Wed, 10 Apr 2024 19:20:44 +0200
use new scale2d function in text update
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 | |
universe@37 | 30 | #include "ascension/context.h" |
universe@37 | 31 | |
universe@47 | 32 | #include <cx/linked_list.h> |
universe@47 | 33 | #include <cx/array_list.h> |
universe@29 | 34 | #include <cx/tree.h> |
universe@37 | 35 | #include <cx/utils.h> |
universe@37 | 36 | |
universe@37 | 37 | #include "ascension/shader.h" |
universe@37 | 38 | #include <GL/glew.h> |
universe@29 | 39 | |
universe@21 | 40 | #include <assert.h> |
universe@21 | 41 | |
universe@38 | 42 | static CxTreeIterator asc_scene_node_iterator( |
universe@38 | 43 | AscSceneNode *node, |
universe@38 | 44 | bool visit_on_exit |
universe@38 | 45 | ) { |
universe@38 | 46 | return cx_tree_iterator( |
universe@38 | 47 | node, visit_on_exit, |
universe@38 | 48 | offsetof(AscSceneNode, children), |
universe@38 | 49 | offsetof(AscSceneNode, next) |
universe@38 | 50 | ); |
universe@38 | 51 | } |
universe@38 | 52 | |
universe@43 | 53 | static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) { |
universe@43 | 54 | return cx_tree_visitor(node, |
universe@43 | 55 | offsetof(AscSceneNode, children), |
universe@43 | 56 | offsetof(AscSceneNode, next) |
universe@43 | 57 | ); |
universe@43 | 58 | } |
universe@43 | 59 | |
universe@47 | 60 | struct asc_render_group_entry { |
universe@47 | 61 | asc_scene_draw_func draw; |
universe@47 | 62 | AscSceneNode const *node; |
universe@47 | 63 | }; |
universe@47 | 64 | |
universe@47 | 65 | #define asc_draw_render_group(iter) \ |
universe@47 | 66 | cx_foreach(struct asc_render_group_entry*, entry, iter) { \ |
universe@47 | 67 | entry->draw(entry->node); \ |
universe@21 | 68 | } |
universe@37 | 69 | |
universe@47 | 70 | void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera) { |
universe@47 | 71 | // create render groups |
universe@47 | 72 | CxList *render_group[ASC_RENDER_GROUP_COUNT]; |
universe@47 | 73 | cx_for_n(i, ASC_RENDER_GROUP_COUNT) { |
universe@47 | 74 | render_group[i] = cxArrayListCreateSimple( |
universe@47 | 75 | sizeof(struct asc_render_group_entry), 32); |
universe@47 | 76 | } |
universe@32 | 77 | |
universe@32 | 78 | // skip the root node deliberately, we know it's just the container |
universe@47 | 79 | CxTreeVisitor iter = asc_scene_node_visitor(root); |
universe@32 | 80 | cxIteratorNext(iter); |
universe@32 | 81 | |
universe@37 | 82 | // update the children and add them to the render groups |
universe@30 | 83 | cx_foreach(AscSceneNode*, node, iter) { |
universe@41 | 84 | node->depth = iter.depth; |
universe@41 | 85 | |
universe@33 | 86 | // execute behaviors, first |
universe@47 | 87 | if (node->behaviors != NULL) { |
universe@47 | 88 | CxIterator behavior_iter = cxListIterator(node->behaviors); |
universe@47 | 89 | cx_foreach(asc_scene_update_func, behavior, behavior_iter) { |
universe@47 | 90 | behavior(node); |
universe@47 | 91 | } |
universe@33 | 92 | } |
universe@33 | 93 | |
universe@47 | 94 | // TODO: implement culling |
universe@47 | 95 | // TODO: implement a hidden flag (requires UCX tree-continue function) |
universe@47 | 96 | |
universe@33 | 97 | // check if geometry needs update |
universe@39 | 98 | if (node->need_graphics_update) { |
universe@37 | 99 | assert(node->update_func != NULL); |
