src/scene.c

Thu, 21 Mar 2024 20:24:31 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 20:24:31 +0100
changeset 38
6e5629ea4c5c
parent 37
8a8cc6725b48
child 39
7cf310cc47cb
permissions
-rw-r--r--

implement that nodes inherit the world transform of their parent

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@37 105 if (node->need_full_update) {
universe@37 106 assert(node->update_func != NULL);
universe@37 107 node->need_full_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@37 153 asc_scene_draw_render_group(scene->rg_none);
universe@37 154
universe@37 155 // draw the FONTS group
universe@37 156 // TODO: see if we can really always ignore the view matrix
universe@37 157 glUseProgram(ASC_SHADER_FONT.base.id);
universe@37 158 glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
universe@37 159 GL_FALSE, camera->projection);
universe@37 160 asc_scene_draw_render_group(scene->rg_fonts);
universe@37 161 }
universe@29 162 }
universe@29 163
universe@29 164 AscSceneNode *asc_scene_node_empty(void) {
universe@27 165 AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
universe@29 166 node->free_func = (asc_scene_free_func) free;
universe@38 167 asc_transform_identity(node->local_transform);
universe@38 168 asc_transform_identity(node->world_transform);
universe@38 169 asc_transform_identity(node->final_transform);
universe@21 170 return node;
universe@21 171 }
universe@21 172
universe@21 173 void asc_scene_node_free(AscSceneNode *node) {
universe@21 174 if (node == NULL) return;
universe@27 175
universe@27 176 // remove this node from its parent
universe@27 177 asc_scene_node_unlink(node);
universe@27 178
universe@31 179 // free the entire subtree
universe@38 180 CxTreeIterator iter = asc_scene_node_iterator(node, true);
universe@31 181 cx_foreach(AscSceneNode*, child, iter) {
universe@31 182 if (!iter.exiting) continue;
universe@31 183 if (child->free_func != NULL) {
universe@31 184 child->free_func(child);
universe@31 185 } else {
universe@31 186 free(child);
universe@31 187 }
universe@21 188 }
universe@21 189 }
universe@21 190
universe@29 191 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
universe@33 192 cx_tree_link(
universe@33 193 parent, node,
universe@33 194 offsetof(AscSceneNode, parent),
universe@33 195 offsetof(AscSceneNode, children),
universe@33 196 offsetof(AscSceneNode, prev),
universe@33 197 offsetof(AscSceneNode, next)
universe@33 198 );
universe@29 199 }
universe@29 200
universe@21 201 void asc_scene_node_unlink(AscSceneNode *node) {
universe@33 202 cx_tree_unlink(
universe@33 203 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@33 209 }
universe@33 210
universe@33 211 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
universe@33 212 AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
universe@33 213 behavior_node->func = behavior;
universe@33 214 cx_tree_link(
universe@33 215 node,
universe@33 216 behavior_node,
universe@33 217 offsetof(AscBehaviorNode, parent),
universe@33 218 offsetof(AscSceneNode, behaviors),
universe@33 219 offsetof(AscBehaviorNode, prev),
universe@33 220 offsetof(AscBehaviorNode, next)
universe@33 221 );
universe@33 222 return behavior_node;
universe@33 223 }
universe@33 224
universe@33 225 void asc_scene_remove_behavior(AscBehaviorNode *node) {
universe@33 226 cx_tree_unlink(
universe@33 227 node,
universe@33 228 offsetof(AscBehaviorNode, parent),
universe@33 229 offsetof(AscSceneNode, behaviors),
universe@33 230 offsetof(AscBehaviorNode, prev),
universe@33 231 offsetof(AscBehaviorNode, next)
universe@33 232 );
universe@33 233 }
universe@38 234
universe@38 235 void asc_node_update_transform(AscSceneNode *node) {
universe@38 236 CxTreeIterator iter = asc_scene_node_iterator(node, false);
universe@38 237 cx_foreach(AscSceneNode*, n, iter) {
universe@38 238 n->need_transform_update = true;
universe@38 239 }
universe@38 240 }

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