Thu, 21 Mar 2024 20:48:18 +0100
rename font shader to generic sprite shader
universe@21 | 1 | /* |
universe@21 | 2 | * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. |
universe@21 | 3 | * Copyright 2023 Mike Becker. All rights reserved. |
universe@21 | 4 | * |
universe@21 | 5 | * Redistribution and use in source and binary forms, with or without |
universe@21 | 6 | * modification, are permitted provided that the following conditions are met: |
universe@21 | 7 | * |
universe@21 | 8 | * 1. Redistributions of source code must retain the above copyright |
universe@21 | 9 | * notice, this list of conditions and the following disclaimer. |
universe@21 | 10 | * |
universe@21 | 11 | * 2. Redistributions in binary form must reproduce the above copyright |
universe@21 | 12 | * notice, this list of conditions and the following disclaimer in the |
universe@21 | 13 | * documentation and/or other materials provided with the distribution. |
universe@21 | 14 | * |
universe@21 | 15 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
universe@21 | 16 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
universe@21 | 17 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
universe@21 | 18 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
universe@21 | 19 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
universe@21 | 20 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
universe@21 | 21 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
universe@21 | 22 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
universe@21 | 23 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
universe@21 | 24 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
universe@21 | 25 | * POSSIBILITY OF SUCH DAMAGE. |
universe@21 | 26 | */ |
universe@21 | 27 | |
universe@21 | 28 | #include "ascension/scene.h" |
universe@21 | 29 | #include "ascension/error.h" |
universe@21 | 30 | |
universe@37 | 31 | #include "ascension/context.h" |
universe@37 | 32 | |
universe@29 | 33 | #include <cx/tree.h> |
universe@37 | 34 | #include <cx/utils.h> |
universe@37 | 35 | |
universe@37 | 36 | #include "ascension/shader.h" |
universe@37 | 37 | #include <GL/glew.h> |
universe@29 | 38 | |
universe@21 | 39 | #include <assert.h> |
universe@21 | 40 | |
universe@38 | 41 | static CxTreeIterator asc_scene_node_iterator( |
universe@38 | 42 | AscSceneNode *node, |
universe@38 | 43 | bool visit_on_exit |
universe@38 | 44 | ) { |
universe@38 | 45 | return cx_tree_iterator( |
universe@38 | 46 | node, visit_on_exit, |
universe@38 | 47 | offsetof(AscSceneNode, children), |
universe@38 | 48 | offsetof(AscSceneNode, next) |
universe@38 | 49 | ); |
universe@38 | 50 | } |
universe@38 | 51 | |
universe@21 | 52 | void asc_scene_init(AscScene *scene) { |
universe@21 | 53 | if (scene->root != NULL) { |
universe@21 | 54 | asc_error("Scene is already initialized."); |
universe@21 | 55 | return; |
universe@21 | 56 | } |
universe@37 | 57 | |
universe@37 | 58 | // zero everything, first |
universe@37 | 59 | memset(scene, 0, sizeof(AscScene)); |
universe@37 | 60 | |
universe@37 | 61 | // default viewport is the entire viewport of the active window |
universe@37 | 62 | scene->viewport.size = asc_context.active_window->dimensions; |
universe@37 | 63 | |
universe@37 | 64 | // create the root node |
universe@29 | 65 | scene->root = asc_scene_node_empty(); |
universe@37 | 66 | |
universe@37 | 67 | // initialize the render groups |
universe@37 | 68 | cx_array_initialize(scene->rg_none, 8); |
universe@37 | 69 | cx_array_initialize(scene->rg_fonts, 8); |
universe@21 | 70 | } |
universe@21 | 71 | |
universe@21 | 72 | void asc_scene_destroy(AscScene *scene) { |
universe@21 | 73 | asc_scene_node_free(scene->root); |
universe@21 | 74 | } |
universe@21 | 75 | |
universe@29 | 76 | void asc_scene_add(AscScene *scene, AscSceneNode *node) { |
universe@29 | 77 | asc_scene_node_link(scene->root, node); |
universe@32 | 78 | asc_node_update(node); |
universe@29 | 79 | } |
universe@29 | 80 | |