universe@39 | 100 | node->need_graphics_update = false; |
universe@32 | 101 | node->update_func(node); |
universe@32 | 102 | } |
universe@37 | 103 | if (node->need_transform_update) { |
universe@37 | 104 | node->need_transform_update = false; |
universe@45 | 105 | asc_transform_from_parts( |
universe@45 | 106 | node->transform, |
universe@45 | 107 | node->position, |
universe@45 | 108 | node->scale, |
universe@45 | 109 | node->rotation |
universe@45 | 110 | ); |
universe@45 | 111 | asc_mat4f_mulst( |
universe@45 | 112 | node->world_transform, |
universe@45 | 113 | node->transform, |
universe@45 | 114 | node->parent->world_transform |
universe@45 | 115 | ); |
universe@37 | 116 | } |
universe@33 | 117 | |
universe@37 | 118 | // add to render group |
universe@30 | 119 | if (node->draw_func != NULL) { |
universe@37 | 120 | struct asc_render_group_entry entry = { |
universe@37 | 121 | node->draw_func, node |
universe@37 | 122 | }; |
universe@47 | 123 | cxListAdd(render_group[node->render_group], &entry); |
universe@30 | 124 | } |
universe@29 | 125 | } |
universe@37 | 126 | |
universe@37 | 127 | // set the viewport (in OpenGL we need to invert the Y axis) |
universe@37 | 128 | glViewport( |
universe@47 | 129 | viewport.pos.x, |
universe@47 | 130 | -viewport.pos.y, |
universe@47 | 131 | viewport.size.width, |
universe@47 | 132 | viewport.size.height |
universe@37 | 133 | ); |
universe@37 | 134 | |
universe@47 | 135 | // ------------------------- |
universe@47 | 136 | // process the render groups |
universe@47 | 137 | // ------------------------- |
universe@44 | 138 | AscShaderProgram *shader; |
universe@47 | 139 | CxIterator render_iter; |
universe@37 | 140 | |
universe@47 | 141 | // 2D Elements |
universe@47 | 142 | // =========== |
universe@47 | 143 | glEnable(GL_DEPTH_TEST); |
universe@47 | 144 | glClear(GL_DEPTH_BUFFER_BIT); |
universe@37 | 145 | |
universe@47 | 146 | // Sprites |
universe@47 | 147 | // ------- |
universe@47 | 148 | // TODO: implement view matrix for 2D worlds |
universe@47 | 149 | shader = &asc_context.active_window->glctx.shader.sprite.base; |
universe@47 | 150 | glUseProgram(shader->id); |
universe@47 | 151 | glUniformMatrix4fv(shader->projection, 1, |
universe@47 | 152 | GL_FALSE, camera->projection); |
universe@41 | 153 | |
universe@47 | 154 | // render opaque sprites from front to back |
universe@47 | 155 | glDisable(GL_BLEND); |
universe@47 | 156 | render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]); |
universe@47 | 157 | asc_draw_render_group(render_iter); |
universe@47 | 158 | |
universe@47 | 159 | // render sprites with alpha value from back to front |
universe@47 | 160 | glEnable(GL_BLEND); |
universe@47 | 161 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
universe@47 | 162 | render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]); |
universe@47 | 163 | asc_draw_render_group(render_iter); |
universe@47 | 164 | |
universe@47 | 165 | // destroy render groups |
universe@47 | 166 | cx_for_n(i, ASC_RENDER_GROUP_COUNT) { |
universe@47 | 167 | cxListDestroy(render_group[i]); |
universe@37 | 168 | } |
universe@29 | 169 | } |
universe@29 | 170 | |
universe@29 | 171 | AscSceneNode *asc_scene_node_empty(void) { |
universe@27 | 172 | AscSceneNode *node = calloc(1, sizeof(AscSceneNode)); |
universe@29 | 173 | node->free_func = (asc_scene_free_func) free; |
