src/scene.c

Tue, 26 Mar 2024 20:37:21 +0100

author
Mike Becker <universe@uap-core.de>
date
Tue, 26 Mar 2024 20:37:21 +0100
changeset 44
b3da4096c607
parent 43
5a8c31904e44
child 45
18de2af03531
permissions
-rw-r--r--

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 }

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