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.render.pass; 29 30 import dlib.core.memory; 31 import dlib.core.ownership; 32 import dlib.math.vector; 33 import dlib.math.matrix; 34 import dlib.geometry.frustum; 35 import dlib.image.color; 36 37 import dagon.core.event; 38 import dagon.core.bindings; 39 import dagon.core.time; 40 import dagon.graphics.entity; 41 import dagon.graphics.material; 42 import dagon.graphics.shader; 43 import dagon.graphics.state; 44 import dagon.render.pipeline; 45 import dagon.render.view; 46 import dagon.render.shaders.fallback; 47 48 class RenderPass: EventListener 49 { 50 RenderPipeline pipeline; 51 RenderView view; 52 EntityGroup group; 53 GraphicsState state; 54 Material defaultMaterial; 55 FallbackShader defaultShader; 56 bool active = true; 57 bool clear = true; 58 Matrix4x4f prevViewMatrix; 59 60 this(RenderPipeline pipeline, EntityGroup group = null) 61 { 62 super(pipeline.eventManager, pipeline); 63 this.pipeline = pipeline; 64 this.group = group; 65 pipeline.addPass(this); 66 state.reset(); 67 defaultShader = New!FallbackShader(this); 68 defaultMaterial = New!Material(this); 69 prevViewMatrix = Matrix4x4f.identity; 70 } 71 72 void update(Time t) 73 { 74 processEvents(); 75 76 state.time = t; 77 state.localTime += t.delta; 78 if (state.localTime >= 1.0f) 79 state.localTime = 0.0f; 80 81 if (view) 82 { 83 state.viewMatrix = view.viewMatrix(); 84 state.invViewMatrix = view.invViewMatrix(); 85 86 state.invViewRotationMatrix = matrix3x3to4x4(matrix4x4to3x3(state.invViewMatrix)); 87 88 state.prevViewMatrix = prevViewMatrix; 89 prevViewMatrix = state.viewMatrix; 90 91 state.projectionMatrix = view.projectionMatrix(); 92 state.invProjectionMatrix = state.projectionMatrix.inverse; 93 94 state.frustum = Frustum(state.projectionMatrix * state.viewMatrix); 95 96 state.resolution = Vector2f(view.width, view.height); 97 state.zNear = view.zNear; 98 state.zFar = view.zFar; 99 100 state.cameraPosition = view.cameraPosition; 101 } 102 } 103 104 void renderEntity(Entity entity, Shader shader) 105 { 106 state.layer = entity.layer; 107 state.modelMatrix = entity.absoluteTransformation; 108 state.invModelMatrix = entity.invAbsoluteTransformation; 109 state.modelViewMatrix = state.viewMatrix * state.modelMatrix; 110 state.normalMatrix = state.modelViewMatrix.inverse.transposed; 111 state.prevModelViewMatrix = state.prevViewMatrix * entity.prevAbsoluteTransformation; 112 state.shader = shader; 113 state.opacity = entity.opacity; 114 115 if (entity.material) 116 entity.material.bind(&state); 117 else 118 defaultMaterial.bind(&state); 119 120 shader.bindParameters(&state); 121 122 entity.drawable.render(&state); 123 124 shader.unbindParameters(&state); 125 126 if (entity.material) 127 entity.material.unbind(&state); 128 else 129 defaultMaterial.unbind(&state); 130 } 131 132 void render() 133 { 134 if (view && group) 135 { 136 glScissor(view.x, view.y, view.width, view.height); 137 glViewport(view.x, view.y, view.width, view.height); 138 139 if (clear) 140 { 141 Color4f backgroundColor = Color4f(0.0f, 0.0f, 0.0f, 1.0f); 142 if (state.environment) 143 backgroundColor = state.environment.backgroundColor; 144 145 glClearColor( 146 backgroundColor.r, 147 backgroundColor.g, 148 backgroundColor.b, 149 backgroundColor.a); 150 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 151 } 152 153 defaultShader.bind(); 154 foreach(entity; group) 155 if (entity.visible && entity.drawable) 156 { 157 renderEntity(entity, defaultShader); 158 } 159 defaultShader.unbind(); 160 } 161 } 162 }