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#include "DrawableNode.h"
#include "RenderQueue.h"
#include "RenderResources.h"
#include "Viewport.h"
#include "../Application.h"
#include "RenderStatistics.h"
#include "../tracy.h"
namespace nCine
{
namespace
{
GLenum toGlBlendingFactor(DrawableNode::BlendingFactor blendingFactor)
{
switch (blendingFactor) {
case DrawableNode::BlendingFactor::ZERO: return GL_ZERO;
case DrawableNode::BlendingFactor::ONE: return GL_ONE;
case DrawableNode::BlendingFactor::SRC_COLOR: return GL_SRC_COLOR;
case DrawableNode::BlendingFactor::ONE_MINUS_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR;
case DrawableNode::BlendingFactor::DST_COLOR: return GL_DST_COLOR;
case DrawableNode::BlendingFactor::ONE_MINUS_DST_COLOR: return GL_ONE_MINUS_DST_COLOR;
case DrawableNode::BlendingFactor::SRC_ALPHA: return GL_SRC_ALPHA;
case DrawableNode::BlendingFactor::ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA;
case DrawableNode::BlendingFactor::DST_ALPHA: return GL_DST_ALPHA;
case DrawableNode::BlendingFactor::ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA;
case DrawableNode::BlendingFactor::CONSTANT_COLOR: return GL_CONSTANT_COLOR;
case DrawableNode::BlendingFactor::ONE_MINUS_CONSTANT_COLOR: return GL_ONE_MINUS_CONSTANT_COLOR;
case DrawableNode::BlendingFactor::CONSTANT_ALPHA: return GL_CONSTANT_ALPHA;
case DrawableNode::BlendingFactor::ONE_MINUS_CONSTANT_ALPHA: return GL_ONE_MINUS_CONSTANT_ALPHA;
case DrawableNode::BlendingFactor::SRC_ALPHA_SATURATE: return GL_SRC_ALPHA_SATURATE;
}
return GL_ZERO;
}
DrawableNode::BlendingFactor fromGlBlendingFactor(GLenum blendingFactor)
{
switch (blendingFactor) {
case GL_ZERO: return DrawableNode::BlendingFactor::ZERO;
case GL_ONE: return DrawableNode::BlendingFactor::ONE;
case GL_SRC_COLOR: return DrawableNode::BlendingFactor::SRC_COLOR;
case GL_ONE_MINUS_SRC_COLOR: return DrawableNode::BlendingFactor::ONE_MINUS_SRC_COLOR;
case GL_DST_COLOR: return DrawableNode::BlendingFactor::DST_COLOR;
case GL_ONE_MINUS_DST_COLOR: return DrawableNode::BlendingFactor::ONE_MINUS_DST_COLOR;
case GL_SRC_ALPHA: return DrawableNode::BlendingFactor::SRC_ALPHA;
case GL_ONE_MINUS_SRC_ALPHA: return DrawableNode::BlendingFactor::ONE_MINUS_SRC_ALPHA;
case GL_DST_ALPHA: return DrawableNode::BlendingFactor::DST_ALPHA;
case GL_ONE_MINUS_DST_ALPHA: return DrawableNode::BlendingFactor::ONE_MINUS_DST_ALPHA;
case GL_CONSTANT_COLOR: return DrawableNode::BlendingFactor::CONSTANT_COLOR;
case GL_ONE_MINUS_CONSTANT_COLOR: return DrawableNode::BlendingFactor::ONE_MINUS_CONSTANT_COLOR;
case GL_CONSTANT_ALPHA: return DrawableNode::BlendingFactor::CONSTANT_ALPHA;
case GL_ONE_MINUS_CONSTANT_ALPHA: return DrawableNode::BlendingFactor::ONE_MINUS_CONSTANT_ALPHA;
case GL_SRC_ALPHA_SATURATE: return DrawableNode::BlendingFactor::SRC_ALPHA_SATURATE;
}
return DrawableNode::BlendingFactor::ZERO;
}
}
const Vector2f DrawableNode::AnchorCenter(0.5f, 0.5f);
const Vector2f DrawableNode::AnchorBottomLeft(0.0f, 0.0f);
const Vector2f DrawableNode::AnchorTopLeft(0.0f, 1.0f);
const Vector2f DrawableNode::AnchorBottomRight(1.0f, 0.0f);
const Vector2f DrawableNode::AnchorTopRight(1.0f, 1.0f);
DrawableNode::DrawableNode(SceneNode* parent, float xx, float yy)
: SceneNode(parent, xx, yy), width_(0.0f), height_(0.0f),
renderCommand_(),
lastFrameRendered_(0)
{
renderCommand_.SetIdSortKey(id());
}
DrawableNode::DrawableNode(SceneNode* parent, Vector2f position)
: DrawableNode(parent, position.X, position.Y)
{
}
DrawableNode::DrawableNode(SceneNode* parent)
: DrawableNode(parent, 0.0f, 0.0f)
{
}
DrawableNode::DrawableNode()
: DrawableNode(nullptr, 0.0f, 0.0f)
{
}
DrawableNode::~DrawableNode() = default;
//DrawableNode::DrawableNode(DrawableNode&&) = default;
//DrawableNode& DrawableNode::operator=(DrawableNode&&) = default;
bool DrawableNode::OnDraw(RenderQueue& renderQueue)
{
// Skip rendering a zero area drawable node
if (width_ == 0.0f || height_ == 0.0f)
return false;
const bool cullingEnabled = theApplication().GetRenderingSettings().cullingEnabled;
bool overlaps = false;
if (cullingEnabled && lastFrameRendered_ == theApplication().GetFrameCount()) {
// This frame one of the viewports in the chain might overlap this node
const Viewport* viewport = RenderResources::GetCurrentViewport();
overlaps = aabb_.Overlaps(viewport->GetCullingRect());
}
if (!cullingEnabled || overlaps) {
renderCommand_.SetLayer(absLayer_);
renderCommand_.SetVisitOrder(withVisitOrder_ ? visitOrderIndex_ : 0);
updateRenderCommand();
dirtyBits_.reset(DirtyBitPositions::TransformationUploadBit);
dirtyBits_.reset(DirtyBitPositions::ColorUploadBit);
renderQueue.AddCommand(&renderCommand_);
} else {
#if defined(NCINE_PROFILING)
RenderStatistics::AddCulledNode();
#endif
return false;
}
return true;
}
/*! \note This method sets the anchor point relative to the node width and height.
