1 /*
2 Copyright (c) 2014-2015 Timur Gafarov
3 
4 Boost Software License - Version 1.0 - August 17th, 2003
5 
6 Permission is hereby granted, free of charge, to any person or organization
7 obtaining a copy of the software and accompanying documentation covered by
8 this license (the "Software") to use, reproduce, display, distribute,
9 execute, and transmit the Software, and to prepare derivative works of the
10 Software, and to permit third-parties to whom the Software is furnished to
11 do so, all subject to the following:
12 
13 The copyright notices in the Software and this entire statement, including
14 the above license grant, this restriction and the following disclaimer,
15 must be included in all copies of the Software, in whole or in part, and
16 all derivative works of the Software, unless such copies or derivative
17 works are solely in the form of machine-executable object code generated by
18 a source language processor.
19 
20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 FITNESS FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO EVENT
23 SHALL THE COPYRIGHT HOLDERS OR ANYONE DISTRIBUTING THE SOFTWARE BE LIABLE
24 FOR ANY DAMAGES OR OTHER LIABILITY, WHETHER IN CONTRACT, TORT OR OTHERWISE,
25 ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
26 DEALINGS IN THE SOFTWARE.
27 */
28 
29 module dgl.graphics.scene;
30 
31 import std.stdio;
32 
33 import dlib.core.memory;
34 import dlib.container.array;
35 import dlib.container.dict;
36 import dlib.image.color;
37 
38 import dgl.core.interfaces;
39 import dgl.graphics.material;
40 import dgl.graphics.texture;
41 import dgl.graphics.lightmanager;
42 import dgl.graphics.entity;
43 import dgl.graphics.mesh;
44 import dgl.graphics.shader;
45 import dgl.asset.resman;
46 
47 /*
48  * Scene class stores a number of entities together with their meshes and materials.
49  * Textures are stored separately, in ResourceManager, because textures may be shared between several Scenes.
50  * Scene is bind to ResourceManager.
51  */
52 
53 class Scene: Drawable
54 {
55     ResourceManager rm;
56 
57 	DynamicArray!Entity _entities;
58 	DynamicArray!Mesh _meshes;
59 	DynamicArray!Material _materials;
60 
61 	Dict!(size_t, string) entitiesByName;
62 	Dict!(size_t, string) meshesByName;
63 	Dict!(size_t, string) materialsByName;
64 
65     bool visible = true;
66     bool lighted = true;
67 
68 	Entity[] entities() {return _entities.data;}
69 	Mesh[] meshes() {return _meshes.data;}
70 	Material[] materials() {return _materials.data;}
71 
72 	Entity entity(string name)
73 	{
74 	    if (name in entitiesByName)
75 		    return _entities.data[entitiesByName[name]-1];
76 		else
77 		    return null;
78 	}
79 
80 	Mesh mesh(string name)
81 	{
82 	    if (name in meshesByName)
83 		    return _meshes.data[meshesByName[name]-1];
84 		else
85 		    return null;
86 	}
87 
88 	Material material(string name)
89 	{
90 	    if (name in materialsByName)
91 		    return _materials.data[materialsByName[name]-1];
92 		else
93 		    return null;
94 	}
95 
96     this(ResourceManager rm)
97     {
98         this.rm = rm;
99         createArrays();
100     }
101 
102     protected void createArrays()
103     {
104 	    entitiesByName = New!(Dict!(size_t, string));
105 	    meshesByName = New!(Dict!(size_t, string));
106 		materialsByName = New!(Dict!(size_t, string));
107     }
108 
109     void clearArrays()
110     {
111         freeEntities();
112         freeMeshes();
113         freeMaterials();
114         createArrays();
115     }
116 
117     void resolveLinks()
118     {
119         foreach(ei, e; _entities.data)
120         {
121             foreach(mi, m; _materials.data)
122             {
123                 if (e.materialId == m.id)
124                 {
125                     e.modifier = m;
126                     break;
127                 }
128             }
129 
130             foreach(mi, m; _meshes.data)
131             {
132                 if (e.meshId == m.id)
