src/scene.c

Thu, 21 Mar 2024 23:00:39 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 23:00:39 +0100
changeset 42
cc912686f663
parent 41
df81d493716e
child 43
5a8c31904e44
permissions
-rw-r--r--

increase maximum possible number of 2D layers

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@41 68 cx_array_initialize(scene->rg_sprites_opaque, 8);
universe@41 69 cx_array_initialize(scene->rg_sprites_blended, 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@41 86 #define asc_scene_draw_render_group_reversed(rg) \
universe@41 87 for(size_t i = rg##_size ; i > 0 ; i--) { \
universe@41 88 rg[i-1].draw(rg[i-1].node); \
universe@41 89 } (void)0
universe@41 90
universe@37 91 void asc_scene_draw(AscScene *scene) {
universe@37 92 // reset render groups
universe@41 93 // TODO: avoid recalculating the groups, if possible
universe@41 94 scene->rg_sprites_opaque_size = 0;
universe@41 95 scene->rg_sprites_blended_size = 0;
universe@32 96
universe@32 97 // skip the root node deliberately, we know it's just the container
universe@38 98 CxTreeIterator iter = asc_scene_node_iterator(scene->root, false);
universe@32 99 cxIteratorNext(iter);
universe@32 100
universe@37 101 // update the children and add them to the render groups
universe@30 102 cx_foreach(AscSceneNode*, node, iter) {
universe@41 103 node->depth = iter.depth;
universe@41 104
universe@33 105 // execute behaviors, first
universe@33 106 AscBehaviorNode *behavior = node->behaviors;
universe@33 107 while (behavior) {
universe@33 108 behavior->func(node);
universe@33 109 behavior = behavior->next;
universe@33 110 }
universe@33 111
universe@33 112 // check if geometry needs update
universe@39 113 if (node->need_graphics_update) {
universe@37 114 assert(node->update_func != NULL);
universe@39 115 node->need_graphics_update = false;
universe@32 116 node->update_func(node);
universe@32 117 }
universe@37 118 if (node->need_transform_update) {
universe@37 119 assert(node->transform_update_func != NULL);
universe@37 120 node->need_transform_update = false;
universe@38 121 asc_transform_identity(node->local_transform);
universe@38 122 asc_transform_copy(node->world_transform, node->parent->world_transform);
universe@37 123 node->transform_update_func(node);
universe@38 124 asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform);
universe@37 125 }
universe@33 126
universe@37 127 // add to render group
universe@30 128 if (node->draw_func != NULL) {
universe@37 129 struct asc_render_group_entry entry = {
universe@37 130 node->draw_func, node
universe@37 131 };
universe@37 132 switch (node->render_group) {
universe@41 133 case ASC_RENDER_GROUP_SPRITE_OPAQUE:
universe@41 134 cx_array_simple_add(scene->rg_sprites_opaque, entry);
universe@37 135 break;
universe@41 136 case ASC_RENDER_GROUP_SPRITE_BLEND:
universe@41 137 cx_array_simple_add(scene->rg_sprites_blended, entry);
universe@37 138 break;
universe@37 139 }
universe@30 140 }
universe@29 141 }
universe@37 142
universe@37 143 // set the viewport (in OpenGL we need to invert the Y axis)
universe@37 144 glViewport(
universe@37 145 scene->viewport.pos.x,
universe@37 146 -scene->viewport.pos.y,
universe@37 147 scene->viewport.size.width,
universe@37 148 scene->viewport.size.height
universe@37 149 );
universe@41 150 glClear(GL_COLOR_BUFFER_BIT);
universe@37 151
universe@37 152 // -----------------------------------------
universe@37 153 // process the render groups for each camera
universe@37 154 // -----------------------------------------
universe@37 155 cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
universe@37 156 // update camera parameters, first
universe@37 157 AscCamera *camera = &scene->cameras[cam_id];
universe@37 158 if (camera->update == NULL) continue;
universe@37 159 camera->update(camera);
universe@37 160
universe@41 161 // 2D Elements
