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