src/scene.c

Thu, 21 Mar 2024 22:23:00 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 22:23:00 +0100
changeset 41
df81d493716e
parent 40
6c438be1a1fd
child 43
5a8c31904e44
permissions
-rw-r--r--

add correct interleaving of opaque and transparent sprites

     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_sprites_opaque, 8);
    69     cx_array_initialize(scene->rg_sprites_blended, 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 #define asc_scene_draw_render_group_reversed(rg) \
    87     for(size_t i = rg##_size ; i > 0 ; i--) { \
    88         rg[i-1].draw(rg[i-1].node); \
    89     } (void)0
    91 void asc_scene_draw(AscScene *scene) {
    92     // reset render groups
    93     // TODO: avoid recalculating the groups, if possible
    94     scene->rg_sprites_opaque_size = 0;
    95     scene->rg_sprites_blended_size = 0;
    97     // skip the root node deliberately, we know it's just the container
    98     CxTreeIterator iter = asc_scene_node_iterator(scene->root, false);
    99     cxIteratorNext(iter);
   101     // update the children and add them to the render groups
   102     cx_foreach(AscSceneNode*, node, iter) {
   103         node->depth = iter.depth;
   105         // execute behaviors, first
   106         AscBehaviorNode *behavior = node->behaviors;
   107         while (behavior) {
   108             behavior->func(node);
   109             behavior = behavior->next;
   110         }
   112         // check if geometry needs update
   113         if (node->need_graphics_update) {
   114             assert(node->update_func != NULL);
   115             node->need_graphics_update = false;
   116             node->update_func(node);
   117         }
   118         if (node->need_transform_update) {
   119             assert(node->transform_update_func != NULL);
   120             node->need_transform_update = false;
   121             asc_transform_identity(node->local_transform);
   122             asc_transform_copy(node->world_transform, node->parent->world_transform);
   123             node->transform_update_func(node);
   124             asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform);
   125         }
   127         // add to render group
   128         if (node->draw_func != NULL) {
   129             struct asc_render_group_entry entry = {
   130                     node->draw_func, node
   131             };
   132             switch (node->render_group) {
   133                 case ASC_RENDER_GROUP_SPRITE_OPAQUE:
   134                     cx_array_simple_add(scene->rg_sprites_opaque, entry);
   135                     break;
   136                 case ASC_RENDER_GROUP_SPRITE_BLEND:
   137                     cx_array_simple_add(scene->rg_sprites_blended, entry);
   138                     break;
   139             }
   140         }
   141     }
   143     // set the viewport (in OpenGL we need to invert the Y axis)
   144     glViewport(
   145             scene->viewport.pos.x,
   146             -scene->viewport.pos.y,
   147             scene->viewport.size.width,
   148             scene->viewport.size.height
   149     );
   150     glClear(GL_COLOR_BUFFER_BIT);
   152     // -----------------------------------------
   153     // process the render groups for each camera
   154     // -----------------------------------------
   155     cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
   156         // update camera parameters, first
   157         AscCamera *camera = &scene->cameras[cam_id];
   158         if (camera->update == NULL) continue;
   159         camera->update(camera);
   161         // 2D Elements
   162         // ===========
   163         glEnable(GL_DEPTH_TEST);
   164         glClear(GL_DEPTH_BUFFER_BIT);
   166         // Sprites
   167         // -------
   168         // TODO: see if we can really always ignore the view matrix
   169         glUseProgram(ASC_SHADER_SPRITE.base.id);
   170         glUniformMatrix4fv(ASC_SHADER_SPRITE.base.projection, 1,
   171                            GL_FALSE, camera->projection);
   173         // render opaque sprites from front to back
   174         glDisable(GL_BLEND);
   175         asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque);
   176         // render sprites with alpha value from back to front
   177         glEnable(GL_BLEND);
   178         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
   179         asc_scene_draw_render_group(scene->rg_sprites_blended);
   180     }
   181 }
   183 AscSceneNode *asc_scene_node_empty(void) {
   184     AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
   185     node->free_func = (asc_scene_free_func) free;
   186     asc_transform_identity(node->local_transform);
   187     asc_transform_identity(node->world_transform);
   188     asc_transform_identity(node->final_transform);
   189     return node;
   190 }
   192 void asc_scene_node_free(AscSceneNode *node) {
   193     if (node == NULL) return;
   195     // remove this node from its parent
   196     asc_scene_node_unlink(node);
   198     // free the entire subtree
   199     CxTreeIterator iter = asc_scene_node_iterator(node, true);
   200     cx_foreach(AscSceneNode*, child, iter) {
   201         if (!iter.exiting) continue;
   202         if (child->free_func != NULL) {
   203             child->free_func(child);
   204         } else {
   205             free(child);
   206         }
   207     }
   208 }
   210 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
   211     cx_tree_link(
   212             parent, node,
   213             offsetof(AscSceneNode, parent),
   214             offsetof(AscSceneNode, children),
   215             offsetof(AscSceneNode, prev),
   216             offsetof(AscSceneNode, next)
   217     );
   218 }
   220 void asc_scene_node_unlink(AscSceneNode *node) {
   221     cx_tree_unlink(
   222             node,
   223             offsetof(AscSceneNode, parent),
   224             offsetof(AscSceneNode, children),
   225             offsetof(AscSceneNode, prev),
   226             offsetof(AscSceneNode, next)
   227     );
   228 }
   230 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
   231     AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
   232     behavior_node->func = behavior;
   233     cx_tree_link(
   234             node,
   235             behavior_node,
   236             offsetof(AscBehaviorNode, parent),
   237             offsetof(AscSceneNode, behaviors),
   238             offsetof(AscBehaviorNode, prev),
   239             offsetof(AscBehaviorNode, next)
   240     );
   241     return behavior_node;
   242 }
   244 void asc_scene_remove_behavior(AscBehaviorNode *node) {
   245     cx_tree_unlink(
   246             node,
   247             offsetof(AscBehaviorNode, parent),
   248             offsetof(AscSceneNode, behaviors),
   249             offsetof(AscBehaviorNode, prev),
   250             offsetof(AscBehaviorNode, next)
   251     );
   252 }
   254 void asc_node_update_transform(AscSceneNode *node) {
   255     CxTreeIterator iter = asc_scene_node_iterator(node, false);
   256     cx_foreach(AscSceneNode*, n, iter) {
   257         n->need_transform_update = true;
   258     }
   259 }

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