universe@51 | 174 | node->scale.x = node->scale.y = node->scale.z = 1; |
universe@45 | 175 | asc_transform_identity(node->transform); |
universe@38 | 176 | asc_transform_identity(node->world_transform); |
universe@21 | 177 | return node; |
universe@21 | 178 | } |
universe@21 | 179 | |
universe@21 | 180 | void asc_scene_node_free(AscSceneNode *node) { |
universe@21 | 181 | if (node == NULL) return; |
universe@27 | 182 | |
universe@27 | 183 | // remove this node from its parent |
universe@27 | 184 | asc_scene_node_unlink(node); |
universe@27 | 185 | |
universe@31 | 186 | // free the entire subtree |
universe@38 | 187 | CxTreeIterator iter = asc_scene_node_iterator(node, true); |
universe@31 | 188 | cx_foreach(AscSceneNode*, child, iter) { |
universe@31 | 189 | if (!iter.exiting) continue; |
universe@47 | 190 | if (child->behaviors != NULL) { |
universe@47 | 191 | cxListDestroy(child->behaviors); |
universe@47 | 192 | } |
universe@31 | 193 | if (child->free_func != NULL) { |
universe@31 | 194 | child->free_func(child); |
universe@31 | 195 | } else { |
universe@31 | 196 | free(child); |
universe@31 | 197 | } |
universe@21 | 198 | } |
universe@21 | 199 | } |
universe@21 | 200 | |
universe@29 | 201 | void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) { |
universe@33 | 202 | cx_tree_link( |
universe@33 | 203 | parent, node, |
universe@33 | 204 | offsetof(AscSceneNode, parent), |
universe@33 | 205 | offsetof(AscSceneNode, children), |
universe@33 | 206 | offsetof(AscSceneNode, prev), |
universe@33 | 207 | offsetof(AscSceneNode, next) |
universe@33 | 208 | ); |
universe@29 | 209 | } |
universe@29 | 210 | |
universe@21 | 211 | void asc_scene_node_unlink(AscSceneNode *node) { |
universe@33 | 212 | cx_tree_unlink( |
universe@33 | 213 | node, |
universe@33 | 214 | offsetof(AscSceneNode, parent), |
universe@33 | 215 | offsetof(AscSceneNode, children), |
universe@33 | 216 | offsetof(AscSceneNode, prev), |
universe@33 | 217 | offsetof(AscSceneNode, next) |
universe@33 | 218 | ); |
universe@33 | 219 | } |
universe@33 | 220 | |
universe@47 | 221 | void asc_scene_add_behavior( |
universe@47 | 222 | AscSceneNode *node, |
universe@47 | 223 | asc_scene_update_func behavior |
universe@47 | 224 | ) { |
universe@47 | 225 | if (node->behaviors == NULL) { |
universe@47 | 226 | node->behaviors = cxLinkedListCreateSimple(CX_STORE_POINTERS); |
universe@47 | 227 | } |
universe@47 | 228 | cxListAdd(node->behaviors, behavior); |
universe@33 | 229 | } |
universe@33 | 230 | |
universe@47 | 231 | void asc_scene_remove_behavior( |
universe@47 | 232 | AscSceneNode *node, |
universe@47 | 233 | asc_scene_update_func behavior |
universe@47 | 234 | ) { |
universe@47 | 235 | if (node->behaviors != NULL) { |
universe@47 | 236 | cxListFindRemove(node->behaviors, behavior); |
universe@47 | 237 | } |
universe@33 | 238 | } |
universe@38 | 239 | |
universe@45 | 240 | void asc_update_transform(AscSceneNode *node) { |
universe@45 | 241 | if (node->need_transform_update) return; |
universe@45 | 242 | |
universe@38 | 243 | CxTreeIterator iter = asc_scene_node_iterator(node, false); |
universe@38 | 244 | cx_foreach(AscSceneNode*, n, iter) { |
universe@45 | 245 | // TODO: break/continue when subtree is already marked for update |
universe@38 | 246 | n->need_transform_update = true; |
universe@38 | 247 | } |
universe@45 | 248 | } |