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+-- Copyright 2020-2025 The Defold Foundation
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+-- Copyright 2014-2020 King
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+-- Copyright 2009-2014 Ragnar Svensson, Christian Murray
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+-- Licensed under the Defold License version 1.0 (the "License"); you may not use
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+-- this file except in compliance with the License.
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+--
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+-- You may obtain a copy of the License, together with FAQs at
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+-- https://www.defold.com/license
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+--
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+-- Unless required by applicable law or agreed to in writing, software distributed
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+-- under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR
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+-- CONDITIONS OF ANY KIND, either express or implied. See the License for the
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+-- specific language governing permissions and limitations under the License.
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+
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+--
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+-- message constants
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+--
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+local MSG_CLEAR_COLOR = hash("clear_color")
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+local MSG_WINDOW_RESIZED = hash("window_resized")
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+local MSG_SET_VIEW_PROJ = hash("set_view_projection")
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+local MSG_SET_CAMERA_PROJ = hash("use_camera_projection")
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+local MSG_USE_STRETCH_PROJ = hash("use_stretch_projection")
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+local MSG_USE_FIXED_PROJ = hash("use_fixed_projection")
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+local MSG_USE_FIXED_FIT_PROJ = hash("use_fixed_fit_projection")
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+
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+local DEFAULT_NEAR = -1
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+local DEFAULT_FAR = 1
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+local DEFAULT_ZOOM = 1
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+
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+--
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+-- projection that centers content with maintained aspect ratio and optional zoom
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+--
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+local function get_fixed_projection(camera, state)
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+ camera.zoom = camera.zoom or DEFAULT_ZOOM
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+ local projected_width = state.window_width / camera.zoom
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+ local projected_height = state.window_height / camera.zoom
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+ local left = -(projected_width - state.width) / 2
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+ local bottom = -(projected_height - state.height) / 2
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+ local right = left + projected_width
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+ local top = bottom + projected_height
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+ return vmath.matrix4_orthographic(left, right, bottom, top, camera.near, camera.far)
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+end
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+--
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+-- projection that centers and fits content with maintained aspect ratio
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+--
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+local function get_fixed_fit_projection(camera, state)
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+ camera.zoom = math.min(state.window_width / state.width, state.window_height / state.height)
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+ return get_fixed_projection(camera, state)
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+end
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+--
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+-- projection that stretches content
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+--
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+local function get_stretch_projection(camera, state)
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+ return vmath.matrix4_orthographic(0, state.width, 0, state.height, camera.near, camera.far)
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+end
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+--
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+-- projection for gui
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+--
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+local function get_gui_projection(camera, state)
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+ return vmath.matrix4_orthographic(0, state.window_width, 0, state.window_height, camera.near, camera.far)
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+end
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+
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+local function update_clear_color(state, color)
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+ if color then
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+ state.clear_buffers[graphics.BUFFER_TYPE_COLOR0_BIT] = color
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+ end
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+end
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+
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+local function update_camera(camera, state)
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+ if camera.projection_fn then
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+ camera.proj = camera.projection_fn(camera, state)
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+ camera.options.frustum = camera.proj * camera.view
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+ end
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+end
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+
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+local function update_state(state)
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+ state.window_width = render.get_window_width()
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+ state.window_height = render.get_window_height()
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+ state.valid = state.window_width > 0 and state.window_height > 0
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+ if not state.valid then
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+ return false
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+ end
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+ -- Make sure state updated only once when resize window
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+ if state.window_width == state.prev_window_width and state.window_height == state.prev_window_height then
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+ return true
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+ end
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+ state.prev_window_width = state.window_width
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+ state.prev_window_height = state.window_height
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+ state.width = render.get_width()
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+ state.height = render.get_height()
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+ for _, camera in pairs(state.cameras) do
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+ update_camera(camera, state)
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+ end
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+ return true
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+end
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+
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+local function init_camera(camera, projection_fn, near, far, zoom)
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+ camera.view = vmath.matrix4()
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+ camera.near = near == nil and DEFAULT_NEAR or near
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+ camera.far = far == nil and DEFAULT_FAR or far
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+ camera.zoom = zoom == nil and DEFAULT_ZOOM or zoom
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+ camera.projection_fn = projection_fn
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+end
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+
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+local function create_predicates(...)
