src/scene.c

Fri, 15 Mar 2024 00:06:59 +0100

author
Mike Becker <universe@uap-core.de>
date
Fri, 15 Mar 2024 00:06:59 +0100
changeset 37
8a8cc6725b48
parent 33
e7ddb52facd3
child 38
6e5629ea4c5c
permissions
-rw-r--r--

add camera and render groups

     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 void asc_scene_init(AscScene *scene) {
    42     if (scene->root != NULL) {
    43         asc_error("Scene is already initialized.");
    44         return;
    45     }
    47     // zero everything, first
    48     memset(scene, 0, sizeof(AscScene));
    50     // default viewport is the entire viewport of the active window
    51     scene->viewport.size = asc_context.active_window->dimensions;
    53     // create the root node
    54     scene->root = asc_scene_node_empty();
    56     // initialize the render groups
    57     cx_array_initialize(scene->rg_none, 8);
    58     cx_array_initialize(scene->rg_fonts, 8);
    59 }
    61 void asc_scene_destroy(AscScene *scene) {
    62     asc_scene_node_free(scene->root);
    63 }
    65 void asc_scene_add(AscScene *scene, AscSceneNode *node) {
    66     asc_scene_node_link(scene->root, node);
    67     asc_node_update(node);
    68 }
    70 #define asc_scene_draw_render_group(rg) \
    71     cx_for_n(i, rg##_size) { \
    72         rg[i].draw(rg[i].node); \
    73     } (void)0
    75 void asc_scene_draw(AscScene *scene) {
    76     // reset render groups
    77     scene->rg_none_size = 0;
    78     scene->rg_fonts_size = 0;
    80     // skip the root node deliberately, we know it's just the container
    81     CxTreeIterator iter = cx_tree_iterator(
    82             scene->root, false,
    83             offsetof(AscSceneNode, children),
    84             offsetof(AscSceneNode, next)
    85     );
    86     cxIteratorNext(iter);
    88     // update the children and add them to the render groups
    89     cx_foreach(AscSceneNode*, node, iter) {
    90         // execute behaviors, first
    91         AscBehaviorNode *behavior = node->behaviors;
    92         while (behavior) {
    93             behavior->func(node);
    94             behavior = behavior->next;
    95         }
    97         // check if geometry needs update
    98         if (node->need_full_update) {
    99             assert(node->update_func != NULL);
   100             node->need_full_update = false;
   101             node->update_func(node);
   102         }
   103         if (node->need_transform_update) {
   104             assert(node->transform_update_func != NULL);
   105             node->need_transform_update = false;
   106             asc_transform_identity(node->transform);
   107             node->transform_update_func(node);
   108         }
   110         // add to render group
   111         if (node->draw_func != NULL) {
   112             struct asc_render_group_entry entry = {
   113                     node->draw_func, node
   114             };
   115             switch (node->render_group) {
   116                 case ASC_RENDER_GROUP_NONE:
   117                     cx_array_simple_add(scene->rg_none, entry);
   118                     break;
   119                 case ASC_RENDER_GROUP_FONTS:
   120                     cx_array_simple_add(scene->rg_fonts, entry);
   121                     break;
   122             }
   123         }
   124     }
   126     // set the viewport (in OpenGL we need to invert the Y axis)
   127     glViewport(
   128             scene->viewport.pos.x,
   129             -scene->viewport.pos.y,
   130             scene->viewport.size.width,
   131             scene->viewport.size.height
   132     );
   134     // -----------------------------------------
   135     // process the render groups for each camera
   136     // -----------------------------------------
   137     cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
   138         // update camera parameters, first
   139         AscCamera *camera = &scene->cameras[cam_id];
   140         if (camera->update == NULL) continue;
   141         camera->update(camera);
   143         // for the NONE group, the draw func is expected to do everything
   144         asc_scene_draw_render_group(scene->rg_none);
   146         // draw the FONTS group
   147         // TODO: see if we can really always ignore the view matrix
   148         glUseProgram(ASC_SHADER_FONT.base.id);
   149         glUniformMatrix4fv(ASC_SHADER_FONT.base.projection, 1,
   150                            GL_FALSE, camera->projection);
   151         asc_scene_draw_render_group(scene->rg_fonts);
   152     }
   153 }
   155 AscSceneNode *asc_scene_node_empty(void) {
   156     AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
   157     node->free_func = (asc_scene_free_func) free;
   158     asc_transform_identity(node->transform);
   159     return node;
   160 }
   162 void asc_scene_node_free(AscSceneNode *node) {
   163     if (node == NULL) return;
   165     // remove this node from its parent
   166     asc_scene_node_unlink(node);
   168     // free the entire subtree
   169     CxTreeIterator iter = cx_tree_iterator(
   170             node, true,
   171             offsetof(AscSceneNode, children),
   172             offsetof(AscSceneNode, next)
   173     );
   174     cx_foreach(AscSceneNode*, child, iter) {
   175         if (!iter.exiting) continue;
   176         if (child->free_func != NULL) {
   177             child->free_func(child);
   178         } else {
   179             free(child);
   180         }
   181     }
   182 }
   184 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
   185     cx_tree_link(
   186             parent, node,
   187             offsetof(AscSceneNode, parent),
   188             offsetof(AscSceneNode, children),
   189             offsetof(AscSceneNode, prev),
   190             offsetof(AscSceneNode, next)
   191     );
   192 }
   194 void asc_scene_node_unlink(AscSceneNode *node) {
   195     cx_tree_unlink(
   196             node,
   197             offsetof(AscSceneNode, parent),
   198             offsetof(AscSceneNode, children),
   199             offsetof(AscSceneNode, prev),
   200             offsetof(AscSceneNode, next)
   201     );
   202 }
   204 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
   205     AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
   206     behavior_node->func = behavior;
   207     cx_tree_link(
   208             node,
   209             behavior_node,
   210             offsetof(AscBehaviorNode, parent),
   211             offsetof(AscSceneNode, behaviors),
   212             offsetof(AscBehaviorNode, prev),
   213             offsetof(AscBehaviorNode, next)
   214     );
   215     return behavior_node;
   216 }
   218 void asc_scene_remove_behavior(AscBehaviorNode *node) {
   219     cx_tree_unlink(
   220             node,
   221             offsetof(AscBehaviorNode, parent),
   222             offsetof(AscSceneNode, behaviors),
   223             offsetof(AscBehaviorNode, prev),
   224             offsetof(AscBehaviorNode, next)
   225     );
   226 }

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