1 /* 2 * BSD 3-Clause License 3 * 4 * Copyright (c) 2016, Mango-Engine Team 5 * All rights reserved. 6 * 7 * Redistribution and use in source and binary forms, with or without 8 * modification, are permitted provided that the following conditions are met: 9 * 10 * * Redistributions of source code must retain the above copyright notice, this 11 * list of conditions and the following disclaimer. 12 * 13 * * Redistributions in binary form must reproduce the above copyright notice, 14 * this list of conditions and the following disclaimer in the documentation 15 * and/or other materials provided with the distribution. 16 * 17 * * Neither the name of the copyright holder nor the names of its 18 * contributors may be used to endorse or promote products derived from 19 * this software without specific prior written permission. 20 * 21 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 22 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 24 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE 25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 27 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 28 * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, 29 * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 30 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 module mango_engine.graphics.model; 33 34 import mango_engine.mango; 35 import mango_engine.util; 36 import mango_engine.game; 37 import mango_engine.event.graphics; 38 import mango_engine.graphics.backend; 39 import mango_engine.graphics.renderer; 40 import mango_engine.graphics.texture; 41 import mango_engine.graphics.shader; 42 43 import gl3n.linalg; 44 45 /// Struct that represents a Vertex with a vec3 (position) 46 class Vertex { 47 /// Vector containing the Vertex's coordinates (3D). 48 vec3 position; 49 50 this(vec3 position) @safe nothrow { 51 this.position = position; 52 } 53 } 54 55 /++ 56 Struct that represents a Vertex with 57 a position vector(vec3), and a texture 58 vector (vec2). 59 +/ 60 class TexturedVertex : Vertex { 61 /// Vector containing the texture coordinates. 62 vec2 texture; 63 64 this(vec3 position, vec2 texture) @safe nothrow { 65 super(position); 66 this.texture = texture; 67 } 68 } 69 70 abstract class Model { 71 private GameManager game; 72 private SyncLock lock; 73 74 protected shared Vertex[] vertices; 75 protected shared uint[] _indices; 76 77 protected shared Texture _texture; 78 protected shared ShaderProgram _shader; 79 80 @property uint[] indices() @trusted nothrow { return cast(uint[]) _indices; } 81 82 @property Texture texture() @trusted nothrow { return cast(Texture) _texture; } 83 @property shared void texture(shared Texture texture) @safe { 84 synchronized(lock) { 85 this._texture = texture; 86 } 87 } 88 89 @property ShaderProgram shader() @trusted nothrow { return cast(ShaderProgram) _shader; } 90 91 protected this(GameManager game, Vertex[] vertices, uint[] indices, Texture texture, ShaderProgram shader) @trusted nothrow { 92 this.game = game; 93 this.lock = new SyncLock(); 94 95 this.vertices = cast(shared) vertices; 96 this._indices = cast(shared) indices; 97 98 this._texture = cast(shared) texture; 99 this._shader = cast(shared) shader; 100 } 101 102 static Model modelFactory(GameManager game, Vertex[] vertices, uint[] indices, Texture texture, ShaderProgram shader, GraphicsBackendType backend) @safe { 103 import mango_engine.graphics.opengl.gl_model : GLModel; 104 105 mixin(GenFactory!("Model", "game, vertices, indices, texture, shader")); 106 } 107 108 void render(Renderer renderer) @system { 109 game.eventManager.fireEvent(new ModelRenderBeginEvent(cast(shared) this)); 110 synchronized(lock) { 111 render_(renderer); 112 } 113 } 114 abstract void cleanup() @system; 115 116 abstract protected void render_(Renderer renderer) @system; 117 }