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+ local arg = {...}
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+ local predicates = {}
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+ for _, predicate_name in pairs(arg) do
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+ predicates[predicate_name] = render.predicate({predicate_name})
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+ end
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+ return predicates
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+end
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+
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+local function create_camera(state, name, is_main_camera)
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+ local camera = {}
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+ camera.options = {}
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+ state.cameras[name] = camera
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+ if is_main_camera then
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+ state.main_camera = camera
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+ end
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+ return camera
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+end
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+
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+local function create_state()
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+ local state = {}
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+ local color = vmath.vector4(0, 0, 0, 0)
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+ color.x = sys.get_config_number("render.clear_color_red", 0)
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+ color.y = sys.get_config_number("render.clear_color_green", 0)
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+ color.z = sys.get_config_number("render.clear_color_blue", 0)
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+ color.w = sys.get_config_number("render.clear_color_alpha", 0)
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+ state.clear_buffers = {
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+ [graphics.BUFFER_TYPE_COLOR0_BIT] = color,
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+ [graphics.BUFFER_TYPE_DEPTH_BIT] = 1,
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+ [graphics.BUFFER_TYPE_STENCIL_BIT] = 0
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+ }
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+ state.cameras = {}
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+ return state
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+end
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+
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+local function set_camera_world(state)
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+ local camera_components = camera.get_cameras()
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+
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+ -- This will set the last enabled camera from the stack of camera components
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+ if #camera_components > 0 then
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+ for i = #camera_components, 1, -1 do
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+ if camera.get_enabled(camera_components[i]) then
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+ local camera_component = state.cameras.camera_component
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+ camera_component.camera = camera_components[i]
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+ render.set_camera(camera_component.camera, { use_frustum = true })
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+ -- The frustum will be overridden by the render.set_camera call,
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+ -- so we don't need to return anything here other than an empty table.
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+ return camera_component.options
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+ end
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+ end
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+ end
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+
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+ -- If no active camera was found, we use the default main "camera world" camera
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+ local camera_world = state.cameras.camera_world
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+ render.set_view(camera_world.view)
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+ render.set_projection(camera_world.proj)
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+ return camera_world.options
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+end
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+
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+local function reset_camera_world(state)
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+ -- unbind the camera if a camera component is used
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+ if state.cameras.camera_component.camera then
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+ state.cameras.camera_component.camera = nil
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+ render.set_camera()
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+ end
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+end
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+
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+local function create_postprocess_rt(self, width, height)
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+ local color_params = {
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+ format = graphics.TEXTURE_FORMAT_RGBA,
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+ width = width,
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+ height = height,
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+ min_filter = render.FILTER_LINEAR,
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+ mag_filter = render.FILTER_LINEAR,
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+ u_wrap = render.WRAP_CLAMP_TO_EDGE,
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+ v_wrap = render.WRAP_CLAMP_TO_EDGE
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+ }
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+ local depth_params = {
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+ format = graphics.TEXTURE_FORMAT_DEPTH,
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+ width = width,
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+ height = height,
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+ }
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+ self.postprocess_rt = render.render_target("postprocess_rt", { [render.BUFFER_COLOR_BIT] = color_params, [render.BUFFER_DEPTH_BIT] = depth_params } )
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+ self.postprocess_rt_width = width
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+ self.postprocess_rt_height = height
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+end
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+
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+local function update_postprocess_rt(self)
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+ local w = render.get_window_width()
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+ local h = render.get_window_height()
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+
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+ -- keep render target if size is the same
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+ if self.postprocess_rt_width == w and self.postprocess_rt_height == h then
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+ return
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+ end
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+
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+ render.delete_render_target(self.postprocess_rt)
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+ create_postprocess_rt(self, w, h)
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+end
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+
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+function init(self)
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+ -- create the postprocess predicate and all of the default predicates
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+ self.predicates = create_predicates("postprocess", "tile", "gui", "particle", "model", "debug_text")
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+
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+ -- default is stretch projection. copy from builtins and change for different projection
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+ -- or send a message to the render script to change projection:
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+ -- msg.post("@render:", "use_stretch_projection", { near = -1, far = 1 })
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+ -- msg.post("@render:", "use_fixed_projection", { near = -1, far = 1, zoom = 2 })
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+ -- msg.post("@render:", "use_fixed_fit_projection", { near = -1, far = 1 })
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+
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+ create_postprocess_rt(self, render.get_window_width(), render.get_window_height())
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+
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+ local state = create_state()
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+ self.state = state
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+
