Copyright 2008-2012 Michel Pollet <buserror@gmail.com>
- This file is part of simavr.
+ This file is part of libc3.
- simavr is free software: you can redistribute it and/or modify
+ libc3 is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
- simavr is distributed in the hope that it will be useful,
+ libc3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
- along with simavr. If not, see <http://www.gnu.org/licenses/>.
+ along with libc3. If not, see <http://www.gnu.org/licenses/>.
*/
-
+#include <math.h>
#include "c3context.h"
#include "c3object.h"
+#include "c3light.h"
#include "c3driver_context.h"
c3context_p
int h)
{
memset(c, 0, sizeof(*c));
- c->size.x = w;
- c->size.y = h;
+
+ c3context_view_t v = {
+ .type = C3_CONTEXT_VIEW_EYE,
+ .size = c3vec2f(w, h),
+ .dirty = 1,
+ .index = c->views.count,
+ };
+ c3cam_init(&v.cam);
+ c3context_view_array_add(&c->views, v);
c->root = c3object_new(NULL);
c->root->context = c;
- c->cam = c3cam_new();
-
return c;
}
c3context_p c)
{
c3object_dispose(c->root);
- c3geometry_array_free(&c->projected);
+ for (int i = 0; i < c->views.count; i++)
+ c3geometry_array_free(&c->views.e[i].projected);
free(c);
}
-void
+static c3context_view_p qsort_view;
+
+/*
+ * Computes the distance from the 'eye' of the camera, sort by this value
+ */
+static int
+_c3_z_sorter(
+ const void *_p1,
+ const void *_p2)
+{
+ c3geometry_p g1 = *(c3geometry_p*)_p1;
+ c3geometry_p g2 = *(c3geometry_p*)_p2;
+ // get center of bboxes
+ c3vec3 c1 = c3vec3_add(g1->bbox.min, c3vec3_divf(c3vec3_sub(g1->bbox.max, g1->bbox.min), 2));
+ c3vec3 c2 = c3vec3_add(g2->bbox.min, c3vec3_divf(c3vec3_sub(g2->bbox.max, g2->bbox.min), 2));
+
+ c3cam_p cam = &qsort_view->cam;
+ c3f d1 = c3vec3_length2(c3vec3_sub(c1, cam->eye));
+ c3f d2 = c3vec3_length2(c3vec3_sub(c2, cam->eye));
+
+ if (d1 > qsort_view->z.max) qsort_view->z.max = d1;
+ if (d1 < qsort_view->z.min) qsort_view->z.min = d1;
+ if (d2 > qsort_view->z.max) qsort_view->z.max = d2;
+ if (d2 < qsort_view->z.min) qsort_view->z.min = d2;
+ /*
+ * make sure transparent items are drawn after everyone else
+ */
+ if (g1->mat.color.n[3] < 1)
+ d1 -= 100000.0;
+ if (g2->mat.color.n[3] < 1)
+ d2 -= 100000.0;
+ if (g1->type.type == C3_LIGHT_TYPE)
+ d1 = -200000 + (int)(((c3light_p)g1)->light_id);
+ if (g2->type.type == C3_LIGHT_TYPE)
+ d2 = -200000 + (int)(((c3light_p)g2)->light_id);
+
+ return d1 < d2 ? 1 : d1 > d2 ? -1 : 0;
+}
+
+int
c3context_project(
c3context_p c)
{
- if (!c->root || !c->root->dirty)
- return;
+ if (!c->root)
+ return 0;
+ int res = 0;
+ /*
+ * if the root object is dirty, all the views are also
+ * dirty since the geometry has changed
+ */
+ if (c->root->dirty) {
+ for (int ci = 0; ci < c->views.count; ci++)
+ c->views.e[ci].dirty = 1;
+ c3mat4 m = identity3D();
+ c3object_project(c->root, &m);
+ res++;
+ }
+
+ /*
+ * if the current view is dirty, gather all the geometry
+ * and Z sort it in a basic way
+ */
+ c3context_view_p v = qsort_view = c3context_view_get(c);
+ if (v->dirty) {
+ res++;
+ c3cam_update_matrix(&v->cam);
+
+ c3geometry_array_p array = &c3context_view_get(c)->projected;
+ c3geometry_array_clear(array);
+ c3object_get_geometry(c->root, array);
+
+ v->z.min = 1000000000;
+ v->z.max = -1000000000;
+
+ qsort(v->projected.e,
+ v->projected.count, sizeof(v->projected.e[0]),
+ _c3_z_sorter);
+ v->z.min = sqrt(v->z.min) * 0.5f;
+ v->z.max = sqrt(v->z.max);
- c3mat4 m = identity3D();
- c3object_project(c->root, &m);
- c3geometry_array_clear(&c->projected);
- c3object_get_geometry(c->root, &c->projected);
+ /*
+ * Recalculate the perspective view using the new Z values
+ */
+ v->projection = perspective3D(
+ v->cam.fov,
+ v->size.x / v->size.y,
+ v->z.min, v->z.max);
+
+ v->dirty = 0;
+ }
+ return res;
}
void
c3context_p c)
{
c3context_project(c);
- for (int gi = 0; gi < c->projected.count; gi++) {
- c3geometry_p g = c->projected.e[gi];
+
+ c3context_view_p v = c3context_view_get(c);
+
+ C3_DRIVER(c, context_view_draw, v);
+
+ c3geometry_array_p array = &v->projected;
+ for (int gi = 0; gi < array->count; gi++) {
+ c3geometry_p g = array->e[gi];
c3geometry_draw(g);
}
}
+