Tue, 26 Mar 2024 20:37:21 +0100
create own compilation unit for GL context - fixes shader not being created per context
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 assert(node->transform_update_func != NULL);
127 node->need_transform_update = false;
128 asc_transform_identity(node->local_transform);
129 asc_transform_copy(node->world_transform, node->parent->world_transform);
130 node->transform_update_func(node);
131 asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform);
132 }
134 // add to render group
135 if (node->draw_func != NULL) {
136 struct asc_render_group_entry entry = {
137 node->draw_func, node
138 };
139 switch (node->render_group) {
140 case ASC_RENDER_GROUP_SPRITE_OPAQUE:
141 cx_array_simple_add(scene->rg_sprites_opaque, entry);
142 break;
143 case ASC_RENDER_GROUP_SPRITE_BLEND:
144 cx_array_simple_add(scene->rg_sprites_blended, entry);
145 break;
146 }
147 }
148 }
150 // set the viewport (in OpenGL we need to invert the Y axis)
151 glViewport(
152 scene->viewport.pos.x,
153 -scene->viewport.pos.y,
154 scene->viewport.size.width,
155 scene->viewport.size.height
156 );
157 glClear(GL_COLOR_BUFFER_BIT);
159 // -----------------------------------------
160 // process the render groups for each camera
161 // -----------------------------------------
162 AscShaderProgram *shader;
163 cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
164 // update camera parameters, first
165 AscCamera *camera = &scene->cameras[cam_id];
166 if (camera->update == NULL) continue;
167 camera->update(camera);
169 // 2D Elements
170 // ===========
171 glEnable(GL_DEPTH_TEST);
172 glClear(GL_DEPTH_BUFFER_BIT);
174 // Sprites
175 // -------
176 // TODO: see if we can really always ignore the view matrix
177 shader = &asc_context.active_window->glctx.shader.sprite;
178 glUseProgram(shader->id);
179 glUniformMatrix4fv(shader->projection, 1,
180 GL_FALSE, camera->projection);
182 // render opaque sprites from front to back
183 glDisable(GL_BLEND);
184 asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque);
185 // render sprites with alpha value from back to front
186 glEnable(GL_BLEND);
187 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
188 asc_scene_draw_render_group(scene->rg_sprites_blended);
189 }
190 }
192 AscSceneNode *asc_scene_node_empty(void) {
193 AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
194 node->free_func = (asc_scene_free_func) free;
195 asc_transform_identity(node->local_transform);
196 asc_transform_identity(node->world_transform);
197 asc_transform_identity(node->final_transform);
198 return node;
199 }
201 void asc_scene_node_free(AscSceneNode *node) {
202 if (node == NULL) return;
204 // remove this node from its parent
205 asc_scene_node_unlink(node);
207 // free the entire subtree
208 CxTreeIterator iter = asc_scene_node_iterator(node, true);
209 cx_foreach(AscSceneNode*, child, iter) {
210 if (!iter.exiting) continue;
211 if (child->free_func != NULL) {
212 child->free_func(child);
213 } else {
214 free(child);
215 }
216 }
217 }
219 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
220 cx_tree_link(
221 parent, node,
222 offsetof(AscSceneNode, parent),
223 offsetof(AscSceneNode, children),
224 offsetof(AscSceneNode, prev),
225 offsetof(AscSceneNode, next)
226 );
227 }
229 void asc_scene_node_unlink(AscSceneNode *node) {
230 cx_tree_unlink(
231 node,
232 offsetof(AscSceneNode, parent),
233 offsetof(AscSceneNode, children),
234 offsetof(AscSceneNode, prev),
235 offsetof(AscSceneNode, next)
236 );
237 }
239 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
240 AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
241 behavior_node->func = behavior;
242 cx_tree_link(
243 node,
244 behavior_node,
245 offsetof(AscBehaviorNode, parent),
246 offsetof(AscSceneNode, behaviors),
247 offsetof(AscBehaviorNode, prev),
248 offsetof(AscBehaviorNode, next)
249 );
250 return behavior_node;
251 }
253 void asc_scene_remove_behavior(AscBehaviorNode *node) {
254 cx_tree_unlink(
255 node,
256 offsetof(AscBehaviorNode, parent),
257 offsetof(AscSceneNode, behaviors),
258 offsetof(AscBehaviorNode, prev),
259 offsetof(AscBehaviorNode, next)
260 );
261 }
263 void asc_node_update_transform(AscSceneNode *node) {
264 CxTreeIterator iter = asc_scene_node_iterator(node, false);
265 cx_foreach(AscSceneNode*, n, iter) {
266 n->need_transform_update = true;
267 }
268 }