src/scene.c

Thu, 28 Mar 2024 23:30:21 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 28 Mar 2024 23:30:21 +0100
changeset 45
18de2af03531
parent 44
b3da4096c607
child 47
44457f6cb0a2
permissions
-rw-r--r--

simplify how transforms work

     1 /*
     2  * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
     3  * Copyright 2023 Mike Becker. All rights reserved.
     4  *
     5  * Redistribution and use in source and binary forms, with or without
     6  * modification, are permitted provided that the following conditions are met:
     7  *
     8  *   1. Redistributions of source code must retain the above copyright
     9  *      notice, this list of conditions and the following disclaimer.
    10  *
    11  *   2. Redistributions in binary form must reproduce the above copyright
    12  *      notice, this list of conditions and the following disclaimer in the
    13  *      documentation and/or other materials provided with the distribution.
    14  *
    15  * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
    16  * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
    17  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
    18  * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
    19  * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
    20  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
    21  * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
    22  * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
    23  * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
    24  * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
    25  * POSSIBILITY OF SUCH DAMAGE.
    26  */
    28 #include "ascension/scene.h"
    29 #include "ascension/error.h"
    31 #include "ascension/context.h"
    33 #include <cx/tree.h>
    34 #include <cx/utils.h>
    36 #include "ascension/shader.h"
    37 #include <GL/glew.h>
    39 #include <assert.h>
    41 static CxTreeIterator asc_scene_node_iterator(
    42         AscSceneNode *node,
    43         bool visit_on_exit
    44 ) {
    45     return cx_tree_iterator(
    46             node, visit_on_exit,
    47             offsetof(AscSceneNode, children),
    48             offsetof(AscSceneNode, next)
    49     );
    50 }
    52 static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) {
    53     return cx_tree_visitor(node,
    54             offsetof(AscSceneNode, children),
    55             offsetof(AscSceneNode, next)
    56     );
    57 }
    59 void asc_scene_init(AscScene *scene) {
    60     if (scene->root != NULL) {
    61         asc_error("Scene is already initialized.");
    62         return;
    63     }
    65     // zero everything, first
    66     memset(scene, 0, sizeof(AscScene));
    68     // default viewport is the entire viewport of the active window
    69     scene->viewport.size = asc_context.active_window->dimensions;
    71     // create the root node
    72     scene->root = asc_scene_node_empty();
    74     // initialize the render groups
    75     cx_array_initialize(scene->rg_sprites_opaque, 8);
    76     cx_array_initialize(scene->rg_sprites_blended, 8);
    77 }
    79 void asc_scene_destroy(AscScene *scene) {
    80     asc_scene_node_free(scene->root);
    81 }
    83 void asc_scene_add(AscScene *scene, AscSceneNode *node) {
    84     asc_scene_node_link(scene->root, node);
    85     asc_node_update(node);
    86 }
    88 #define asc_scene_draw_render_group(rg) \
    89     cx_for_n(i, rg##_size) { \
    90         rg[i].draw(rg[i].node); \
    91     } (void)0
    93 #define asc_scene_draw_render_group_reversed(rg) \
    94     for(size_t i = rg##_size ; i > 0 ; i--) { \
    95         rg[i-1].draw(rg[i-1].node); \
    96     } (void)0
    98 void asc_scene_draw(AscScene *scene) {
    99     // reset render groups
   100     // TODO: avoid recalculating the groups, if possible
   101     scene->rg_sprites_opaque_size = 0;
   102     scene->rg_sprites_blended_size = 0;
   104     // skip the root node deliberately, we know it's just the container
   105     CxTreeVisitor iter = asc_scene_node_visitor(scene->root);
   106     cxIteratorNext(iter);
   108     // update the children and add them to the render groups
   109     cx_foreach(AscSceneNode*, node, iter) {
   110         node->depth = iter.depth;
   112         // execute behaviors, first
   113         AscBehaviorNode *behavior = node->behaviors;
   114         while (behavior) {
   115             behavior->func(node);
   116             behavior = behavior->next;
   117         }
   119         // check if geometry needs update
   120         if (node->need_graphics_update) {
   121             assert(node->update_func != NULL);
   122             node->need_graphics_update = false;
   123             node->update_func(node);
   124         }
   125         if (node->need_transform_update) {
   126             node->need_transform_update = false;
   127             asc_transform_from_parts(
   128                     node->transform,
   129                     node->position,
   130                     node->scale,
   131                     node->rotation
   132             );
   133             asc_mat4f_mulst(
   134                     node->world_transform,
   135                     node->transform,
   136                     node->parent->world_transform
