Sun, 06 Oct 2024 19:43:08 +0200
update to recent snapshot of ucx 3.1
/* * 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/context.h" #include "ascension/utils.h" #include <cx/linked_list.h> #include <cx/array_list.h> #include <cx/utils.h> #include "ascension/shader.h" #include <GL/glew.h> #include <assert.h> // TODO: move to a sprite.c static void asc_sprite_draw(AscSprite const *node) { // Obtain shader AscShaderSprite *shader = ASC_SHADER_SPRITE; // Upload model matrix glUniformMatrix4fv(shader->program.model, 1, GL_FALSE, node->data.world_transform); // Bind texture asc_texture_bind(&node->tex, shader->tex, 0); // Apply depth glUniform1f(shader->depth, (float)(node->data.depth)); // Draw mesh asc_primitives_draw_plane(); } void asc_scene_draw(AscScene scene, asc_recti viewport, AscCamera *camera) { // create render groups CxList *render_group[ASC_RENDER_GROUP_COUNT]; cx_for_n(i, ASC_RENDER_GROUP_COUNT) { render_group[i] = cxArrayListCreateSimple(CX_STORE_POINTERS, 32); } // skip the root node deliberately, we know it's just the container CxTreeVisitor iter = cxTreeVisit(scene); cxIteratorNext(iter); // update the children and add them to the render groups cx_foreach(AscSceneNode*, node, iter) { node->depth = iter.depth; // skip hidden nodes (and all their children) if (asc_test_flag(node->flags, ASC_SCENE_NODE_HIDDEN)) { cxTreeVisitorContinue(iter); } // execute behaviors, first if (node->behaviors != NULL) { CxIterator behavior_iter = cxListIterator(node->behaviors); cx_foreach(asc_scene_update_func, behavior, behavior_iter) { behavior(node); } } // TODO: implement culling // check if geometry needs update asc_clear_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED | ASC_SCENE_NODE_TRANSFORM_UPDATED); if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS)) { asc_set_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED); asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS); assert(node->update_func != NULL); node->update_func(node); } if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) { asc_set_flag(node->flags, ASC_SCENE_NODE_TRANSFORM_UPDATED); asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM); asc_transform_from_parts( node->transform, node->position, node->scale, node->rotation ); asc_mat4f_mulst( node->world_transform, node->transform, asc_scene_node_parent(node)->world_transform ); } // add to render group cxListAdd(render_group[node->render_group], node); } // set the viewport (in OpenGL we need to invert the Y axis) glViewport( viewport.pos.x, -viewport.pos.y, viewport.size.width, viewport.size.height ); // ------------------------- // process the render groups // ------------------------- AscShaderProgram *shader; CxIterator render_iter; // 2D Elements // =========== glEnable(GL_DEPTH_TEST); glClear(GL_DEPTH_BUFFER_BIT); // Sprites // ------- // TODO: implement view matrix for 2D worlds shader = &asc_active_window->glctx.shader.sprite.program; glUseProgram(shader->id); glUniformMatrix4fv(shader->projection, 1, GL_FALSE, camera->projection); // render opaque sprites from front to back glDisable(GL_BLEND); render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]); cx_foreach(AscSprite const *, node, render_iter) { asc_sprite_draw(node); } // render sprites with alpha value from back to front glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]); cx_foreach(AscSprite const *, node, render_iter) { asc_sprite_draw(node); } // destroy render groups cx_for_n(i, ASC_RENDER_GROUP_COUNT) { cxListDestroy(render_group[i]); } } AscSceneNode *asc_scene_node_empty(void) { AscSceneNode *node = calloc(1, sizeof(AscSceneNode)); node->scale.x = node->scale.y = node->scale.z = 1; asc_transform_identity(node->transform); asc_transform_identity(node->world_transform); return node; } void asc_scene_node_destructor(AscSceneNode *node) { if (node->behaviors != NULL) { cxListDestroy(node->behaviors); } if (node->free_func != NULL) { node->free_func(node); } else { free(node); } } AscScene asc_scene_create(void) { AscSceneNode *root = asc_scene_node_empty(); AscScene scene = cxTreeCreateWrapped( cxDefaultAllocator, root, cx_tree_node_base_layout ); root->scene = scene; scene->simple_destructor = (cx_destructor_func) asc_scene_node_destructor; return scene; } void asc_scene_destroy(AscScene scene) { cxTreeDestroy(scene); } void asc_scene_node_add(AscSceneNode * restrict parent, AscSceneNode * restrict node) { assert(node->scene == NULL || node->scene == parent->scene); cxTreeSetParent(parent->scene, parent, node); CxTreeVisitor visitor = cxTreeVisitSubtree(parent->scene, node); cx_foreach(AscSceneNode *, n, visitor) { n->scene = parent->scene; } asc_node_update_transform(node); } void asc_scene_node_remove(AscSceneNode *node) { if (node->scene == NULL) return; cxTreeRemoveSubtree(node->scene, node); CxTreeVisitor visitor = cxTreeVisitSubtree(node->scene, node); cx_foreach(AscSceneNode *, n, visitor) { n->scene = NULL; } } void asc_scene_add_behavior( AscSceneNode *node, asc_scene_update_func behavior ) { if (node->behaviors == NULL) { node->behaviors = cxLinkedListCreateSimple(CX_STORE_POINTERS); } cxListAdd(node->behaviors, behavior); } void asc_scene_remove_behavior( AscSceneNode *node, asc_scene_update_func behavior ) { if (node->behaviors != NULL) { cxListFindRemove(node->behaviors, behavior); } } void asc_node_update(AscSceneNode *node) { asc_set_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS); } void asc_node_update_transform(AscSceneNode *node) { // fast skip if node is already marked if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) { return; } // if node is not part of a scene, just mark it and return if (node->scene == NULL) { asc_set_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM); return; } // creating the iterator this way saves us from needing scene as parameter CxTreeIterator iter = cxTreeIterateSubtree(node->scene, node, false); cx_foreach(AscSceneNode*, n, iter) { if (asc_test_flag(n->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) { cxTreeIteratorContinue(iter); } asc_set_flag(n->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM); } }