Tue, 26 Mar 2024 20:37:21 +0100
create own compilation unit for GL context - fixes shader not being created per context
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@43 | 52 | static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) { |
universe@43 | 53 | return cx_tree_visitor(node, |
universe@43 | 54 | offsetof(AscSceneNode, children), |
universe@43 | 55 | offsetof(AscSceneNode, next) |
universe@43 | 56 | ); |
universe@43 | 57 | } |
universe@43 | 58 | |
universe@21 | 59 | void asc_scene_init(AscScene *scene) { |
universe@21 | 60 | if (scene->root != NULL) { |
universe@21 | 61 | asc_error("Scene is already initialized."); |
universe@21 | 62 | return; |
universe@21 | 63 | } |
universe@37 | 64 | |
universe@37 | 65 | // zero everything, first |
universe@37 | 66 | memset(scene, 0, sizeof(AscScene)); |
universe@37 | 67 | |
universe@37 | 68 | // default viewport is the entire viewport of the active window |
universe@37 | 69 | scene->viewport.size = asc_context.active_window->dimensions; |
universe@37 | 70 | |
universe@37 | 71 | // create the root node |
universe@29 | 72 | scene->root = asc_scene_node_empty(); |
universe@37 | 73 | |
universe@37 | 74 | // initialize the render groups |
universe@41 | 75 | cx_array_initialize(scene->rg_sprites_opaque, 8); |
universe@41 | 76 | cx_array_initialize(scene->rg_sprites_blended, 8); |
universe@21 | 77 | } |
universe@21 | 78 | |
universe@21 | 79 | void asc_scene_destroy(AscScene *scene) { |
universe@21 | 80 | asc_scene_node_free(scene->root); |
universe@21 | 81 | } |
universe@21 | 82 | |
universe@29 | 83 | void asc_scene_add(AscScene *scene, AscSceneNode *node) { |
universe@29 | 84 | asc_scene_node_link(scene->root, node); |
universe@32 | 85 | asc_node_update(node); |
universe@29 | 86 | } |
universe@29 | 87 | |
universe@37 | 88 | #define asc_scene_draw_render_group(rg) \ |
universe@37 | 89 | cx_for_n(i, rg##_size) { \ |
universe@37 | 90 | rg[i].draw(rg[i].node); \ |
universe@37 | 91 | } (void)0 |
universe@37 | 92 | |
universe@41 | 93 | #define asc_scene_draw_render_group_reversed(rg) \ |
universe@41 | 94 | for(size_t i = rg##_size ; i > 0 ; i--) { \ |
universe@41 | 95 | rg[i-1].draw(rg[i-1].node); \ |
universe@41 | 96 | } (void)0 |
universe@41 | 97 | |
universe@37 | 98 | void asc_scene_draw(AscScene *scene) { |
universe@37 | 99 | // reset render groups |
universe@41 | 100 | // TODO: avoid recalculating the groups, if possible |
universe@41 | 101 | scene->rg_sprites_opaque_size = 0; |
universe@41 | 102 | scene->rg_sprites_blended_size = 0; |
universe@32 | 103 | |
universe@32 | 104 | // skip the root node deliberately, we know it's just the container |
universe@43 | 105 | CxTreeVisitor iter = asc_scene_node_visitor(scene->root); |
universe@32 | 106 | cxIteratorNext(iter); |
universe@32 | 107 | |
universe@37 | 108 | // update the children and add them to the render groups |
universe@30 | 109 | cx_foreach(AscSceneNode*, node, iter) { |
universe@41 | 110 | node->depth = iter.depth; |
universe@41 | 111 | |
universe@33 | 112 | // execute behaviors, first |
universe@33 | 113 | AscBehaviorNode *behavior = node->behaviors; |
universe@33 | 114 | while (behavior) { |
universe@33 | 115 | behavior->func(node); |
universe@33 | 116 | behavior = behavior->next; |
universe@33 | 117 | } |
universe@33 | 118 | |
universe@33 | 119 | // check if geometry needs update |
universe@39 | 120 | if (node->need_graphics_update) { |
universe@37 | 121 | assert(node->update_func != NULL); |
universe@39 | 122 | node->need_graphics_update = false; |