   137             );
   138         }
   140         // add to render group
   141         if (node->draw_func != NULL) {
   142             struct asc_render_group_entry entry = {
   143                     node->draw_func, node
   144             };
   145             switch (node->render_group) {
   146                 case ASC_RENDER_GROUP_SPRITE_OPAQUE:
   147                     cx_array_simple_add(scene->rg_sprites_opaque, entry);
   148                     break;
   149                 case ASC_RENDER_GROUP_SPRITE_BLEND:
   150                     cx_array_simple_add(scene->rg_sprites_blended, entry);
   151                     break;
   152             }
   153         }
   154     }
   156     // set the viewport (in OpenGL we need to invert the Y axis)
   157     glViewport(
   158             scene->viewport.pos.x,
   159             -scene->viewport.pos.y,
   160             scene->viewport.size.width,
   161             scene->viewport.size.height
   162     );
   163     glClear(GL_COLOR_BUFFER_BIT);
   165     // -----------------------------------------
   166     // process the render groups for each camera
   167     // -----------------------------------------
   168     AscShaderProgram *shader;
   169     cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
   170         // update camera parameters, first
   171         AscCamera *camera = &scene->cameras[cam_id];
   172         if (camera->update == NULL) continue;
   173         camera->update(camera);
   175         // 2D Elements
   176         // ===========
   177         glEnable(GL_DEPTH_TEST);
   178         glClear(GL_DEPTH_BUFFER_BIT);
   180         // Sprites
   181         // -------
   182         // TODO: see if we can really always ignore the view matrix
   183         shader = &asc_context.active_window->glctx.shader.sprite.base;
   184         glUseProgram(shader->id);
   185         glUniformMatrix4fv(shader->projection, 1,
   186                            GL_FALSE, camera->projection);
   188         // render opaque sprites from front to back
   189         glDisable(GL_BLEND);
   190         asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque);
   191         // render sprites with alpha value from back to front
   192         glEnable(GL_BLEND);
   193         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   194         asc_scene_draw_render_group(scene->rg_sprites_blended);
   195     }
   196 }
   198 AscSceneNode *asc_scene_node_empty(void) {
   199     AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
   200     node->free_func = (asc_scene_free_func) free;
   201     asc_transform_identity(node->transform);
   202     asc_transform_identity(node->world_transform);
   203     return node;
   204 }
   206 void asc_scene_node_free(AscSceneNode *node) {
   207     if (node == NULL) return;
   209     // remove this node from its parent
   210     asc_scene_node_unlink(node);
   212     // free the entire subtree
   213     CxTreeIterator iter = asc_scene_node_iterator(node, true);
   214     cx_foreach(AscSceneNode*, child, iter) {
   215         if (!iter.exiting) continue;
   216         if (child->free_func != NULL) {
   217             child->free_func(child);
   218         } else {
   219             free(child);
   220         }
   221     }
   222 }
   224 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
   225     cx_tree_link(
   226             parent, node,
   227             offsetof(AscSceneNode, parent),
   228             offsetof(AscSceneNode, children),
   229             offsetof(AscSceneNode, prev),
   230             offsetof(AscSceneNode, next)
   231     );
   232 }
   234 void asc_scene_node_unlink(AscSceneNode *node) {
   235     cx_tree_unlink(
   236             node,
   237             offsetof(AscSceneNode, parent),
   238             offsetof(AscSceneNode, children),
   239             offsetof(AscSceneNode, prev),
   240             offsetof(AscSceneNode, next)
   241     );
   242 }
   244 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
   245     AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
   246     behavior_node->func = behavior;
   247     cx_tree_link(
   248             node,
   249             behavior_node,
   250             offsetof(AscBehaviorNode, parent),
   251             offsetof(AscSceneNode, behaviors),
   252             offsetof(AscBehaviorNode, prev),
   253             offsetof(AscBehaviorNode, next)
   254     );
   255     return behavior_node;
   256 }
   258 void asc_scene_remove_behavior(AscBehaviorNode *node) {
   259     cx_tree_unlink(
   260             node,
   261             offsetof(AscBehaviorNode, parent),
   262             offsetof(AscSceneNode, behaviors),
   263             offsetof(AscBehaviorNode, prev),
   264             offsetof(AscBehaviorNode, next)
   265     );
   266 }
   268 void asc_update_transform(AscSceneNode *node) {
   269     if (node->need_transform_update) return;
   271     CxTreeIterator iter = asc_scene_node_iterator(node, false);
   272     cx_foreach(AscSceneNode*, n, iter) {
   273         // TODO: break/continue when subtree is already marked for update
   274         n->need_transform_update = true;
   275     }
   276 }

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