1fe507a18a1132a9435d644d1dd6e082a3ca0fca
[nit.git] / lib / gamnit / depth / depth.nit
1 # This file is part of NIT ( http://www.nitlanguage.org ).
2 #
3 # Licensed under the Apache License, Version 2.0 (the "License");
4 # you may not use this file except in compliance with the License.
5 # You may obtain a copy of the License at
6 #
7 # http://www.apache.org/licenses/LICENSE-2.0
8 #
9 # Unless required by applicable law or agreed to in writing, software
10 # distributed under the License is distributed on an "AS IS" BASIS,
11 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 # See the License for the specific language governing permissions and
13 # limitations under the License.
14
15 # Framework for 3D games in Nit
16 module depth
17
18 import flat
19 intrude import more_materials
20 import more_models
21 import model_dimensions
22 import particles
23 import selection
24
25 redef class App
26
27 redef fun on_create
28 do
29 super
30
31 # Move the camera back a bit
32 world_camera.reset_height(10.0)
33 world_camera.near = 0.1
34
35 # Cull the invisible triangles in the back of the geometries
36 glCullFace gl_BACK
37
38 # Prepare programs
39 var programs = [versatile_program, normals_program, explosion_program, smoke_program, static_program, selection_program: GamnitProgram]
40 for program in programs do
41 program.compile_and_link
42 var gamnit_error = program.error
43 assert gamnit_error == null else print_error gamnit_error
44 end
45 end
46
47 redef fun frame_core_draw(display) do frame_core_depth display
48
49 # Draw all elements of `actors` and then call `frame_core_flat`
50 protected fun frame_core_depth(display: GamnitDisplay)
51 do
52 glViewport(0, 0, display.width, display.height)
53 frame_core_dynamic_resolution_before display
54
55 frame_core_depth_clock.lapse
56 for actor in actors do
57 for leaf in actor.model.leaves do
58 leaf.material.draw(actor, leaf, app.world_camera)
59 end
60 end
61 perfs["gamnit depth actors"].add frame_core_depth_clock.lapse
62
63 frame_core_world_sprites display
64 perfs["gamnit depth sprites"].add frame_core_depth_clock.lapse
65
66 # Toggle writing to the depth buffer for particles effects
67 glDepthMask false
68 for system in particle_systems do system.draw
69 glDepthMask true
70 perfs["gamnit depth particles"].add frame_core_depth_clock.lapse
71
72 frame_core_ui_sprites display
73 perfs["gamnit depth ui_sprites"].add frame_core_depth_clock.lapse
74
75 frame_core_dynamic_resolution_after display
76 end
77
78 private var frame_core_depth_clock = new Clock
79 end