* To set the anchor point in pixels use `setAbsAnchorPoint()` instead. */
void DrawableNode::setAnchorPoint(float xx, float yy)
{
const float clampedX = std::clamp(xx, 0.0f, 1.0f);
const float clampedY = std::clamp(yy, 0.0f, 1.0f);
anchorPoint_.Set((clampedX - 0.5f) * width(), (clampedY - 0.5f) * height());
}
bool DrawableNode::isBlendingEnabled() const
{
return renderCommand_.GetMaterial().IsBlendingEnabled();
}
void DrawableNode::setBlendingEnabled(bool blendingEnabled)
{
renderCommand_.GetMaterial().SetBlendingEnabled(blendingEnabled);
}
DrawableNode::BlendingFactor DrawableNode::srcBlendingFactor() const
{
return fromGlBlendingFactor(renderCommand_.GetMaterial().GetSrcBlendingFactor());
}
DrawableNode::BlendingFactor DrawableNode::destBlendingFactor() const
{
return fromGlBlendingFactor(renderCommand_.GetMaterial().GetDestBlendingFactor());
}
void DrawableNode::setBlendingPreset(BlendingPreset blendingPreset)
{
switch (blendingPreset) {
case BlendingPreset::DISABLED:
renderCommand_.GetMaterial().SetBlendingFactors(toGlBlendingFactor(BlendingFactor::ONE), toGlBlendingFactor(BlendingFactor::ZERO));
break;
case BlendingPreset::ALPHA:
renderCommand_.GetMaterial().SetBlendingFactors(toGlBlendingFactor(BlendingFactor::SRC_ALPHA), toGlBlendingFactor(BlendingFactor::ONE_MINUS_SRC_ALPHA));
break;
case BlendingPreset::PREMULTIPLIED_ALPHA:
renderCommand_.GetMaterial().SetBlendingFactors(toGlBlendingFactor(BlendingFactor::ONE), toGlBlendingFactor(BlendingFactor::ONE_MINUS_SRC_ALPHA));
break;
case BlendingPreset::ADDITIVE:
renderCommand_.GetMaterial().SetBlendingFactors(toGlBlendingFactor(BlendingFactor::SRC_ALPHA), toGlBlendingFactor(BlendingFactor::ONE));
break;
case BlendingPreset::MULTIPLY:
renderCommand_.GetMaterial().SetBlendingFactors(toGlBlendingFactor(BlendingFactor::DST_COLOR), toGlBlendingFactor(BlendingFactor::ZERO));
break;
}
}
void DrawableNode::setBlendingFactors(BlendingFactor srcBlendingFactor, BlendingFactor destBlendingFactor)
{
renderCommand_.GetMaterial().SetBlendingFactors(toGlBlendingFactor(srcBlendingFactor), toGlBlendingFactor(destBlendingFactor));
}
void DrawableNode::updateAabb()
{
//ZoneScopedC(0x81A861);
const float width = absWidth();
const float height = absHeight();
if (absRotation_ > MinRotation || absRotation_ < -MinRotation) {
// Calculate max size for any rotation angle, this will create larger bounding boxes but avoids using sin/cos
const float maxSize = width + height;
aabb_ = Rectf(absPosition_.X - maxSize, absPosition_.Y - maxSize, maxSize * 2, maxSize * 2);
} else {
aabb_ = Rectf(absPosition_.X, absPosition_.Y, width, height);
}
}
void DrawableNode::updateCulling()
{
const bool cullingEnabled = theApplication().GetRenderingSettings().cullingEnabled;
if (drawEnabled_ && cullingEnabled && width_ > 0 && height_ > 0) {
if (dirtyBits_.test(DirtyBitPositions::AabbBit)) {
updateAabb();
dirtyBits_.reset(DirtyBitPositions::AabbBit);
}
// Check if at least one viewport in the chain overlaps with this node
if (lastFrameRendered_ < theApplication().GetFrameCount()) {
const Viewport* viewport = RenderResources::GetCurrentViewport();
const bool overlaps = aabb_.Overlaps(viewport->GetCullingRect());
if (overlaps)
lastFrameRendered_ = theApplication().GetFrameCount();
}
}
}
DrawableNode::DrawableNode(const DrawableNode& other)
: SceneNode(other), width_(other.width_), height_(other.height_), renderCommand_(), lastFrameRendered_(0)
{
renderCommand_.SetIdSortKey(id());
setBlendingEnabled(other.isBlendingEnabled());
setBlendingFactors(other.srcBlendingFactor(), other.destBlendingFactor());
setLayer(other.layer());
}
}
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