1 # This file is part of NIT ( http://www.nitlanguage.org ).
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
7 # http://www.apache.org/licenses/LICENSE-2.0
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.
15 # Framework for 3D games in Nit
19 intrude import more_materials
21 import model_dimensions
28 redef fun create_scene
30 # Move the camera back a bit
31 world_camera
.reset_height
(10.0)
32 world_camera
.near
= 0.1
37 redef fun create_gamnit
41 # Cull the invisible triangles in the back of the geometries
45 var programs
= [blinn_phong_program
, normals_program
, explosion_program
, smoke_program
, static_program
, selection_program
: GamnitProgram]
46 for program
in programs
do
47 program
.compile_and_link
48 var gamnit_error
= program
.error
49 assert gamnit_error
== null else print_error gamnit_error
53 redef fun frame_core_draw
(display
) do frame_core_depth display
55 # Draw all elements of `actors` and then call `frame_core_flat`
56 protected fun frame_core_depth
(display
: GamnitDisplay)
58 frame_core_depth_clock
.lapse
61 if light
isa LightCastingShadows then
62 frame_core_shadow_prep display
63 perfs
["gamnit depth shadows"].add frame_core_depth_clock
.lapse
66 glViewport
(0, 0, display
.width
, display
.height
)
67 frame_core_dynamic_resolution_before display
68 perfs
["gamnit depth dynres"].add frame_core_depth_clock
.lapse
70 for actor
in actors
do
71 for leaf
in actor
.model
.leaves
do
72 leaf
.material
.draw
(actor
, leaf
, app
.world_camera
)
73 assert glGetError
== gl_NO_ERROR
else print_error
"Gamnit error on material {leaf.material.class_name}"
76 perfs
["gamnit depth actors"].add frame_core_depth_clock
.lapse
78 frame_core_world_sprites display
79 perfs
["gamnit depth sprites"].add frame_core_depth_clock
.lapse
81 # Toggle writing to the depth buffer for particles effects
83 for system
in particle_systems
do
85 assert glGetError
== gl_NO_ERROR
else print_error
"OpenGL error in {system}"
88 perfs
["gamnit depth particles"].add frame_core_depth_clock
.lapse
90 # Stop using the dynamic resolution before drawing UI sprites
91 frame_core_dynamic_resolution_after display
93 frame_core_ui_sprites display
94 perfs
["gamnit depth ui_sprites"].add frame_core_depth_clock
.lapse
96 # Debug, show the light point of view
97 #frame_core_shadow_debug display
100 private var frame_core_depth_clock
= new Clock