universe@41 162 // ===========
universe@39 163 glEnable(GL_DEPTH_TEST);
universe@41 164 glClear(GL_DEPTH_BUFFER_BIT);
universe@37 165
universe@41 166 // Sprites
universe@41 167 // -------
universe@37 168 // TODO: see if we can really always ignore the view matrix
universe@40 169 glUseProgram(ASC_SHADER_SPRITE.base.id);
universe@40 170 glUniformMatrix4fv(ASC_SHADER_SPRITE.base.projection, 1,
universe@37 171 GL_FALSE, camera->projection);
universe@41 172
universe@41 173 // render opaque sprites from front to back
universe@41 174 glDisable(GL_BLEND);
universe@41 175 asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque);
universe@41 176 // render sprites with alpha value from back to front
universe@41 177 glEnable(GL_BLEND);
universe@41 178 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
universe@41 179 asc_scene_draw_render_group(scene->rg_sprites_blended);
universe@37 180 }
universe@29 181 }
universe@29 182
universe@29 183 AscSceneNode *asc_scene_node_empty(void) {
universe@27 184 AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
universe@29 185 node->free_func = (asc_scene_free_func) free;
universe@38 186 asc_transform_identity(node->local_transform);
universe@38 187 asc_transform_identity(node->world_transform);
universe@38 188 asc_transform_identity(node->final_transform);
universe@21 189 return node;
universe@21 190 }
universe@21 191
universe@21 192 void asc_scene_node_free(AscSceneNode *node) {
universe@21 193 if (node == NULL) return;
universe@27 194
universe@27 195 // remove this node from its parent
universe@27 196 asc_scene_node_unlink(node);
universe@27 197
universe@31 198 // free the entire subtree
universe@38 199 CxTreeIterator iter = asc_scene_node_iterator(node, true);
universe@31 200 cx_foreach(AscSceneNode*, child, iter) {
universe@31 201 if (!iter.exiting) continue;
universe@31 202 if (child->free_func != NULL) {
universe@31 203 child->free_func(child);
universe@31 204 } else {
universe@31 205 free(child);
universe@31 206 }
universe@21 207 }
universe@21 208 }
universe@21 209
universe@29 210 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
universe@33 211 cx_tree_link(
universe@33 212 parent, 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@29 218 }
universe@29 219
universe@21 220 void asc_scene_node_unlink(AscSceneNode *node) {
universe@33 221 cx_tree_unlink(
universe@33 222 node,
universe@33 223 offsetof(AscSceneNode, parent),
universe@33 224 offsetof(AscSceneNode, children),
universe@33 225 offsetof(AscSceneNode, prev),
universe@33 226 offsetof(AscSceneNode, next)
universe@33 227 );
universe@33 228 }
universe@33 229
universe@33 230 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
universe@33 231 AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
universe@33 232 behavior_node->func = behavior;
universe@33 233 cx_tree_link(
universe@33 234 node,
universe@33 235 behavior_node,
universe@33 236 offsetof(AscBehaviorNode, parent),
universe@33 237 offsetof(AscSceneNode, behaviors),
universe@33 238 offsetof(AscBehaviorNode, prev),
universe@33 239 offsetof(AscBehaviorNode, next)
universe@33 240 );
universe@33 241 return behavior_node;
universe@33 242 }
universe@33 243
universe@33 244 void asc_scene_remove_behavior(AscBehaviorNode *node) {
universe@33 245 cx_tree_unlink(
universe@33 246 node,
universe@33 247 offsetof(AscBehaviorNode, parent),
universe@33 248 offsetof(AscSceneNode, behaviors),
universe@33 249 offsetof(AscBehaviorNode, prev),
universe@33 250 offsetof(AscBehaviorNode, next)
universe@33 251 );
universe@33 252 }
universe@38 253
universe@38 254 void asc_node_update_transform(AscSceneNode *node) {
universe@38 255 CxTreeIterator iter = asc_scene_node_iterator(node, false);
universe@38 256 cx_foreach(AscSceneNode*, n, iter) {
universe@38 257 n->need_transform_update = true;
universe@38 258 }
universe@38 259 }

mercurial