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- /*
- 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"
- #include "Log.h"
- #include "SpriteResource.h"
- #include "SpriteAnimator.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 =
- "uniform mat4 u_model;"
- "uniform mat4 u_model_view_projection;"
- "in vec4 a_position;"
- "in vec4 a_normal;"
- "in vec2 a_tex_coord0;"
- "in vec4 a_color;"
- "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;"
- "}";
- 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;"
- "void main(void)"
- "{"
- " gl_FragColor = texture(u_albedo_0, tex_coord0);"
- "}";
- //-----------------------------------------------------------------------------
- RenderWorld::RenderWorld()
- : m_mesh_pool(default_allocator(), MAX_MESHES, sizeof(Mesh))
- , m_mesh(default_allocator())
- , m_sprite_pool(default_allocator(), MAX_SPRITES, sizeof(Sprite))
- , 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);
- 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);
- }
- //-----------------------------------------------------------------------------
- MeshId RenderWorld::create_mesh(ResourceId id, int32_t node, const Vector3& pos, const Quaternion& rot)
- {
- MeshResource* mr = (MeshResource*) device()->resource_manager()->data(id);
- // Allocate memory for mesh
- Mesh* mesh = (Mesh*) m_mesh_pool.allocate(sizeof(Mesh));
- // Create mesh id
- const MeshId mesh_id = m_mesh.create(mesh);
- mesh->create(mr, node, pos, rot);
- return mesh_id;
- }
- //-----------------------------------------------------------------------------
- void RenderWorld::destroy_mesh(MeshId /*id*/)
- {
- }
- //-----------------------------------------------------------------------------
- Mesh* RenderWorld::lookup_mesh(MeshId mesh)
- {
- CE_ASSERT(m_mesh.has(mesh), "Mesh does not exits");
- return m_mesh.lookup(mesh);
- }
- //-----------------------------------------------------------------------------
- SpriteId RenderWorld::create_sprite(ResourceId id, int32_t node, const Vector3& pos, const Quaternion& rot)
- {
- SpriteResource* sr = (SpriteResource*) device()->resource_manager()->data(id);
- // Allocate memory for sprite
- Sprite* sprite = (Sprite*) m_sprite_pool.allocate(sizeof(Sprite));
- // Create sprite id
- const SpriteId sprite_id = m_sprite.create(sprite);
- sprite->create(sr, node, pos, rot);
- return sprite_id;
- }
- //-----------------------------------------------------------------------------
- void RenderWorld::destroy_sprite(SpriteId /*id*/)
- {
- // Stub
- }
- //-----------------------------------------------------------------------------
- Sprite* RenderWorld::lookup_sprite(SpriteId id)
- {
- CE_ASSERT(m_sprite.has(id), "Sprite does not exist");
- return m_sprite.lookup(id);
- }
- //-----------------------------------------------------------------------------
- void RenderWorld::update(const Matrix4x4& view, const Matrix4x4& projection, uint16_t x, uint16_t y, uint16_t width, uint16_t height, float /*dt*/)
- {
- static uint64_t frames = 0;
- Renderer* r = device()->renderer();
- Matrix4x4 inv_view = view;
- inv_view.invert();
- r->set_layer_view(0, inv_view);
- r->set_layer_projection(0, projection);
- r->set_layer_viewport(0, x, y, width, height);
- 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
- const List<Mesh*>& meshes = m_mesh.m_objects;
- for (uint32_t m = 0; m < meshes.size(); m++)
- {
- const Mesh* mesh = meshes[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);
- }
- const List<Sprite*>& sprites = m_sprite.m_objects;
- for (uint32_t s = 0; s < sprites.size(); s++)
- {
- Sprite* sprite = sprites[s];
- if (frames % sprite->m_animator->m_frame_rate == 0)
- {
- sprite->m_animator->play_frame();
- }
- r->set_state(STATE_DEPTH_WRITE
- | STATE_COLOR_WRITE
- | STATE_ALPHA_WRITE
- | STATE_CULL_CW
- | STATE_BLEND_EQUATION_ADD
- | STATE_BLEND_FUNC(STATE_BLEND_FUNC_SRC_ALPHA, STATE_BLEND_FUNC_ONE_MINUS_SRC_ALPHA));
- r->set_vertex_buffer(sprite->m_vb);
- r->set_index_buffer(sprite->m_ib);
- r->set_program(texture_program);
- r->set_texture(0, u_albedo_0, sprite->m_texture, TEXTURE_FILTER_LINEAR | TEXTURE_WRAP_CLAMP_EDGE);
- r->set_pose(sprite->m_world_pose);
- r->commit(0);
- }
- frames++;
- }
- } // namespace crown
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