1 /* 2 Copyright (c) 2019-2020 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.blurMask = entity.blurMask; 108 state.gbufferMask = entity.gbufferMask; 109 state.modelMatrix = entity.absoluteTransformation; 110 state.invModelMatrix = entity.invAbsoluteTransformation; 111 state.modelViewMatrix = state.viewMatrix * state.modelMatrix; 112 state.normalMatrix = state.modelViewMatrix.inverse.transposed; 113 state.prevModelViewMatrix = state.prevViewMatrix * entity.prevAbsoluteTransformation; 114 state.shader = shader; 115 state.opacity = entity.opacity; 116 117 if (entity.material) 118 entity.material.bind(&state); 119 else 120 defaultMaterial.bind(&state); 121 122 shader.bindParameters(&state); 123 124 entity.drawable.render(&state); 125 126 shader.unbindParameters(&state); 127 128 if (entity.material) 129 entity.material.unbind(&state); 130 else 131 defaultMaterial.unbind(&state); 132 } 133 134 void render() 135 { 136 /* 137 if (view && group) 138 { 139 glScissor(view.x, view.y, view.width, view.height); 140 glViewport(view.x, view.y, view.width, view.height); 141 142 if (clear) 143 { 144 Color4f backgroundColor = Color4f(0.0f, 0.0f, 0.0f, 1.0f); 145 state.environment = pipeline.environment; 146 if (state.environment) 147 backgroundColor = state.environment.backgroundColor; 148 149 glClearColor( 150 backgroundColor.r, 151 backgroundColor.g, 152 backgroundColor.b, 153 1.0f); 154 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 155 } 156 157 defaultShader.bind(); 158 foreach(entity; group) 159 if (entity.visible && entity.drawable) 160 { 161 renderEntity(entity, defaultShader); 162 } 163 defaultShader.unbind(); 164 } 165 */ 166 } 167 }