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.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 abstract 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         updateState();
82     }
83     
84     void updateState()
85     {
86         if (view)
87         {
88             state.viewMatrix = view.viewMatrix();
89             state.invViewMatrix = view.invViewMatrix();
90 
91             state.invViewRotationMatrix = matrix3x3to4x4(matrix4x4to3x3(state.invViewMatrix));
92 
93             state.prevViewMatrix = prevViewMatrix;
94             prevViewMatrix = state.viewMatrix;
95 
96             state.projectionMatrix = view.projectionMatrix();
97             state.invProjectionMatrix = state.projectionMatrix.inverse;
98             
99             state.frustum = Frustum(state.projectionMatrix * state.viewMatrix);
100 
101             state.resolution = Vector2f(view.width, view.height);
102             state.zNear = view.zNear;
103             state.zFar = view.zFar;
104 
105             state.cameraPosition = view.cameraPosition;
106         }
107     }
108 
109     void renderEntity(Entity entity, Shader shader)
110     {
111         state.layer = entity.layer;
112         state.blurMask = entity.blurMask;
113         state.gbufferMask = entity.gbufferMask;
114         state.modelMatrix = entity.absoluteTransformation;
115         state.invModelMatrix = entity.invAbsoluteTransformation;
116         state.modelViewMatrix = state.viewMatrix * state.modelMatrix;
117         state.normalMatrix = state.modelViewMatrix.inverse.transposed;
118         state.prevModelViewMatrix = state.prevViewMatrix * entity.prevAbsoluteTransformation;
119         state.shader = shader;
120         state.opacity = entity.opacity;
121 
122         if (entity.material)
123             entity.material.bind(&state);
124         else
125             defaultMaterial.bind(&state);
126 
127         shader.bindParameters(&state);
128 
129         entity.drawable.render(&state);
130 
131         shader.unbindParameters(&state);
132 
133         if (entity.material)
134             entity.material.unbind(&state);
135         else
136             defaultMaterial.unbind(&state);
137     }
138 
139     void render()
140     {
141         //
142     }
143 }