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+ local camera_world = create_camera(state, "camera_world", true)
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+ init_camera(camera_world, get_stretch_projection)
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+ local camera_gui = create_camera(state, "camera_gui")
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+ init_camera(camera_gui, get_gui_projection)
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+ -- Create a special camera that wraps camera components (if they exist)
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+ -- It will take precedence over any other camera, and not change from messages
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+ local camera_component = create_camera(state, "camera_component")
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+ update_state(state)
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+end
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+
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+function update(self)
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+ update_postprocess_rt(self)
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+
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+ local state = self.state
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+ if not state.valid then
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+ if not update_state(state) then
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+ return
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+ end
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+ end
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+
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+ -- enable postprecssing render target
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+ -- subsequent draw operations will be done to the render target
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+ --
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+ render.set_render_target(self.postprocess_rt)
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+
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+ local predicates = self.predicates
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+ -- clear screen buffers
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+ --
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+ -- turn on depth_mask before `render.clear()` to clear it as well
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+ render.set_depth_mask(true)
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+ render.set_stencil_mask(0xff)
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+ render.clear(state.clear_buffers)
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+
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+ -- setup camera view and projection
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+ --
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+ local draw_options_world = set_camera_world(state)
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+ render.set_viewport(0, 0, state.window_width, state.window_height)
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+
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+ -- set states used for all the world predicates
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+ render.set_blend_func(graphics.BLEND_FACTOR_SRC_ALPHA, graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA)
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+ render.enable_state(graphics.STATE_DEPTH_TEST)
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+
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+ -- render `model` predicate for default 3D material
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+ --
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+ render.enable_state(graphics.STATE_CULL_FACE)
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+ render.draw(predicates.model, draw_options_world)
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+ render.set_depth_mask(false)
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+ render.disable_state(graphics.STATE_CULL_FACE)
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+
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+ -- render the other components: sprites, tilemaps, particles etc
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+ --
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+ render.enable_state(graphics.STATE_BLEND)
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+ render.draw(predicates.tile, draw_options_world)
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+ render.draw(predicates.particle, draw_options_world)
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+ render.disable_state(graphics.STATE_DEPTH_TEST)
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+
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+ render.draw_debug3d()
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+
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+ reset_camera_world(state)
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+
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+ -- render GUI
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+ --
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+ local camera_gui = state.cameras.camera_gui
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+ render.set_view(camera_gui.view)
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+ render.set_projection(camera_gui.proj)
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+
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+ render.enable_state(graphics.STATE_STENCIL_TEST)
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+ render.draw(predicates.gui, camera_gui.options)
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+ render.draw(predicates.debug_text, camera_gui.options)
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+ render.disable_state(graphics.STATE_STENCIL_TEST)
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+ render.disable_state(graphics.STATE_BLEND)
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+
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+
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+ -- revert to the default render target
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+ --
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+ render.set_render_target(render.RENDER_TARGET_DEFAULT)
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+
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+ -- render post processing render target to quad with predicate 'postprocess'
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+ --
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+ render.set_view(vmath.matrix4())
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+ render.set_projection(vmath.matrix4())
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+ render.enable_texture(0, self.postprocess_rt, render.BUFFER_COLOR_BIT)
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+ render.draw(predicates.postprocess)
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+ render.disable_texture(0)
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+
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+end
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+
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+function on_message(self, message_id, message)
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+ local state = self.state
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+ local camera = state.main_camera
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+
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+ if message_id == MSG_CLEAR_COLOR then
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+ update_clear_color(state, message.color)
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+ elseif message_id == MSG_WINDOW_RESIZED then
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+ update_state(state)
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+ elseif message_id == MSG_SET_VIEW_PROJ then
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+ camera.view = message.view
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+ self.camera_projection = message.projection or vmath.matrix4()
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+ update_camera(camera, state)
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+ elseif message_id == MSG_SET_CAMERA_PROJ then
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+ camera.projection_fn = function() return self.camera_projection end
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+ elseif message_id == MSG_USE_STRETCH_PROJ then
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+ init_camera(camera, get_stretch_projection, message.near, message.far)
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+ update_camera(camera, state)
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+ elseif message_id == MSG_USE_FIXED_PROJ then
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+ init_camera(camera, get_fixed_projection, message.near, message.far, message.zoom)
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+ update_camera(camera, state)
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+ elseif message_id == MSG_USE_FIXED_FIT_PROJ then
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+ init_camera(camera, get_fixed_fit_projection, message.near, message.far)
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+ update_camera(camera, state)
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+ end
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+end
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