c180869bf222a7b914a3a8327bb02f9e0008a550
[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 import shadow
25
26 redef class App
27
28 redef fun create_gamnit
29 do
30 super
31
32 # Move the camera back a bit
33 world_camera.reset_height(10.0)
34 world_camera.near = 0.1
35
36 # Cull the invisible triangles in the back of the geometries
37 glCullFace gl_BACK
38
39 # Prepare programs
40 var programs = [versatile_program, normals_program, explosion_program, smoke_program, static_program, selection_program: GamnitProgram]
41 for program in programs do
42 program.compile_and_link
43 var gamnit_error = program.error
44 assert gamnit_error == null else print_error gamnit_error
45 end
46 end
47
48 redef fun frame_core_draw(display) do frame_core_depth display
49
50 # Draw all elements of `actors` and then call `frame_core_flat`
51 protected fun frame_core_depth(display: GamnitDisplay)
52 do
53 frame_core_depth_clock.lapse
54
55 # Compute shadows
56 if light isa LightCastingShadows then
57 frame_core_shadow_prep display
58 perfs["gamnit depth shadows"].add frame_core_depth_clock.lapse
59 end
60
61 glViewport(0, 0, display.width, display.height)
62 frame_core_dynamic_resolution_before display
63 perfs["gamnit depth dynres"].add frame_core_depth_clock.lapse
64
65 for actor in actors do
66 for leaf in actor.model.leaves do
67 leaf.material.draw(actor, leaf, app.world_camera)
68 assert glGetError == gl_NO_ERROR else print_error "Gamnit error on material {leaf.material.class_name}"
69 end
70 end
71 perfs["gamnit depth actors"].add frame_core_depth_clock.lapse
72
73 frame_core_world_sprites display
74 perfs["gamnit depth sprites"].add frame_core_depth_clock.lapse
75
76 # Toggle writing to the depth buffer for particles effects
77 glDepthMask false
78 for system in particle_systems do
79 system.draw
80 assert glGetError == gl_NO_ERROR else print_error "OpenGL error in {system}"
81 end
82 glDepthMask true
83 perfs["gamnit depth particles"].add frame_core_depth_clock.lapse
84
85 frame_core_ui_sprites display
86 perfs["gamnit depth ui_sprites"].add frame_core_depth_clock.lapse
87
88 frame_core_dynamic_resolution_after display
89
90 # Debug, show the light point of view
91 #frame_core_shadow_debug display
92 end
93
94 private var frame_core_depth_clock = new Clock
95 end