universe@37 | 81 | #define asc_scene_draw_render_group(rg) \ |
universe@37 | 82 | cx_for_n(i, rg##_size) { \ |
universe@37 | 83 | rg[i].draw(rg[i].node); \ |
universe@37 | 84 | } (void)0 |
universe@37 | 85 | |
universe@37 | 86 | void asc_scene_draw(AscScene *scene) { |
universe@37 | 87 | // reset render groups |
universe@37 | 88 | scene->rg_none_size = 0; |
universe@37 | 89 | scene->rg_fonts_size = 0; |
universe@32 | 90 | |
universe@32 | 91 | // skip the root node deliberately, we know it's just the container |
universe@38 | 92 | CxTreeIterator iter = asc_scene_node_iterator(scene->root, false); |
universe@32 | 93 | cxIteratorNext(iter); |
universe@32 | 94 | |
universe@37 | 95 | // update the children and add them to the render groups |
universe@30 | 96 | cx_foreach(AscSceneNode*, node, iter) { |
universe@33 | 97 | // execute behaviors, first |
universe@33 | 98 | AscBehaviorNode *behavior = node->behaviors; |
universe@33 | 99 | while (behavior) { |
universe@33 | 100 | behavior->func(node); |
universe@33 | 101 | behavior = behavior->next; |
universe@33 | 102 | } |
universe@33 | 103 | |
universe@33 | 104 | // check if geometry needs update |
universe@39 | 105 | if (node->need_graphics_update) { |
universe@37 | 106 | assert(node->update_func != NULL); |
universe@39 | 107 | node->need_graphics_update = false; |
universe@32 | 108 | node->update_func(node); |
universe@32 | 109 | } |
universe@37 | 110 | if (node->need_transform_update) { |
universe@37 | 111 | assert(node->transform_update_func != NULL); |
universe@37 | 112 | node->need_transform_update = false; |
universe@38 | 113 | asc_transform_identity(node->local_transform); |
universe@38 | 114 | asc_transform_copy(node->world_transform, node->parent->world_transform); |
universe@37 | 115 | node->transform_update_func(node); |
universe@38 | 116 | asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform); |
universe@37 | 117 | } |
universe@33 | 118 | |
universe@37 | 119 | // add to render group |
universe@30 | 120 | if (node->draw_func != NULL) { |
universe@37 | 121 | struct asc_render_group_entry entry = { |
universe@37 | 122 | node->draw_func, node |
universe@37 | 123 | }; |
universe@37 | 124 | switch (node->render_group) { |
universe@37 | 125 | case ASC_RENDER_GROUP_NONE: |
universe@37 | 126 | cx_array_simple_add(scene->rg_none, entry); |
universe@37 | 127 | break; |
universe@37 | 128 | case ASC_RENDER_GROUP_FONTS: |
universe@37 | 129 | cx_array_simple_add(scene->rg_fonts, entry); |
universe@37 | 130 | break; |
universe@37 | 131 | } |
universe@30 | 132 | } |
universe@29 | 133 | } |
universe@37 | 134 | |
universe@37 | 135 | // set the viewport (in OpenGL we need to invert the Y axis) |
universe@37 | 136 | glViewport( |
universe@37 | 137 | scene->viewport.pos.x, |
universe@37 | 138 | -scene->viewport.pos.y, |
universe@37 | 139 | scene->viewport.size.width, |
universe@37 | 140 | scene->viewport.size.height |
universe@37 | 141 | ); |
universe@37 | 142 | |
universe@37 | 143 | // ----------------------------------------- |
universe@37 | 144 | // process the render groups for each camera |
universe@37 | 145 | // ----------------------------------------- |
universe@37 | 146 | cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) { |
universe@37 | 147 | // update camera parameters, first |
universe@37 | 148 | AscCamera *camera = &scene->cameras[cam_id]; |
universe@37 | 149 | if (camera->update == NULL) continue; |
universe@37 | 150 | camera->update(camera); |
universe@37 | 151 | |
universe@37 | 152 | // for the NONE group, the draw func is expected to do everything |
universe@39 | 153 | glEnable(GL_DEPTH_TEST); |
universe@39 | 154 | glDisable(GL_BLEND); |
universe@37 | 155 | asc_scene_draw_render_group(scene->rg_none); |
universe@37 | 156 | |
universe@37 | 157 | // draw the FONTS group |
universe@39 | 158 | glDisable(GL_DEPTH_TEST); |
universe@39 | 159 | glEnable(GL_BLEND); |
universe@39 | 160 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
universe@37 | 161 | // TODO: see if we can really always ignore the view matrix |
