Class { #name : #DiyaRendererContext, #superclass : #DiyaSingleton, #instVars : [ 'mouse', 'display', 'vbo', 'vao', 'textures', 'projection', 'assets', 'window', 'root' ], #pools : [ 'OpenGLConstants', 'OpenGLTypes' ], #category : #'Diya-Graphics' } { #category : #'instance creation' } DiyaRendererContext class >> cleanUpInstance: singleton [ singleton ifNil:[^self]. singleton destroy ] { #category : #'instance creation' } DiyaRendererContext class >> maxFloatBufferSize [ ^4096 ] { #category : #accessing } DiyaRendererContext class >> maxTextureNumber [ ^ 32 ] { #category : #accessing } DiyaRendererContext >> assets [ ^ assets ] { #category : #accessing } DiyaRendererContext >> assets: anObject [ assets := anObject ] { #category : #accessing } DiyaRendererContext >> destroy [ vao disableAttribute: 0. vao delete. vbo delete. textures do: [:e | e key delete ]. textures := OrderedCollection new. ] { #category : #accessing } DiyaRendererContext >> display [ ^ display ] { #category : #accessing } DiyaRendererContext >> display: anObject [ display := anObject ] { #category : #rendering } DiyaRendererContext >> findTextureUnit [ textures withIndexDo: [ :e :i| e value ifNil: [ ^ i - 1] ]. "random unit value" ^ (Random new nextInt: self class maxTextureNumber) - 1 ] { #category : #accessing } DiyaRendererContext >> initialize [ super initialize. vbo := OpenGLVertexBuffer new. vao := OpenGLVertexArray new. textures := Dictionary new. vao bind. vbo bind: GL_ARRAY_BUFFER. projection := Array2D identity: 4. assets := AssetManager new. vao enableAttribute: 0. OpenGLVertexArray vertexAttributePointerIndex: 0 size:4 type: GL_FLOAT normalized: GL_FALSE stride: 16 pointer: nil. textures := (1 to: self class maxTextureNumber ) collect:[:i| (OpenGLTexture fromUnit: i - 1) -> nil] . ] { #category : #accessing } DiyaRendererContext >> mouse [ ^ mouse ] { #category : #accessing } DiyaRendererContext >> mouse: anObject [ mouse := anObject ] { #category : #accessing } DiyaRendererContext >> projection [ ^ projection ] { #category : #rendering } DiyaRendererContext >> render [ root render. root readyForSwap ifTrue: [ SDL2 glSwapWindow: window. ] ] { #category : #accessing } DiyaRendererContext >> resolution [ ^ (display w) @ (display h) ] { #category : #accessing } DiyaRendererContext >> root [ root ifNil: [ root := DiyaRootNode new ]. ^ root ] { #category : #rendering } DiyaRendererContext >> submitData: vbuffer [ vbo data: GL_ARRAY_BUFFER data: vbuffer usage: GL_DYNAMIC_DRAW. ] { #category : #'transformation matrices' } DiyaRendererContext >> useProjection: aClass [ projection := aClass fromDisplay: self display ] { #category : #rendering } DiyaRendererContext >> useTexture: aTexture [ |assoc| aTexture unit == -1 ifTrue:[ aTexture unit: self findTextureUnit]. assoc := textures at: aTexture unit + 1. assoc value = aTexture ifFalse:[ "unregister current texture" assoc value ifNotNil: [ assoc value commited: false ]. aTexture commited: false. assoc value: aTexture. ]. assoc key active. aTexture commited ifTrue:[ ^ self ]. "self stdlog: 'Commit data data to texture ', aTexture name, ' on Unit ', aTexture unit asString." assoc key setImage2D: aTexture. aTexture commited: true. ] { #category : #accessing } DiyaRendererContext >> window [ ^ window ] { #category : #accessing } DiyaRendererContext >> window: anObject [ window := anObject ]