1 /* 2 Copyright (c) 2019-2022 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.graphics.state; 29 30 import dlib.math.vector; 31 import dlib.math.matrix; 32 import dlib.geometry.frustum; 33 34 import dagon.core.bindings; 35 import dagon.core.time; 36 import dagon.graphics.material; 37 import dagon.graphics.shader; 38 import dagon.graphics.environment; 39 import dagon.graphics.light; 40 41 struct GraphicsState 42 { 43 int layer; 44 float blurMask; 45 float gbufferMask; 46 47 Vector2f resolution; 48 float zNear; 49 float zFar; 50 51 Vector3f cameraPosition; 52 53 Matrix4x4f modelMatrix; 54 Matrix4x4f invModelMatrix; 55 Matrix4x4f invViewRotationMatrix; 56 57 Matrix4x4f viewMatrix; 58 Matrix4x4f invViewMatrix; 59 60 Matrix4x4f projectionMatrix; 61 Matrix4x4f invProjectionMatrix; 62 63 Matrix4x4f modelViewMatrix; 64 Matrix4x4f normalMatrix; 65 66 Matrix4x4f prevViewMatrix; 67 Matrix4x4f prevModelViewMatrix; 68 69 Frustum frustum; 70 71 Material material; 72 Shader shader; 73 Environment environment; 74 Light light; 75 76 bool colorMask; 77 bool depthMask; 78 79 bool culling; 80 81 float opacity; 82 83 GLuint colorTexture; 84 GLuint depthTexture; 85 GLuint normalTexture; 86 GLuint pbrTexture; 87 GLuint occlusionTexture; 88 GLuint texcoordTexture; // used only for terrains 89 90 Time time; 91 92 float localTime; // 0.0 .. 1.0 93 94 void reset() 95 { 96 layer = 1; 97 blurMask = 1.0f; 98 gbufferMask = 1.0f; 99 100 resolution = Vector2f(0.0f, 0.0f); 101 zNear = 0.0f; 102 zFar = 0.0f; 103 104 cameraPosition = Vector3f(0.0f, 0.0f, 0.0f); 105 106 modelMatrix = Matrix4x4f.identity; 107 invModelMatrix = Matrix4x4f.identity; 108 109 viewMatrix = Matrix4x4f.identity; 110 invViewMatrix = Matrix4x4f.identity; 111 invViewRotationMatrix = Matrix4x4f.identity; 112 113 projectionMatrix = Matrix4x4f.identity; 114 invProjectionMatrix = Matrix4x4f.identity; 115 116 modelViewMatrix = Matrix4x4f.identity; 117 normalMatrix = Matrix4x4f.identity; 118 119 prevViewMatrix = Matrix4x4f.identity; 120 prevModelViewMatrix = Matrix4x4f.identity; 121 122 material = null; 123 shader = null; 124 environment = null; 125 light = null; 126 127 colorMask = true; 128 depthMask = true; 129 130 culling = true; 131 132 opacity = 1.0f; 133 134 colorTexture = 0; 135 depthTexture = 0; 136 normalTexture = 0; 137 pbrTexture = 0; 138 occlusionTexture = 0; 139 texcoordTexture = 0; 140 141 time = Time(0.0, 0.0); 142 localTime = 0.0f; 143 } 144 }