133                 {
134                     e.drawable = m;
135                     break;
136                 }
137             }
138         }
139 
140         foreach(mi, m; _meshes.data)
141         {
142             m.genFaceGroups(this);
143         }
144     }
145 
146     void createDynamicLights(bool debugDraw = false)
147     {
148         foreach(i, e; _entities.data)
149         {
150             if (e.type == 1)
151             {
152                 Color4f col = e.props["color"].toColor4f;
153                 auto light = rm.lm.addPointLight(e.position);
154                 light.debugDraw = debugDraw;
155                 light.diffuseColor = col;
156                 e.drawable = light;
157             }
158         }
159     }
160 
161     Entity addEntity(string name, Entity e)
162     {
163 	    _entities.append(e);
164         entitiesByName[name] = _entities.length;
165         return e;
166     }
167 
168     Mesh addMesh(string name, Mesh m)
169     {
170 	    _meshes.append(m);
171         meshesByName[name] = _meshes.length;
172         return m;
173     }
174 
175     Material addMaterial(string name, Material m)
176     {
177 	    _materials.append(m);
178         materialsByName[name] = _materials.length;
179         return m;
180     }
181 
182     Material getMaterialById(int id)
183     {
184         Material res = null;
185         foreach(mi, mat; _materials.data)
186         {
187             if (mat.id == id)
188             {
189                 res = mat;
190                 break;
191             }
192         }
193         return res;
194     }
195 
196     Texture getTexture(string filename)
197     {
198         return rm.getTexture(filename);
199     }
200 
201     void freeEntities()
202     {
203         foreach(i, e; _entities.data)
204             e.free();
205         _entities.free();
206 		    Delete(entitiesByName);
207     }
208 
209     void freeMeshes()
210     {
211         foreach(i, m; _meshes.data)
212             m.free();
213         _meshes.free();
214 		    Delete(meshesByName);
215     }
216 
217     void freeMaterials()
218     {
219         foreach(i, m; _materials.data)
220             m.free();
221         _materials.free();
222 		    Delete(materialsByName);
223     }
224 
225     void setMaterialsShadeless(bool shadeless)
226     {
227         foreach(i, m; _materials.data)
228         {
229             m.shadeless = shadeless;
230         }
231     }
232 
233     void setMaterialsUseTextures(bool mode)
234     {
235         foreach(i, m; _materials.data)
236             m.useTextures = mode;
237     }
238 
239     void setMaterialsAmbientColor(Color4f col)
240     {
241         foreach(i, m; _materials.data)
242         {
243             m.ambientColor = col;
244         }
245     }
246 
247     void setMaterialsSpecularColor(Color4f col)
248     {
249         foreach(i, m; _materials.data)
250         {
251             m.specularColor = col;
252         }
253     }
254 
255     void setMaterialsShader(Shader shader)
256     {
257         foreach(i, m; _materials.data)
258         {
259             m.shader = shader;
260         }
261     }
262 
263     void setMaterialsTextureSlot(uint src, uint dest)
264     {
265         foreach(i, m; _materials.data)
266         {
267             m.textures[dest] = m.textures[src];
268             m.textures[src] = null;
269         }
270     }
271 
272     void draw(double dt)
273     {
274         foreach(i, e; _entities.data)
275         {
276             if (!lighted)
277                 rm.lm.lightsOn = false;
278             rm.lm.bind(e, dt);
279             e.draw(dt);
280             if (!lighted)
281                 rm.lm.lightsOn = true;
282             rm.lm.unbind(e);
283         }
284     }
285 
286     void free()
287     {
288         Delete(this);
289     }
290 
291     ~this()
292     {
293         freeEntities();
294         freeMeshes();
295         freeMaterials();
296     }
297 }