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background.lisp
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background.lisp
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(in-package #:org.shirakumo.fraf.kandria)
(defvar *background-info* (make-hash-table :test 'eq))
(defmethod background ((name symbol))
(or (gethash name *background-info*)
(error "No background named ~s found." name)))
(defmethod (setf background) (value (name symbol))
(when *context*
(update-background (node 'background T)))
(if value
(setf (gethash name *background-info*) value)
(remhash name *background-info*))
value)
(defun list-backgrounds ()
(loop for v being the hash-values of *background-info*
collect v))
(defmacro define-background (name &body initargs)
(let ((existing (gensym "EXISTING"))
(initargs (if (listp (first initargs))
`(:backgrounds (vector ,@(loop for init in initargs
collect `(make-instance 'background-info ,@init))))
initargs))
(class (if (listp (first initargs)) 'background-bundle 'background-single)))
`(let ((,existing (ignore-errors (background ',name))))
(setf (background ',name) (ensure-instance ,existing ',class :name ',name ,@initargs)))))
(define-gl-struct bg
(parallax :vec2 :accessor parallax)
(scaling :vec2 :accessor scaling)
(offset :vec2 :accessor offset)
(lighting-strength :float :accessor lighting-strength))
(define-gl-struct backgrounds
(a (:struct bg) :reader a)
(b (:struct bg) :reader b)
(mix :float :accessor mix))
(define-asset (kandria backgrounds) uniform-block
'backgrounds)
;; FIXME: the naming here is all over the place and I hate it.
(defclass background-info ()
((name :initform NIL :initarg :name :accessor name)))
(defmethod print-object ((info background-info) stream)
(print-unreadable-object (info stream :type T)
(format stream "~s" (name info))))
(defclass background-single (background-info)
((texture :initform (make-instance 'texture) :initarg :texture :accessor texture
:type (or placeholder-resource texture))
(parallax :initform (vec 2 1) :initarg :parallax :accessor parallax
:type vec2)
(scaling :initform (vec 1.5 1.5) :initarg :scaling :accessor scaling
:type vec2)
(offset :initform (vec 0 0) :initarg :offset :accessor offset
:type vec2)
(clock :initform '(0 24) :initarg :clock :accessor clock)
(lighting-strength :initform 1.0 :initarg :lighting-strength :accessor lighting-strength)))
(defmethod stage :after ((single background-single) (area staging-area))
(stage (texture single) area))
(defmethod shared-initialize :after ((single background-single) slots &key)
(when *context*
(issue +world+ 'load-request :thing (texture single))))
(defmethod active-p ((single background-single))
(destructuring-bind (min max) (clock single)
(<= min (hour +world+) max)))
(defclass background-bundle (background-info)
((backgrounds :initform #() :accessor backgrounds)))
(defmethod stage ((bundle background-bundle) (area staging-area))
(loop for background across (backgrounds bundle)
do (stage background area)))
;; TODO: could cache active background.