universe@39 | 162 | // TODO: compute render order for alpha blending to work correctly |
universe@40 | 163 | glUseProgram(ASC_SHADER_SPRITE.base.id); |
universe@40 | 164 | glUniformMatrix4fv(ASC_SHADER_SPRITE.base.projection, 1, |
universe@37 | 165 | GL_FALSE, camera->projection); |
universe@37 | 166 | asc_scene_draw_render_group(scene->rg_fonts); |
universe@37 | 167 | } |
universe@29 | 168 | } |
universe@29 | 169 | |
universe@29 | 170 | AscSceneNode *asc_scene_node_empty(void) { |
universe@27 | 171 | AscSceneNode *node = calloc(1, sizeof(AscSceneNode)); |
universe@29 | 172 | node->free_func = (asc_scene_free_func) free; |
universe@38 | 173 | asc_transform_identity(node->local_transform); |
universe@38 | 174 | asc_transform_identity(node->world_transform); |
universe@38 | 175 | asc_transform_identity(node->final_transform); |
universe@21 | 176 | return node; |
universe@21 | 177 | } |
universe@21 | 178 | |
universe@21 | 179 | void asc_scene_node_free(AscSceneNode *node) { |
universe@21 | 180 | if (node == NULL) return; |
universe@27 | 181 | |
universe@27 | 182 | // remove this node from its parent |
universe@27 | 183 | asc_scene_node_unlink(node); |
universe@27 | 184 | |
universe@31 | 185 | // free the entire subtree |
universe@38 | 186 | CxTreeIterator iter = asc_scene_node_iterator(node, true); |
universe@31 | 187 | cx_foreach(AscSceneNode*, child, iter) { |
universe@31 | 188 | if (!iter.exiting) continue; |
universe@31 | 189 | if (child->free_func != NULL) { |
universe@31 | 190 | child->free_func(child); |
universe@31 | 191 | } else { |
universe@31 | 192 | free(child); |
universe@31 | 193 | } |
universe@21 | 194 | } |
universe@21 | 195 | } |
universe@21 | 196 | |
universe@29 | 197 | void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) { |
universe@33 | 198 | cx_tree_link( |
universe@33 | 199 | parent, node, |
universe@33 | 200 | offsetof(AscSceneNode, parent), |
universe@33 | 201 | offsetof(AscSceneNode, children), |
universe@33 | 202 | offsetof(AscSceneNode, prev), |
universe@33 | 203 | offsetof(AscSceneNode, next) |
universe@33 | 204 | ); |
universe@29 | 205 | } |
universe@29 | 206 | |
universe@21 | 207 | void asc_scene_node_unlink(AscSceneNode *node) { |
universe@33 | 208 | cx_tree_unlink( |
universe@33 | 209 | node, |
universe@33 | 210 | offsetof(AscSceneNode, parent), |
universe@33 | 211 | offsetof(AscSceneNode, children), |
universe@33 | 212 | offsetof(AscSceneNode, prev), |
universe@33 | 213 | offsetof(AscSceneNode, next) |
universe@33 | 214 | ); |
universe@33 | 215 | } |
universe@33 | 216 | |
universe@33 | 217 | AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) { |
universe@33 | 218 | AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode)); |
universe@33 | 219 | behavior_node->func = behavior; |
universe@33 | 220 | cx_tree_link( |
universe@33 | 221 | node, |
universe@33 | 222 | behavior_node, |
universe@33 | 223 | offsetof(AscBehaviorNode, parent), |
universe@33 | 224 | offsetof(AscSceneNode, behaviors), |
universe@33 | 225 | offsetof(AscBehaviorNode, prev), |
universe@33 | 226 | offsetof(AscBehaviorNode, next) |
universe@33 | 227 | ); |
universe@33 | 228 | return behavior_node; |
universe@33 | 229 | } |
universe@33 | 230 | |
universe@33 | 231 | void asc_scene_remove_behavior(AscBehaviorNode *node) { |
universe@33 | 232 | cx_tree_unlink( |
universe@33 | 233 | node, |
universe@33 | 234 | offsetof(AscBehaviorNode, parent), |
universe@33 | 235 | offsetof(AscSceneNode, behaviors), |
universe@33 | 236 | offsetof(AscBehaviorNode, prev), |
universe@33 | 237 | offsetof(AscBehaviorNode, next) |
universe@33 | 238 | ); |
universe@33 | 239 | } |
universe@38 | 240 | |
universe@38 | 241 | void asc_node_update_transform(AscSceneNode *node) { |
universe@38 | 242 | CxTreeIterator iter = asc_scene_node_iterator(node, false); |
universe@38 | 243 | cx_foreach(AscSceneNode*, n, iter) { |
universe@38 | 244 | n->need_transform_update = true; |
universe@38 | 245 | } |
universe@38 | 246 | } |