src/scene.c

Thu, 21 Mar 2024 20:24:31 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 20:24:31 +0100
changeset 38
6e5629ea4c5c
parent 37
8a8cc6725b48
child 39
7cf310cc47cb
permissions
-rw-r--r--

implement that nodes inherit the world transform of their parent

     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 void asc_scene_init(AscScene *scene) {
    53     if (scene->root != NULL) {
    54         asc_error("Scene is already initialized.");
    55         return;
    56     }
    58     // zero everything, first
    59     memset(scene, 0, sizeof(AscScene));
    61     // default viewport is the entire viewport of the active window
    62     scene->viewport.size = asc_context.active_window->dimensions;
    64     // create the root node
    65     scene->root = asc_scene_node_empty();
    67     // initialize the render groups
    68     cx_array_initialize(scene->rg_none, 8);
    69     cx_array_initialize(scene->rg_fonts, 8);
    70 }
    72 void asc_scene_destroy(AscScene *scene) {
    73     asc_scene_node_free(scene->root);
    74 }
    76 void asc_scene_add(AscScene *scene, AscSceneNode *node) {
    77     asc_scene_node_link(scene->root, node);
    78     asc_node_update(node);
    79 }
    81 #define asc_scene_draw_render_group(rg) \
    82     cx_for_n(i, rg##_size) { \
    83         rg[i].draw(rg[i].node); \
    84     } (void)0
    86 void asc_scene_draw(AscScene *scene) {
    87     // reset render groups
    88     scene->rg_none_size = 0;
    89     scene->rg_fonts_size = 0;
    91     // skip the root node deliberately, we know it's just the container
    92     CxTreeIterator iter = asc_scene_node_iterator(scene->root, false);
    93     cxIteratorNext(iter);
    95     // update the children and add them to the render groups
    96     cx_foreach(AscSceneNode*, node, iter) {
    97         // execute behaviors, first
    98         AscBehaviorNode *behavior = node->behaviors;
    99         while (behavior) {
   100             behavior->func(node);
   101             behavior = behavior->next;
   102         }
   104         // check if geometry needs update
   105         if (node->need_full_update) {
   106             assert(node->update_func != NULL);
   107             node->need_full_update = false;
   108             node->update_func(node);
   109         }
   110         if (node->need_transform_update) {
   111             assert(node->transform_update_func != NULL);
   112             node->need_transform_update = false;
   113             asc_transform_identity(node->local_transform);
   114             asc_transform_copy(node->world_transform, node->parent->world_transform);
   115             node->transform_update_func(node);
   116             asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform);
   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             switch (node->render_group) {
   125                 case ASC_RENDER_GROUP_NONE:
   126                     cx_array_simple_add(scene->rg_none, entry);
   127                     break;
   128                 case ASC_RENDER_GROUP_FONTS:
   129                     cx_array_simple_add(scene->rg_fonts, entry);
   130                     break;
   131             }
   132         }
   133     }
   135     // set the viewport (in OpenGL we need to invert the Y axis)
   136     glViewport(
   137             scene->viewport.pos.x,
   138             -scene->viewport.pos.y,
   139             scene->viewport.size.width,
   140             scene->viewport.size.height
   141     );
   143     // -----------------------------------------
   144     // process the render groups for each camera
   145     // -----------------------------------------
   146     cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
   147         // update camera parameters, first
   148         AscCamera *camera = &scene->cameras[cam_id];
   149         if (camera->update == NULL) continue;
   150         camera->update(camera);
   152         // for the NONE group, the draw func is expected to do everything
   153         asc_scene_draw_render_group(scene->rg_none);
   155         // draw the FONTS group
   156         // TODO: see if we can really always ignore the view matrix
   157         glUseProgram(ASC_SHADER_FONT.base.id);
   158         glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
   159                            GL_FALSE, camera->projection);
   160         asc_scene_draw_render_group(scene->rg_fonts);
   161     }
   162 }
   164 AscSceneNode *asc_scene_node_empty(void) {
   165     AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
   166     node->free_func = (asc_scene_free_func) free;
   167     asc_transform_identity(node->local_transform);
   168     asc_transform_identity(node->world_transform);
   169     asc_transform_identity(node->final_transform);
   170     return node;
   171 }
   173 void asc_scene_node_free(AscSceneNode *node) {
   174     if (node == NULL) return;
   176     // remove this node from its parent
   177     asc_scene_node_unlink(node);
   179     // free the entire subtree
   180     CxTreeIterator iter = asc_scene_node_iterator(node, true);
   181     cx_foreach(AscSceneNode*, child, iter) {
   182         if (!iter.exiting) continue;
   183         if (child->free_func != NULL) {
   184             child->free_func(child);
   185         } else {
   186             free(child);
   187         }
   188     }
   189 }
   191 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
   192     cx_tree_link(
   193             parent, node,
   194             offsetof(AscSceneNode, parent),
   195             offsetof(AscSceneNode, children),
   196             offsetof(AscSceneNode, prev),
   197             offsetof(AscSceneNode, next)
   198     );
   199 }
   201 void asc_scene_node_unlink(AscSceneNode *node) {
   202     cx_tree_unlink(
   203             node,
   204             offsetof(AscSceneNode, parent),
   205             offsetof(AscSceneNode, children),
   206             offsetof(AscSceneNode, prev),
   207             offsetof(AscSceneNode, next)
   208     );
   209 }
   211 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
   212     AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
   213     behavior_node->func = behavior;
   214     cx_tree_link(
   215             node,
   216             behavior_node,
   217             offsetof(AscBehaviorNode, parent),
   218             offsetof(AscSceneNode, behaviors),
   219             offsetof(AscBehaviorNode, prev),
   220             offsetof(AscBehaviorNode, next)
   221     );
   222     return behavior_node;
   223 }
   225 void asc_scene_remove_behavior(AscBehaviorNode *node) {
   226     cx_tree_unlink(
   227             node,
   228             offsetof(AscBehaviorNode, parent),
   229             offsetof(AscSceneNode, behaviors),
   230             offsetof(AscBehaviorNode, prev),
   231             offsetof(AscBehaviorNode, next)
   232     );
   233 }
   235 void asc_node_update_transform(AscSceneNode *node) {
   236     CxTreeIterator iter = asc_scene_node_iterator(node, false);
   237     cx_foreach(AscSceneNode*, n, iter) {
   238         n->need_transform_update = true;
   239     }
   240 }

mercurial