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Diya-API/Diya/DiyaRendererContext.class.st
Dany LE f61e17de9c
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rendering improvement
2022-08-16 00:59:35 +02:00

180 lines
3.5 KiB
Smalltalk

Class {
#name : #DiyaRendererContext,
#superclass : #DiyaSingleton,
#instVars : [
'mouse',
'display',
'vbo',
'vao',
'textures',
'projection',
'assets',
'window',
'root',
'lock'
],
#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.
lock := Mutex 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 >> lock [
^ lock
]
{ #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_STATIC_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
]