universe@32 | 123 | node->update_func(node); |
universe@32 | 124 | } |
universe@37 | 125 | if (node->need_transform_update) { |
universe@37 | 126 | assert(node->transform_update_func != NULL); |
universe@37 | 127 | node->need_transform_update = false; |
universe@38 | 128 | asc_transform_identity(node->local_transform); |
universe@38 | 129 | asc_transform_copy(node->world_transform, node->parent->world_transform); |
universe@37 | 130 | node->transform_update_func(node); |
universe@38 | 131 | asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform); |
universe@37 | 132 | } |
universe@33 | 133 | |
universe@37 | 134 | // add to render group |
universe@30 | 135 | if (node->draw_func != NULL) { |
universe@37 | 136 | struct asc_render_group_entry entry = { |
universe@37 | 137 | node->draw_func, node |
universe@37 | 138 | }; |
universe@37 | 139 | switch (node->render_group) { |
universe@41 | 140 | case ASC_RENDER_GROUP_SPRITE_OPAQUE: |
universe@41 | 141 | cx_array_simple_add(scene->rg_sprites_opaque, entry); |
universe@37 | 142 | break; |
universe@41 | 143 | case ASC_RENDER_GROUP_SPRITE_BLEND: |
universe@41 | 144 | cx_array_simple_add(scene->rg_sprites_blended, entry); |
universe@37 | 145 | break; |
universe@37 | 146 | } |
universe@30 | 147 | } |
universe@29 | 148 | } |
universe@37 | 149 | |
universe@37 | 150 | // set the viewport (in OpenGL we need to invert the Y axis) |
universe@37 | 151 | glViewport( |
universe@37 | 152 | scene->viewport.pos.x, |
universe@37 | 153 | -scene->viewport.pos.y, |
universe@37 | 154 | scene->viewport.size.width, |
universe@37 | 155 | scene->viewport.size.height |
universe@37 | 156 | ); |
universe@41 | 157 | glClear(GL_COLOR_BUFFER_BIT); |
universe@37 | 158 | |
universe@37 | 159 | // ----------------------------------------- |
universe@37 | 160 | // process the render groups for each camera |
universe@37 | 161 | // ----------------------------------------- |
universe@44 | 162 | AscShaderProgram *shader; |
universe@37 | 163 | cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) { |
universe@37 | 164 | // update camera parameters, first |
universe@37 | 165 | AscCamera *camera = &scene->cameras[cam_id]; |
universe@37 | 166 | if (camera->update == NULL) continue; |
universe@37 | 167 | camera->update(camera); |
universe@37 | 168 | |
universe@41 | 169 | // 2D Elements |
universe@41 | 170 | // =========== |
universe@39 | 171 | glEnable(GL_DEPTH_TEST); |
universe@41 | 172 | glClear(GL_DEPTH_BUFFER_BIT); |
universe@37 | 173 | |
universe@41 | 174 | // Sprites |
universe@41 | 175 | // ------- |
universe@37 | 176 | // TODO: see if we can really always ignore the view matrix |
universe@44 | 177 | shader = &asc_context.active_window->glctx.shader.sprite; |
universe@44 | 178 | glUseProgram(shader->id); |
universe@44 | 179 | glUniformMatrix4fv(shader->projection, 1, |
universe@37 | 180 | GL_FALSE, camera->projection); |
universe@41 | 181 | |
universe@41 | 182 | // render opaque sprites from front to back |
universe@41 | 183 | glDisable(GL_BLEND); |
universe@41 | 184 | asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque); |
universe@41 | 185 | // render sprites with alpha value from back to front |
universe@41 | 186 | glEnable(GL_BLEND); |
universe@41 | 187 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
universe@41 | 188 | asc_scene_draw_render_group(scene->rg_sprites_blended); |
universe@37 | 189 | } |
universe@29 | 190 | } |
universe@29 | 191 | |
universe@29 | 192 | AscSceneNode *asc_scene_node_empty(void) { |
