Tue, 26 Mar 2024 20:37:21 +0100
create own compilation unit for GL context - fixes shader not being created per context
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2023 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #include "ascension/scene.h" #include "ascension/error.h" #include "ascension/context.h" #include <cx/tree.h> #include <cx/utils.h> #include "ascension/shader.h" #include <GL/glew.h> #include <assert.h> static CxTreeIterator asc_scene_node_iterator( AscSceneNode *node, bool visit_on_exit ) { return cx_tree_iterator( node, visit_on_exit, offsetof(AscSceneNode, children), offsetof(AscSceneNode, next) ); } static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) { return cx_tree_visitor(node, offsetof(AscSceneNode, children), offsetof(AscSceneNode, next) ); } void asc_scene_init(AscScene *scene) { if (scene->root != NULL) { asc_error("Scene is already initialized."); return; } // zero everything, first memset(scene, 0, sizeof(AscScene)); // default viewport is the entire viewport of the active window scene->viewport.size = asc_context.active_window->dimensions; // create the root node scene->root = asc_scene_node_empty(); // initialize the render groups cx_array_initialize(scene->rg_sprites_opaque, 8); cx_array_initialize(scene->rg_sprites_blended, 8); } void asc_scene_destroy(AscScene *scene) { asc_scene_node_free(scene->root); } void asc_scene_add(AscScene *scene, AscSceneNode *node) { asc_scene_node_link(scene->root, node); asc_node_update(node); } #define asc_scene_draw_render_group(rg) \ cx_for_n(i, rg##_size) { \ rg[i].draw(rg[i].node); \ } (void)0 #define asc_scene_draw_render_group_reversed(rg) \ for(size_t i = rg##_size ; i > 0 ; i--) { \ rg[i-1].draw(rg[i-1].node); \ } (void)0 void asc_scene_draw(AscScene *scene) { // reset render groups // TODO: avoid recalculating the groups, if possible scene->rg_sprites_opaque_size = 0; scene->rg_sprites_blended_size = 0; // skip the root node deliberately, we know it's just the container CxTreeVisitor iter = asc_scene_node_visitor(scene->root); cxIteratorNext(iter); // update the children and add them to the render groups cx_foreach(AscSceneNode*, node, iter) { node->depth = iter.depth; // execute behaviors, first AscBehaviorNode *behavior = node->behaviors; while (behavior) { behavior->func(node); behavior = behavior->next; } // check if geometry needs update if (node->need_graphics_update) { assert(node->update_func != NULL); node->need_graphics_update = false; node->update_func(node); } if (node->need_transform_update) { assert(node->transform_update_func != NULL); node->need_transform_update = false; asc_transform_identity(node->local_transform); asc_transform_copy(node->world_transform, node->parent->world_transform); node->transform_update_func(node); asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform); } // add to render group if (node->draw_func != NULL) { struct asc_render_group_entry entry = { node->draw_func, node }; switch (node->render_group) { case ASC_RENDER_GROUP_SPRITE_OPAQUE: cx_array_simple_add(scene->rg_sprites_opaque, entry); break; case ASC_RENDER_GROUP_SPRITE_BLEND: cx_array_simple_add(scene->rg_sprites_blended, entry); break; } } } // set the viewport (in OpenGL we need to invert the Y axis) glViewport( scene->viewport.pos.x, -scene->viewport.pos.y, scene->viewport.size.width, scene->viewport.size.height ); glClear(GL_COLOR_BUFFER_BIT); // ----------------------------------------- // process the render groups for each camera // ----------------------------------------- AscShaderProgram *shader; cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) { // update camera parameters, first AscCamera *camera = &scene->cameras[cam_id]; if (camera->update == NULL) continue; camera->update(camera); // 2D Elements // =========== glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); // Sprites // ------- // TODO: see if we can really always ignore the view matrix shader = &asc_context.active_window->glctx.shader.sprite; glUseProgram(shader->id); glUniformMatrix4fv(shader->projection, 1, GL_FALSE, camera->projection); // render opaque sprites from front to back glDisable(GL_BLEND); asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque); // render sprites with alpha value from back to front glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); asc_scene_draw_render_group(scene->rg_sprites_blended); } } AscSceneNode *asc_scene_node_empty(void) { AscSceneNode *node = calloc(1, sizeof(AscSceneNode)); node->free_func = (asc_scene_free_func) free; asc_transform_identity(node->local_transform); asc_transform_identity(node->world_transform); asc_transform_identity(node->final_transform); return node; } void asc_scene_node_free(AscSceneNode *node) { if (node == NULL) return; // remove this node from its parent asc_scene_node_unlink(node); // free the entire subtree CxTreeIterator iter = asc_scene_node_iterator(node, true); cx_foreach(AscSceneNode*, child, iter) { if (!iter.exiting) continue; if (child->free_func != NULL) { child->free_func(child); } else { free(child); } } } void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) { cx_tree_link( parent, node, offsetof(AscSceneNode, parent), offsetof(AscSceneNode, children), offsetof(AscSceneNode, prev), offsetof(AscSceneNode, next) ); } void asc_scene_node_unlink(AscSceneNode *node) { cx_tree_unlink( node, offsetof(AscSceneNode, parent), offsetof(AscSceneNode, children), offsetof(AscSceneNode, prev), offsetof(AscSceneNode, next) ); } AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) { AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode)); behavior_node->func = behavior; cx_tree_link( node, behavior_node, offsetof(AscBehaviorNode, parent), offsetof(AscSceneNode, behaviors), offsetof(AscBehaviorNode, prev), offsetof(AscBehaviorNode, next) ); return behavior_node; } void asc_scene_remove_behavior(AscBehaviorNode *node) { cx_tree_unlink( node, offsetof(AscBehaviorNode, parent), offsetof(AscSceneNode, behaviors), offsetof(AscBehaviorNode, prev), offsetof(AscBehaviorNode, next) ); } void asc_node_update_transform(AscSceneNode *node) { CxTreeIterator iter = asc_scene_node_iterator(node, false); cx_foreach(AscSceneNode*, n, iter) { n->need_transform_update = true; } }