.empty();
  732. delete vb;
  733. }
  734. } /* namespace lol */