src/scene.c

Mon, 01 Apr 2024 18:54:19 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 01 Apr 2024 18:54:19 +0200
changeset 47
44457f6cb0a2
parent 45
18de2af03531
child 49
77493525eac2
permissions
-rw-r--r--

remove unnecessary scene container

     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/linked_list.h>
    34 #include <cx/array_list.h>
    35 #include <cx/tree.h>
    36 #include <cx/utils.h>
    38 #include "ascension/shader.h"
    39 #include <GL/glew.h>
    41 #include <assert.h>
    43 static CxTreeIterator asc_scene_node_iterator(
    44         AscSceneNode *node,
    45         bool visit_on_exit
    46 ) {
    47     return cx_tree_iterator(
    48             node, visit_on_exit,
    49             offsetof(AscSceneNode, children),
    50             offsetof(AscSceneNode, next)
    51     );
    52 }
    54 static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) {
    55     return cx_tree_visitor(node,
    56             offsetof(AscSceneNode, children),
    57             offsetof(AscSceneNode, next)
    58     );
    59 }
    61 struct asc_render_group_entry {
    62     asc_scene_draw_func draw;
    63     AscSceneNode const *node;
    64 };
    66 #define asc_draw_render_group(iter) \
    67     cx_foreach(struct asc_render_group_entry*, entry, iter) { \
    68         entry->draw(entry->node); \
    69     }
    71 void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera) {
    72     // create render groups
    73     CxList *render_group[ASC_RENDER_GROUP_COUNT];
    74     cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
    75         render_group[i] = cxArrayListCreateSimple(
    76                 sizeof(struct asc_render_group_entry), 32);
    77     }
    79     // skip the root node deliberately, we know it's just the container
    80     CxTreeVisitor iter = asc_scene_node_visitor(root);
    81     cxIteratorNext(iter);
    83     // update the children and add them to the render groups
    84     cx_foreach(AscSceneNode*, node, iter) {
    85         node->depth = iter.depth;
    87         // execute behaviors, first
    88         if (node->behaviors != NULL) {
    89             CxIterator behavior_iter = cxListIterator(node->behaviors);
    90             cx_foreach(asc_scene_update_func, behavior, behavior_iter) {
    91                 behavior(node);
    92             }
    93         }
    95         // TODO: implement culling
    96         // TODO: implement a hidden flag (requires UCX tree-continue function)
    98         // check if geometry needs update
    99         if (node->need_graphics_update) {
   100             assert(node->update_func != NULL);
   101             node->need_graphics_update = false;
   102             node->update_func(node);
   103         }
   104         if (node->need_transform_update) {
   105             node->need_transform_update = false;
   106             asc_transform_from_parts(
   107                     node->transform,
   108                     node->position,
   109                     node->scale,
   110                     node->rotation
   111             );
   112             asc_mat4f_mulst(
   113                     node->world_transform,
   114                     node->transform,
   115                     node->parent->world_transform
   116             );
   117         }
   119         // add to render group
   120         if (node->draw_func != NULL) {
   121             struct asc_render_group_entry entry = {
   122                     node->draw_func, node
   123             };
   124             cxListAdd(render_group[node->render_group], &entry);
   125         }
   126     }
   128     // set the viewport (in OpenGL we need to invert the Y axis)
   129     glViewport(
   130             viewport.pos.x,
   131             -viewport.pos.y,
   132             viewport.size.width,
   133             viewport.size.height
   134     );
   136     // -------------------------
   137     // process the render groups
   138     // -------------------------
   139     AscShaderProgram *shader;
   140     CxIterator render_iter;
   142     // 2D Elements
   143     // ===========
   144     glEnable(GL_DEPTH_TEST);
   145     glClear(GL_DEPTH_BUFFER_BIT);
   147     // Sprites
   148     // -------
   149     // TODO: implement view matrix for 2D worlds
   150     shader = &asc_context.active_window->glctx.shader.sprite.base;
   151     glUseProgram(shader->id);
   152     glUniformMatrix4fv(shader->projection, 1,
   153                        GL_FALSE, camera->projection);
   155     // render opaque sprites from front to back
   156     glDisable(GL_BLEND);
   157     render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]);
   158     asc_draw_render_group(render_iter);
   160     // render sprites with alpha value from back to front
   161     glEnable(GL_BLEND);
   162     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   163     render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
   164     asc_draw_render_group(render_iter);
   166     // destroy render groups
   167     cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
   168         cxListDestroy(render_group[i]);
   169     }
   170 }
   172 AscSceneNode *asc_scene_node_empty(void) {
   173     AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
   174     node->free_func = (asc_scene_free_func) free;
   175     asc_transform_identity(node->transform);
   176     asc_transform_identity(node->world_transform);
   177     return node;
   178 }
   180 void asc_scene_node_free(AscSceneNode *node) {
   181     if (node == NULL) return;
   183     // remove this node from its parent
   184     asc_scene_node_unlink(node);
   186     // free the entire subtree
   187     CxTreeIterator iter = asc_scene_node_iterator(node, true);
   188     cx_foreach(AscSceneNode*, child, iter) {
   189         if (!iter.exiting) continue;
   190         if (child->behaviors != NULL) {
   191             cxListDestroy(child->behaviors);
   192         }
   193         if (child->free_func != NULL) {
   194             child->free_func(child);
   195         } else {
   196             free(child);
   197         }
   198     }
   199 }
   201 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
   202     cx_tree_link(
   203             parent, node,
   204             offsetof(AscSceneNode, parent),
   205             offsetof(AscSceneNode, children),
   206             offsetof(AscSceneNode, prev),
   207             offsetof(AscSceneNode, next)
   208     );
   209 }
   211 void asc_scene_node_unlink(AscSceneNode *node) {
   212     cx_tree_unlink(
   213             node,
   214             offsetof(AscSceneNode, parent),
   215             offsetof(AscSceneNode, children),
   216             offsetof(AscSceneNode, prev),
   217             offsetof(AscSceneNode, next)
   218     );
   219 }
   221 void asc_scene_add_behavior(
   222         AscSceneNode *node,
   223         asc_scene_update_func behavior
   224 ) {
   225     if (node->behaviors == NULL) {
   226         node->behaviors = cxLinkedListCreateSimple(CX_STORE_POINTERS);
   227     }
   228     cxListAdd(node->behaviors, behavior);
   229 }
   231 void asc_scene_remove_behavior(
   232         AscSceneNode *node,
   233         asc_scene_update_func behavior
   234 ) {
   235     if (node->behaviors != NULL) {
   236         cxListFindRemove(node->behaviors, behavior);
   237     }
   238 }
   240 void asc_update_transform(AscSceneNode *node) {
   241     if (node->need_transform_update) return;
   243     CxTreeIterator iter = asc_scene_node_iterator(node, false);
   244     cx_foreach(AscSceneNode*, n, iter) {
   245         // TODO: break/continue when subtree is already marked for update
   246         n->need_transform_update = true;
   247     }
   248 }

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