(defmethod background ((bundle background-bundle))
(find-if #'active-p (backgrounds bundle)))
(defmethod texture ((bundle background-bundle))
(texture (background bundle)))
(defmethod parallax ((bundle background-bundle))
(parallax (background bundle)))
(defmethod scaling ((bundle background-bundle))
(scaling (background bundle)))
(defmethod offset ((bundle background-bundle))
(offset (background bundle)))
(defmethod lighting-strength ((bundle background-bundle))
(lighting-strength (background bundle)))
(defmethod active-p ((bundle background-bundle))
(background bundle))
(define-shader-entity background (lit-entity listener ephemeral)
((name :initform 'background)
(vertex-array :initform (// 'trial:trial 'trial::fullscreen-square) :accessor vertex-array)
(texture-a :initform NIL :initarg :texture-a :accessor texture-a)
(texture-b :initform NIL :initarg :texture-b :accessor texture-b)
(background :initform () :accessor background))
(:buffers (kandria backgrounds)))
(defmethod layer-index ((_ background)) -1)
(defmethod render ((background background) (program shader-program))
(when (texture-b background)
(let ((vao (vertex-array background)))
(setf (uniform program "view_size") (vec2 (max 1 (width *context*)) (max 1 (height *context*))))
(setf (uniform program "view_matrix") (minv *view-matrix*))
(setf (uniform program "texture_a") 0)
(setf (uniform program "texture_b") 1)
(bind (texture-a background) :texture0)
(bind (texture-b background) :texture1)
(render vao program))))
(defun update-background (background &optional force)
(let ((info (background background)))
;; When there's a new target to set and it's not already our target, update
(when (allocated-p (// 'kandria 'backgrounds))
(with-buffer-tx (backgrounds (// 'kandria 'backgrounds))
(let ((a (a backgrounds))
(b (b backgrounds)))
(cond ((and info (not (eq (texture info) (texture-b background))) (not force))
(setf (mix backgrounds) (- 1.0 (min 1.0 (mix backgrounds))))
;; First move the target to be the source
(setf (texture-a background) (or (texture-b background) (texture info)))
(setf (parallax a) (parallax b))
(setf (scaling a) (scaling b))
(setf (offset a) (offset b))
(setf (lighting-strength a) (lighting-strength b)))
(T
(setf (texture-a background) (or (texture-b background) (texture info)))
(setf (mix backgrounds) 1.0)))
;; Then set new source parameters
(setf (texture-b background) (texture info))
(setf (parallax b) (parallax info))
(setf (scaling b) (scaling info))
(setf (offset b) (offset info))
(setf (lighting-strength b) (lighting-strength info)))))))
(defmethod stage :after ((background background) (area staging-area))
(when (background background)
(stage (background background) area))
(stage (texture-a background) area)
(stage (texture-b background) area))
(defmethod handle ((ev switch-chunk) (background background))
(when (allocated-p (// 'kandria 'backgrounds))
(setf (background background) (background (chunk ev)))
(update-background background)))
(defmethod handle ((ev change-time) (background background))
#++
(update-background background))
(defmethod handle ((ev tick) (background background))
(when (< (mix (buffer-data (// 'kandria 'backgrounds))) 1)
(with-buffer-tx (backgrounds (// 'kandria 'backgrounds))
(incf (mix backgrounds) (dt ev)))))
(define-class-shader (background :vertex-shader)
"layout (location = TRIAL_V_LOCATION) in vec3 vertex;
layout (location = TRIAL_V_UV) in vec2 vertex_uv;
uniform sampler2D texture_a;
uniform sampler2D texture_b;
uniform mat4 view_matrix;
uniform vec2 view_size;
out vec2 map_coord_a;
out vec2 map_coord_b;
out vec2 world_xy;
void main(){
maybe_call_next_method();
gl_Position = vec4(vertex, 1);
world_xy = (view_matrix*vec4(vertex_uv*view_size,0,1)).xy;
// We start in view-space, so we have to inverse-map to world-space.
vec2 size_a = textureSize(texture_a, 0).xy;
map_coord_a = (view_matrix * vec4(vertex_uv*view_size*backgrounds.a.parallax, 0, 1)).xy;
map_coord_a += size_a/2 + backgrounds.a.offset;
map_coord_a /= backgrounds.a.parallax * backgrounds.a.scaling * size_a;
vec2 size_b = textureSize(texture_b, 0).xy;
map_coord_b = (view_matrix * vec4(vertex_uv*view_size*backgrounds.b.parallax, 0, 1)).xy;
map_coord_b += size_b/2 + backgrounds.b.offset;
map_coord_b /= backgrounds.b.parallax * backgrounds.b.scaling * size_b;
}")
(define-class-shader (background :fragment-shader)
"uniform sampler2D texture_a;
uniform sampler2D texture_b;
in vec2 map_coord_a;
in vec2 map_coord_b;
in vec2 world_xy;
out vec4 color;
void main(){
maybe_call_next_method();
// FIXME: this does not transition right.
float lighting_strength = backgrounds.b.lighting_strength;
vec4 color_a = texture(texture_a, map_coord_a);
vec4 color_b = texture(texture_b, map_coord_b);
color = mix(color_a, color_b, backgrounds.mix);
color = apply_lighting_flat(color, vec2(0), 1-lighting_strength, world_xy);
}")