1 /* 2 Copyright (c) 2019 Timur Gafarov 3 4 Boost Software License - Version 1.0 - August 17th, 2003 5 Permission is hereby granted, free of charge, to any person or organization 6 obtaining a copy of the software and accompanying documentation covered by 7 this license (the "Software") to use, reproduce, display, distribute, 8 execute, and transmit the Software, and to prepare derivative works of the 9 Software, and to permit third-parties to whom the Software is furnished to 10 do so, all subject to the following: 11 12 The copyright notices in the Software and this entire statement, including 13 the above license grant, this restriction and the following disclaimer, 14 must be included in all copies of the Software, in whole or in part, and 15 all derivative works of the Software, unless such copies or derivative 16 works are solely in the form of machine-executable object code generated by 17 a source language processor. 18 19 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 20 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 21 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT 22 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE 23 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE, 24 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER 25 DEALINGS IN THE SOFTWARE. 26 */ 27 28 module dagon.game.hudrenderer; 29 30 import dlib.core.memory; 31 import dlib.core.ownership; 32 import dlib.image.color; 33 34 import dagon.core.bindings; 35 import dagon.core.event; 36 import dagon.core.time; 37 import dagon.graphics.entity; 38 import dagon.resource.scene; 39 import dagon.render.pipeline; 40 import dagon.render.pass; 41 import dagon.render.deferred; 42 import dagon.game.renderer; 43 44 class HUDPass: RenderPass 45 { 46 this(RenderPipeline pipeline, EntityGroup group = null) 47 { 48 super(pipeline, group); 49 } 50 51 override void render() 52 { 53 if (view && group) 54 { 55 glScissor(view.x, view.y, view.width, view.height); 56 glViewport(view.x, view.y, view.width, view.height); 57 58 if (clear) 59 { 60 Color4f backgroundColor = Color4f(0.0f, 0.0f, 0.0f, 1.0f); 61 if (state.environment) 62 backgroundColor = state.environment.backgroundColor; 63 64 glClearColor( 65 backgroundColor.r, 66 backgroundColor.g, 67 backgroundColor.b, 68 backgroundColor.a); 69 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 70 } 71 72 foreach(entity; group) 73 if (entity.visible && entity.drawable) 74 { 75 state.layer = entity.layer; 76 77 state.modelViewMatrix = state.viewMatrix * entity.absoluteTransformation; 78 state.normalMatrix = state.modelViewMatrix.inverse.transposed; 79 80 //TODO: 81 82 if (entity.material) 83 { 84 entity.material.bind(&state); 85 if (entity.material.shader) 86 { 87 state.shader = entity.material.shader; 88 entity.material.shader.bind(); 89 entity.material.shader.bindParameters(&state); 90 } 91 } 92 93 entity.drawable.render(&state); 94 95 if (entity.material) 96 { 97 if (entity.material.shader) 98 { 99 entity.material.shader.unbindParameters(&state); 100 entity.material.shader.unbind(); 101 } 102 entity.material.unbind(&state); 103 } 104 } 105 } 106 } 107 } 108 109 class HUDRenderer: Renderer 110 { 111 HUDPass passHUD; 112 113 this(EventManager eventManager, Owner owner) 114 { 115 super(eventManager, owner); 116 117 setViewport(0, 0, eventManager.windowWidth, eventManager.windowHeight); 118 view.ortho = true; 119 120 passHUD = New!HUDPass(pipeline); 121 passHUD.clear = false; 122 passHUD.defaultMaterial.depthWrite = false; 123 passHUD.defaultMaterial.culling = false; 124 passHUD.view = view; 125 } 126 127 override void scene(Scene s) 128 { 129 passHUD.group = s.foreground; 130 } 131 }