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[dragonblocks_alpha.git] / src / client / scene.c
1 #include <stdlib.h>
2 #include <stdio.h>
3 #include "client/camera.h"
4 #include "client/client.h"
5 #include "client/frustum.h"
6 #include "client/scene.h"
7 #include "client/shader.h"
8 #include "day.h"
9 #include "util.h"
10
11 struct Scene scene;
12
13 static int bintree_compare_f32(void *v1, void *v2, unused Bintree *tree)
14 {
15         f32 diff = (*(f32 *) v2) - (*(f32 *) v1);
16         return CMPBOUNDS(diff);
17 }
18
19 bool scene_init()
20 {
21         scene.objects = list_create(NULL);
22         scene.transparent_objects = bintree_create(sizeof(f32), &bintree_compare_f32);
23         pthread_mutex_init(&scene.mtx, NULL);
24
25         glGetIntegerv(GL_MAX_TEXTURE_UNITS, &scene.max_texture_units);
26
27         char max_texture_units_def[BUFSIZ];
28         sprintf(max_texture_units_def, "#define MAX_TEXTURE_UNITS %d\n", scene.max_texture_units);
29
30         if (! shader_program_create(RESSOURCEPATH "shaders/3d", &scene.prog, max_texture_units_def)) {
31                 fprintf(stderr, "Failed to create 3D shader program\n");
32                 return false;
33         }
34
35         scene.loc_model = glGetUniformLocation(scene.prog, "model");
36         scene.loc_VP = glGetUniformLocation(scene.prog, "VP");
37         scene.loc_daylight = glGetUniformLocation(scene.prog, "daylight");
38         scene.loc_lightDir = glGetUniformLocation(scene.prog, "lightDir");
39         scene.loc_cameraPos = glGetUniformLocation(scene.prog, "cameraPos");
40
41         GLint texture_indices[scene.max_texture_units];
42         for (GLint i = 0; i < scene.max_texture_units; i++)
43                 texture_indices[i] = i;
44
45         glProgramUniform1iv(scene.prog, glGetUniformLocation(scene.prog, "textures"), scene.max_texture_units, texture_indices);
46
47         scene.fov = 86.1f;
48         scene.render_distance = 255.0f;
49
50         return true;
51 }
52
53 static void list_delete_object(void *key, unused void *value, unused void *arg)
54 {
55         object_delete(key);
56 }
57
58 void scene_deinit()
59 {
60         list_clear_func(&scene.objects, &list_delete_object, NULL);
61         pthread_mutex_destroy(&scene.mtx);
62         glDeleteProgram(scene.prog);
63 }
64
65 void scene_add_object(Object *obj)
66 {
67         pthread_mutex_lock(&scene.mtx);
68         list_put(&scene.objects, obj, NULL);
69         pthread_mutex_unlock(&scene.mtx);
70 }
71
72 static void bintree_render_object(BintreeNode *node, unused void *arg)
73 {
74         object_render(node->value);
75 }
76
77 void scene_render(f64 dtime)
78 {
79 #pragma GCC diagnostic push
80 #pragma GCC diagnostic ignored "-Wpedantic"
81         mat4x4_mul(scene.VP, scene.projection, camera.view);
82 #pragma GCC diagnostic pop
83
84         vec4 base_sunlight_dir = {0.0f, 0.0f, -1.0f, 1.0f};
85         vec4 sunlight_dir;
86         mat4x4 sunlight_mat;
87         mat4x4_identity(sunlight_mat);
88
89 #pragma GCC diagnostic push
90 #pragma GCC diagnostic ignored "-Wpedantic"
91         mat4x4_rotate(sunlight_mat, sunlight_mat, 1.0f, 0.0f, 0.0f, get_sun_angle() + M_PI / 2.0f);
92         mat4x4_mul_vec4(sunlight_dir, sunlight_mat, base_sunlight_dir);
93 #pragma GCC diagnostic pop
94
95         frustum_update(scene.VP);
96
97         glUseProgram(scene.prog);
98         glUniformMatrix4fv(scene.loc_VP, 1, GL_FALSE, scene.VP[0]);
99         glUniform3f(scene.loc_lightDir, sunlight_dir[0], sunlight_dir[1], sunlight_dir[2]);
100         glUniform3f(scene.loc_cameraPos, camera.eye[0], camera.eye[1], camera.eye[2]);
101         glUniform1f(scene.loc_daylight, get_daylight());
102
103         for (ListPair **pairptr = &scene.objects.first; *pairptr != NULL; ) {
104                 ListPair *pair = *pairptr;
105                 Object *obj = pair->key;
106                 if (obj->remove) {
107                         pthread_mutex_lock(&scene.mtx);
108                         *pairptr = pair->next;
109                         pthread_mutex_unlock(&scene.mtx);
110                         free(pair);
111                         object_delete(obj);
112                 } else {
113                         f32 distance = sqrt(pow(obj->pos.x - camera.eye[0], 2) + pow(obj->pos.y - camera.eye[1], 2) + pow(obj->pos.z - camera.eye[2], 2));
114                         if (distance < scene.render_distance && object_before_render(obj, dtime)) {
115                                 if (obj->transparent)
116                                         bintree_insert(&scene.transparent_objects, &distance, obj);
117                                 else
118                                         object_render(obj);
119                         }
120                         pairptr = &pair->next;
121                 }
122         }
123
124         bintree_traverse(&scene.transparent_objects, BTT_INORDER, &bintree_render_object, NULL);
125         bintree_clear(&scene.transparent_objects, NULL, NULL);
126 }
127
128 void scene_on_resize(int width, int height)
129 {
130         mat4x4_perspective(scene.projection, scene.fov / 180.0f * M_PI, (float) width / (float) height, 0.01f, scene.render_distance + 28.0f);
131 }
132
133 GLuint scene_get_max_texture_units()
134 {
135         return scene.max_texture_units;
136 }