universe@27 | 193 | AscSceneNode *node = calloc(1, sizeof(AscSceneNode)); |
universe@29 | 194 | node->free_func = (asc_scene_free_func) free; |
universe@38 | 195 | asc_transform_identity(node->local_transform); |
universe@38 | 196 | asc_transform_identity(node->world_transform); |
universe@38 | 197 | asc_transform_identity(node->final_transform); |
universe@21 | 198 | return node; |
universe@21 | 199 | } |
universe@21 | 200 | |
universe@21 | 201 | void asc_scene_node_free(AscSceneNode *node) { |
universe@21 | 202 | if (node == NULL) return; |
universe@27 | 203 | |
universe@27 | 204 | // remove this node from its parent |
universe@27 | 205 | asc_scene_node_unlink(node); |
universe@27 | 206 | |
universe@31 | 207 | // free the entire subtree |
universe@38 | 208 | CxTreeIterator iter = asc_scene_node_iterator(node, true); |
universe@31 | 209 | cx_foreach(AscSceneNode*, child, iter) { |
universe@31 | 210 | if (!iter.exiting) continue; |
universe@31 | 211 | if (child->free_func != NULL) { |
universe@31 | 212 | child->free_func(child); |
universe@31 | 213 | } else { |
universe@31 | 214 | free(child); |
universe@31 | 215 | } |
universe@21 | 216 | } |
universe@21 | 217 | } |
universe@21 | 218 | |
universe@29 | 219 | void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) { |
universe@33 | 220 | cx_tree_link( |
universe@33 | 221 | parent, node, |
universe@33 | 222 | offsetof(AscSceneNode, parent), |
universe@33 | 223 | offsetof(AscSceneNode, children), |
universe@33 | 224 | offsetof(AscSceneNode, prev), |
universe@33 | 225 | offsetof(AscSceneNode, next) |
universe@33 | 226 | ); |
universe@29 | 227 | } |
universe@29 | 228 | |
universe@21 | 229 | void asc_scene_node_unlink(AscSceneNode *node) { |
universe@33 | 230 | cx_tree_unlink( |
universe@33 | 231 | node, |
universe@33 | 232 | offsetof(AscSceneNode, parent), |
universe@33 | 233 | offsetof(AscSceneNode, children), |
universe@33 | 234 | offsetof(AscSceneNode, prev), |
universe@33 | 235 | offsetof(AscSceneNode, next) |
universe@33 | 236 | ); |
universe@33 | 237 | } |
universe@33 | 238 | |
universe@33 | 239 | AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) { |
universe@33 | 240 | AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode)); |
universe@33 | 241 | behavior_node->func = behavior; |
universe@33 | 242 | cx_tree_link( |
universe@33 | 243 | node, |
universe@33 | 244 | behavior_node, |
universe@33 | 245 | offsetof(AscBehaviorNode, parent), |
universe@33 | 246 | offsetof(AscSceneNode, behaviors), |
universe@33 | 247 | offsetof(AscBehaviorNode, prev), |
universe@33 | 248 | offsetof(AscBehaviorNode, next) |
universe@33 | 249 | ); |
universe@33 | 250 | return behavior_node; |
universe@33 | 251 | } |
universe@33 | 252 | |
universe@33 | 253 | void asc_scene_remove_behavior(AscBehaviorNode *node) { |
universe@33 | 254 | cx_tree_unlink( |
universe@33 | 255 | node, |
universe@33 | 256 | offsetof(AscBehaviorNode, parent), |
universe@33 | 257 | offsetof(AscSceneNode, behaviors), |
universe@33 | 258 | offsetof(AscBehaviorNode, prev), |
universe@33 | 259 | offsetof(AscBehaviorNode, next) |
universe@33 | 260 | ); |
universe@33 | 261 | } |
universe@38 | 262 | |
universe@38 | 263 | void asc_node_update_transform(AscSceneNode *node) { |
universe@38 | 264 | CxTreeIterator iter = asc_scene_node_iterator(node, false); |
universe@38 | 265 | cx_foreach(AscSceneNode*, n, iter) { |
universe@38 | 266 | n->need_transform_update = true; |
universe@38 | 267 | } |
universe@38 | 268 | } |