src/scene.c

Mon, 01 Apr 2024 19:44:00 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 01 Apr 2024 19:44:00 +0200
changeset 49
77493525eac2
parent 47
44457f6cb0a2
child 51
a656496594f9
permissions
-rw-r--r--

cleanup includes

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@45 174 asc_transform_identity(node->transform);
universe@38 175 asc_transform_identity(node->world_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@47 189 if (child->behaviors != NULL) {
universe@47 190 cxListDestroy(child->behaviors);
universe@47 191 }
universe@31 192 if (child->free_func != NULL) {
universe@31 193 child->free_func(child);
universe@31 194 } else {
universe@31 195 free(child);
universe@31 196 }
universe@21 197 }
universe@21 198 }
universe@21 199
universe@29 200 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
universe@33 201 cx_tree_link(
universe@33 202 parent, node,
universe@33 203 offsetof(AscSceneNode, parent),
universe@33 204 offsetof(AscSceneNode, children),
universe@33 205 offsetof(AscSceneNode, prev),
universe@33 206 offsetof(AscSceneNode, next)
universe@33 207 );
universe@29 208 }
universe@29 209
universe@21 210 void asc_scene_node_unlink(AscSceneNode *node) {
universe@33 211 cx_tree_unlink(
universe@33 212 node,
universe@33 213 offsetof(AscSceneNode, parent),
universe@33 214 offsetof(AscSceneNode, children),
universe@33 215 offsetof(AscSceneNode, prev),
universe@33 216 offsetof(AscSceneNode, next)
universe@33 217 );
universe@33 218 }
universe@33 219
universe@47 220 void asc_scene_add_behavior(
universe@47 221 AscSceneNode *node,
universe@47 222 asc_scene_update_func behavior
universe@47 223 ) {
universe@47 224 if (node->behaviors == NULL) {
universe@47 225 node->behaviors = cxLinkedListCreateSimple(CX_STORE_POINTERS);
universe@47 226 }
universe@47 227 cxListAdd(node->behaviors, behavior);
universe@33 228 }
universe@33 229
universe@47 230 void asc_scene_remove_behavior(
universe@47 231 AscSceneNode *node,
universe@47 232 asc_scene_update_func behavior
universe@47 233 ) {
universe@47 234 if (node->behaviors != NULL) {
universe@47 235 cxListFindRemove(node->behaviors, behavior);
universe@47 236 }
universe@33 237 }
universe@38 238
universe@45 239 void asc_update_transform(AscSceneNode *node) {
universe@45 240 if (node->need_transform_update) return;
universe@45 241
universe@38 242 CxTreeIterator iter = asc_scene_node_iterator(node, false);
universe@38 243 cx_foreach(AscSceneNode*, n, iter) {
universe@45 244 // TODO: break/continue when subtree is already marked for update
universe@38 245 n->need_transform_update = true;
universe@38 246 }
universe@45 247 }

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