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+/*
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+Copyright (c) 2013 Daniele Bartolini, Michele Rossi
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+Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto
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+
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+Permission is hereby granted, free of charge, to any person
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+obtaining a copy of this software and associated documentation
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+files (the "Software"), to deal in the Software without
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+restriction, including without limitation the rights to use,
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+copy, modify, merge, publish, distribute, sublicense, and/or sell
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+copies of the Software, and to permit persons to whom the
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+Software is furnished to do so, subject to the following
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+conditions:
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+
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+The above copyright notice and this permission notice shall be
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+included in all copies or substantial portions of the Software.
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+
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+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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+OTHER DEALINGS IN THE SOFTWARE.
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+*/
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+
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+#include "RenderWorld.h"
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+#include "Device.h"
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+#include "ResourceManager.h"
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+#include "Renderer.h"
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+#include "Allocator.h"
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+#include "Camera.h"
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+
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+namespace crown
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+{
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+
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+TextureId grass_texture;
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+TextureId lightmap_texture;
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+ShaderId default_vs;
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+ShaderId default_fs;
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+ShaderId texture_fs;
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+GPUProgramId default_program;
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+GPUProgramId texture_program;
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+UniformId u_albedo_0;
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+UniformId u_lightmap_0;
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+UniformId u_brightness;
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+
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+static const char* default_vertex =
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+ "in vec4 a_position;"
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+ "in vec4 a_normal;"
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+ "in vec2 a_tex_coord0;"
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+ "in vec4 a_color;"
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+
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+ "uniform mat4 u_model;"
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+ "uniform mat4 u_model_view_projection;"
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+
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+ "varying out vec2 tex_coord0;"
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+ "varying out vec4 color;"
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+
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+ "void main(void)"
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+ "{"
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+ " tex_coord0 = a_tex_coord0;"
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+ " color = a_color;"
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+ " gl_Position = u_model_view_projection * a_position;"
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+ " gl_FrontColor = vec4(vec3(1, 0, 0), 1.0);"
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+ "}";
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+
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+static const char* default_fragment =
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+ "void main(void)"
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+ "{"
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+ " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);"
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+ "}";
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+
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+static const char* texture_fragment =
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+ "in vec2 tex_coord0;"
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+ "in vec4 color;"
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+
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+ "uniform sampler2D u_albedo_0;"
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+ "uniform sampler2D u_lightmap_0;"
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+ "uniform float u_brightness;"
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+
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+ "void main(void)"
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+ "{"
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+ " gl_FragColor = texture(u_albedo_0, tex_coord0) * texture(u_lightmap_0, tex_coord0) * color * u_brightness;"
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+ "}";
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+
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+//-----------------------------------------------------------------------------
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+RenderWorld::RenderWorld()
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+ : m_mesh(default_allocator())
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+{
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+ Renderer* r = device()->renderer();
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+
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+ default_vs = r->create_shader(SHADER_VERTEX, default_vertex);
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+ default_fs = r->create_shader(SHADER_FRAGMENT, default_fragment);
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+ texture_fs = r->create_shader(SHADER_FRAGMENT, texture_fragment);
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+
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+ u_albedo_0 = r->create_uniform("u_albedo_0", UNIFORM_INTEGER_1, 1);
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+ u_lightmap_0 = r->create_uniform("u_lightmap_0", UNIFORM_INTEGER_1, 1);
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+ u_brightness = r->create_uniform("u_brightness", UNIFORM_FLOAT_1, 1);
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+
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+ default_program = r->create_gpu_program(default_vs, default_fs);
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+ texture_program = r->create_gpu_program(default_vs, texture_fs);
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+
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+ create_mesh("monkey");
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+}
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+
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+//-----------------------------------------------------------------------------
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+RenderWorld::~RenderWorld()
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+{
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+ Renderer* r = device()->renderer();
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+
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+ r->destroy_shader(default_vs);
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+ r->destroy_shader(default_fs);
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+ r->destroy_shader(texture_fs);
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+ r->destroy_gpu_program(default_program);
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+ r->destroy_gpu_program(texture_program);
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+ r->destroy_uniform(u_albedo_0);
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+ r->destroy_uniform(u_lightmap_0);
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+ r->destroy_uniform(u_brightness);
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+}
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+
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+//-----------------------------------------------------------------------------
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+MeshId RenderWorld::create_mesh(const char* name)
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+{
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+ MeshResource* mr = (MeshResource*) device()->resource_manager()->lookup("mesh", name);
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+
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+ MeshId mesh = allocate_mesh();
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+ m_mesh[mesh.index].create(mr);
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+
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+ return mesh;
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+}
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+
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+//-----------------------------------------------------------------------------
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+void RenderWorld::destroy_mesh(MeshId /*id*/)
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+{
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+}
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+
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+//-----------------------------------------------------------------------------
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+void RenderWorld::update(Camera& camera, float /*dt*/)
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+{
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+ Renderer* r = device()->renderer();
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+
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+ Mat4 camera_view = camera.local_pose();
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+ camera_view.invert();
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+
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+ r->set_layer_view(0, camera_view);
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+ r->set_layer_projection(0, camera.m_projection);
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+ r->set_layer_viewport(0, 0, 0, 1000, 625);
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+ r->set_layer_clear(0, CLEAR_COLOR | CLEAR_DEPTH, Color4::LIGHTBLUE, 1.0f);
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+
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+ r->set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_CULL_CCW);
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+ r->commit(0);
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+
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+ // Draw all meshes
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+ for (uint32_t m = 0; m < m_mesh.size(); m++)
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+ {
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+ const Mesh& mesh = m_mesh[m];
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+
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+ r->set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW);
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+ r->set_vertex_buffer(mesh.m_vbuffer);
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+ r->set_index_buffer(mesh.m_ibuffer);
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+ r->set_program(default_program);
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+/* r->set_texture(0, u_albedo_0, grass_texture, TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_CLAMP_EDGE);
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+ r->set_uniform(u_brightness, UNIFORM_FLOAT_1, &brightness, 1);*/
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+
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+ r->set_pose(mesh.m_local_pose);
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+ r->commit(0);
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+ }
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+}
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+
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+//-----------------------------------------------------------------------------
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+MeshId RenderWorld::allocate_mesh()
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+{
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+ MeshId mesh = m_mesh_table.create();
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+
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+ if (m_mesh.size() <= mesh.index)
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+ {
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+ m_mesh.resize(1);
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+ }
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+
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+ return mesh;
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+}
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+
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+//-----------------------------------------------------------------------------
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+void RenderWorld::deallocate_mesh(MeshId /*id*/)
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+{
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+}
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+
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+} // namespace crown
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