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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_fogColor = glGetUniformLocation(scene.prog, "fogColor");
39         scene.loc_ambientLight = glGetUniformLocation(scene.prog, "ambientLight");
40         scene.loc_lightDir = glGetUniformLocation(scene.prog, "lightDir");
41         scene.loc_cameraPos = glGetUniformLocation(scene.prog, "cameraPos");
42
43         GLint texture_indices[scene.max_texture_units];
44         for (GLint i = 0; i < scene.max_texture_units; i++)
45                 texture_indices[i] = i;
46
47         glProgramUniform1iv(scene.prog, glGetUniformLocation(scene.prog, "textures"), scene.max_texture_units, texture_indices);
48
49         scene.fov = 86.1f;
50         scene.render_distance = 255.0f;
51
52         return true;
53 }
54
55 static void list_delete_object(void *key, unused void *value, unused void *arg)
56 {
57         object_delete(key);
58 }
59
60 void scene_deinit()
61 {
62         list_clear_func(&scene.objects, &list_delete_object, NULL);
63         pthread_mutex_destroy(&scene.mtx);
64         glDeleteProgram(scene.prog);
65 }
66
67 void scene_add_object(Object *obj)
68 {
69         pthread_mutex_lock(&scene.mtx);
70         list_put(&scene.objects, obj, NULL);
71         pthread_mutex_unlock(&scene.mtx);
72 }
73
74 static void bintree_render_object(BintreeNode *node, unused void *arg)
75 {
76         object_render(node->value);
77 }
78
79 void scene_render(f64 dtime)
80 {
81         mat4x4_mul(scene.VP, scene.projection, camera.view);
82
83         vec4 base_sunlight_dir = {0.0f, 0.0f, -1.0f, 1.0f};
84         vec4 sunlight_dir;
85         mat4x4 sunlight_mat;
86         mat4x4_identity(sunlight_mat);
87
88         mat4x4_rotate(sunlight_mat, sunlight_mat, 1.0f, 0.0f, 0.0f, get_sun_angle() + M_PI / 2.0f);
89         mat4x4_mul_vec4(sunlight_dir, sunlight_mat, base_sunlight_dir);
90
91         frustum_update(scene.VP);
92
93         f32 daylight = get_daylight();
94         f32 ambient_light = f32_mix(0.3f, 0.7f, daylight);
95         v3f32 fog_color = v3f32_mix((v3f32) {0x03, 0x0A, 0x1A}, (v3f32) {0x87, 0xCE, 0xEB}, daylight);
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, daylight);
102         glUniform3f(scene.loc_fogColor, fog_color.x / 0xFF * ambient_light, fog_color.y / 0xFF * ambient_light, fog_color.z / 0xFF * ambient_light);
103         glUniform1f(scene.loc_ambientLight, ambient_light);
104
105         for (ListPair **pairptr = &scene.objects.first; *pairptr != NULL; ) {
106                 ListPair *pair = *pairptr;
107                 Object *obj = pair->key;
108                 if (obj->remove) {
109                         pthread_mutex_lock(&scene.mtx);
110                         *pairptr = pair->next;
111                         pthread_mutex_unlock(&scene.mtx);
112                         free(pair);
113                         object_delete(obj);
114                 } else {
115                         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));
116                         if (distance < scene.render_distance && object_before_render(obj, dtime)) {
117                                 if (obj->transparent)
118                                         bintree_insert(&scene.transparent_objects, &distance, obj);
119                                 else
120                                         object_render(obj);
121                         }
122                         pairptr = &pair->next;
123                 }
124         }
125
126         bintree_traverse(&scene.transparent_objects, BTT_INORDER, &bintree_render_object, NULL);
127         bintree_clear(&scene.transparent_objects, NULL, NULL);
128 }
129
130 void scene_on_resize(int width, int height)
131 {
132         mat4x4_perspective(scene.projection, scene.fov / 180.0f * M_PI, (float) width / (float) height, 0.01f, scene.render_distance + 28.0f);
133 }
134
135 GLuint scene_get_max_texture_units()
136 {
137         return scene.max_texture_units;
138 }