/* Copyright (c) 2013 Daniele Bartolini, Michele Rossi Copyright (c) 2012 Daniele Bartolini, Simone Boscaratto Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "RenderWorld.h" #include "Device.h" #include "ResourceManager.h" #include "Renderer.h" #include "Allocator.h" #include "Camera.h" #include "Resource.h" namespace crown { TextureId grass_texture; TextureId lightmap_texture; ShaderId default_vs; ShaderId default_fs; ShaderId texture_fs; GPUProgramId default_program; GPUProgramId texture_program; UniformId u_albedo_0; UniformId u_lightmap_0; UniformId u_brightness; static const char* default_vertex = "in vec4 a_position;" "in vec4 a_normal;" "in vec2 a_tex_coord0;" "in vec4 a_color;" "uniform mat4 u_model;" "uniform mat4 u_model_view_projection;" "varying out vec2 tex_coord0;" "varying out vec4 color;" "void main(void)" "{" " tex_coord0 = a_tex_coord0;" " color = a_color;" " gl_Position = u_model_view_projection * a_position;" " gl_FrontColor = vec4(vec3(1, 0, 0), 1.0);" "}"; static const char* default_fragment = "void main(void)" "{" " gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);" "}"; static const char* texture_fragment = "in vec2 tex_coord0;" "in vec4 color;" "uniform sampler2D u_albedo_0;" "uniform sampler2D u_lightmap_0;" "uniform float u_brightness;" "void main(void)" "{" " gl_FragColor = texture(u_albedo_0, tex_coord0) * texture(u_lightmap_0, tex_coord0) * color * u_brightness;" "}"; //----------------------------------------------------------------------------- RenderWorld::RenderWorld() : m_mesh(default_allocator()) , m_sprite(default_allocator()) { Renderer* r = device()->renderer(); default_vs = r->create_shader(ShaderType::VERTEX, default_vertex); default_fs = r->create_shader(ShaderType::FRAGMENT, default_fragment); texture_fs = r->create_shader(ShaderType::FRAGMENT, texture_fragment); u_albedo_0 = r->create_uniform("u_albedo_0", UniformType::INTEGER_1, 1); u_lightmap_0 = r->create_uniform("u_lightmap_0", UniformType::INTEGER_1, 1); u_brightness = r->create_uniform("u_brightness", UniformType::FLOAT_1, 1); default_program = r->create_gpu_program(default_vs, default_fs); texture_program = r->create_gpu_program(default_vs, texture_fs); } //----------------------------------------------------------------------------- RenderWorld::~RenderWorld() { Renderer* r = device()->renderer(); r->destroy_shader(default_vs); r->destroy_shader(default_fs); r->destroy_shader(texture_fs); r->destroy_gpu_program(default_program); r->destroy_gpu_program(texture_program); r->destroy_uniform(u_albedo_0); r->destroy_uniform(u_lightmap_0); r->destroy_uniform(u_brightness); } //----------------------------------------------------------------------------- MeshId RenderWorld::create_mesh(const char* name, int32_t node, const Vector3& pos, const Quaternion& rot) { MeshResource* mr = (MeshResource*) device()->resource_manager()->lookup("mesh", name); MeshId mesh = allocate_mesh(mr, node, pos, rot); return mesh; } //----------------------------------------------------------------------------- void RenderWorld::destroy_mesh(MeshId /*id*/) { } //----------------------------------------------------------------------------- Mesh* RenderWorld::lookup_mesh(MeshId mesh) { CE_ASSERT(m_mesh_table.has(mesh), "Mesh does not exits"); return &m_mesh[m_sparse_to_packed[mesh.index]]; } //----------------------------------------------------------------------------- void RenderWorld::update(Camera& camera, float /*dt*/) { Renderer* r = device()->renderer(); Matrix4x4 camera_view = camera.world_pose(); camera_view.invert(); r->set_layer_view(0, camera_view); r->set_layer_projection(0, camera.m_projection); r->set_layer_viewport(0, 0, 0, 1000, 625); r->set_layer_clear(0, CLEAR_COLOR | CLEAR_DEPTH, Color4::LIGHTBLUE, 1.0f); r->set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_CULL_CCW); r->commit(0); // Draw all meshes for (uint32_t m = 0; m < m_mesh.size(); m++) { const Mesh& mesh = m_mesh[m]; r->set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW); r->set_vertex_buffer(mesh.m_vbuffer); r->set_index_buffer(mesh.m_ibuffer); r->set_program(default_program); /*r->set_texture(0, u_albedo_0, grass_texture, TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_CLAMP_EDGE); r->set_uniform(u_brightness, UNIFORM_FLOAT_1, &brightness, 1);*/ r->set_pose(mesh.m_local_pose); r->commit(0); } r->set_layer_view(0, camera_view); r->set_layer_projection(0, camera.m_projection); r->set_layer_viewport(0, 0, 0, 1000, 625); r->set_layer_clear(0, CLEAR_COLOR | CLEAR_DEPTH, Color4::LIGHTBLUE, 1.0f); for (uint32_t s = 0; s < m_sprite.size(); s++) { const Sprite& sprite = m_sprite[s]; r->set_state(STATE_DEPTH_WRITE | STATE_COLOR_WRITE | STATE_ALPHA_WRITE | STATE_CULL_CW); r->set_vertex_buffer(sprite.m_vb); r->set_index_buffer(sprite.m_ib); r->set_program(sprite.m_prog); r->set_texture(0, sprite.m_albedo, sprite.m_texture, TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_CLAMP_EDGE); r->set_pose(sprite.m_local_pose); r->commit(0); } } //----------------------------------------------------------------------------- MeshId RenderWorld::allocate_mesh(MeshResource* mr, int32_t node, const Vector3& pos, const Quaternion& rot) { MeshId mesh_id = m_mesh_table.create(); Mesh mesh; mesh.create(mr, node, pos, rot); uint32_t index = m_mesh.push_back(mesh); m_sparse_to_packed[mesh_id.index] = index; return mesh_id; } //----------------------------------------------------------------------------- void RenderWorld::deallocate_mesh(MeshId /*id*/) { } //----------------------------------------------------------------------------- SpriteId RenderWorld::create_sprite(const char* name, int32_t node, const Vector3& pos, const Quaternion& rot) { TextureResource* tr = (TextureResource*) device()->resource_manager()->lookup(TEXTURE_EXTENSION, name); SpriteId sprite = allocate_sprite(tr, node, pos, rot); return sprite; } //----------------------------------------------------------------------------- void RenderWorld::destroy_sprite(SpriteId /*id*/) { // Stub } //----------------------------------------------------------------------------- Sprite* RenderWorld::lookup_sprite(SpriteId id) { return &m_sprite[m_sprite_sparse_to_packed[id.index]]; } //----------------------------------------------------------------------------- SpriteId RenderWorld::allocate_sprite(TextureResource* tr, int32_t node, const Vector3& pos, const Quaternion& rot) { SpriteId id = m_sprite_table.create(); Sprite sprite; sprite.create(tr, node, pos, rot); uint32_t index = m_sprite.push_back(sprite); m_sprite_sparse_to_packed[id.index] = index; return id; } //----------------------------------------------------------------------------- void RenderWorld::deallocate_sprite(SpriteId /*id*/) { // Stub } } // namespace crown