A 3d fps game made in OpenGL
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Symmetry/src/libsymmetry/scene.c

632 lines
17 KiB

#include "scene.h"
#include "../common/array.h"
#include "entity.h"
#include "../common/log.h"
#include "transform.h"
#include "camera.h"
#include "../common/common.h"
#include "../common/parser.h"
#include "model.h"
#include <assert.h>
#include <string.h>
#include <stdlib.h>
void scene_init(struct Scene* scene)
{
assert(scene);
//Initialize the root entity
entity_init(&scene->root_entity, "ROOT_ENTITY", NULL);
scene->root_entity.active = true;
scene->root_entity.id = 0;
scene->root_entity.type = ET_ROOT;
//Initialize player
entity_init(&scene->player, "Player", &scene->root_entity);
scene->player.base.active = true;
scene->player.base.id = 1;
scene->player.base.type = ET_PLAYER;
for(int i = 0; i < MAX_ENTITIES; i++) entity_reset(&scene->entities[i], i);
for(int i = 0; i < MAX_LIGHTS; i++) entity_reset(&scene->lights[i], i);
for(int i = 0; i < MAX_STATIC_MESHES; i++)
{
entity_reset(&scene->static_meshes[i], i);
struct Static_Mesh* mesh = &scene->static_meshes[i];
mesh->collision.collision_shape = NULL;
mesh->collision.rigidbody = NULL;
mesh->collision.on_collision = NULL;
mesh->model.geometry_index = -1;
mesh->model.material = NULL;
}
for(int i = 0; i < MAX_SOUND_SOURCES; i++) entity_reset(&scene->sound_sources[i], i);
for(int i = 0; i < MAX_CAMERAS; i++)
{
entity_init(&scene->cameras[i], NULL, &scene->root_entity);
camera_init(&scene->cameras[i], 1024, 768);
scene->cameras[i].base.id = i;
}
scene->active_camera_index = CT_EDITOR;
}
bool scene_load(struct Scene* scene, const char* filename, int dir_type);
bool scene_save(struct Scene* scene, const char* filename, int dir_type);
void scene_destroy(struct Scene* scene)
{
assert(scene);
for(int i = 0; i < MAX_ENTITIES; i++) scene_entity_remove(scene, &scene->entities[i]);
for(int i = 0; i < MAX_CAMERAS; i++) scene_camera_remove(scene, &scene->cameras[i]);
for(int i = 0; i < MAX_LIGHTS; i++) scene_light_remove(scene, &scene->lights[i]);
for(int i = 0; i < MAX_STATIC_MESHES; i++) scene_static_mesh_remove(scene, &scene->static_meshes[i]);
for(int i = 0; i < MAX_SOUND_SOURCES; i++) scene_sound_source_remove(scene, &scene->sound_sources[i]);
entity_reset(&scene->root_entity, 0);
scene->root_entity.active = false;
}
void scene_post_update(struct Scene* scene)
{
assert(scene);
for(int i = 0; i < MAX_ENTITIES; i++)
{
struct Entity* entity = &scene->entities[i];
if(!entity->active) continue;
if(entity->marked_for_deletion)
{
scene_entity_remove(scene, entity);
continue;
}
if(entity->transform.is_modified) entity->transform.is_modified = false;
}
for(int i = 0; i < MAX_CAMERAS; i++)
{
struct Camera* camera = &scene->cameras[i];
if(!camera->base.active) continue;
if(camera->base.marked_for_deletion)
{
scene_camera_remove(scene, camera);
continue;
}
if(camera->base.transform.is_modified)
{
camera_update_view(camera);
camera->base.transform.is_modified = false;
}
}
for(int i = 0; i < MAX_SOUND_SOURCES; i++)
{
struct Sound_Source* sound_source = &scene->sound_sources[i];
if(!sound_source->base.active) continue;
if(sound_source->base.marked_for_deletion)
{
scene_sound_source_remove(scene, sound_source);
continue;
}
if(sound_source->base.transform.is_modified)
{
vec3 abs_pos = {0.f, 0.f, 0.f};
transform_get_absolute_position(&sound_source->base, &abs_pos);
platform->sound.source_instance_update_position(sound_source->source_instance, abs_pos.x, abs_pos.y, abs_pos.z);
sound_source->base.transform.is_modified = false;
}
}
for(int i = 0; i < MAX_STATIC_MESHES; i++)
{
struct Static_Mesh* static_mesh = &scene->static_meshes[i];
if(!static_mesh->base.active) continue;
if(static_mesh->base.marked_for_deletion)
{
scene_static_mesh_remove(scene, static_mesh);
continue;
}
if(static_mesh->base.transform.is_modified)
{
if(static_mesh->collision.rigidbody && static_mesh->base.transform.sync_physics)
{
quat abs_rot = { 0.f, 0.f, 0.f, 1.f };
vec3 abs_pos = {0.f, 0.f, 0.f};
transform_get_absolute_rot(&static_mesh->base, &abs_rot);
transform_get_absolute_position(&static_mesh->base, &abs_pos);
platform->physics.body_rotation_set(static_mesh->collision.rigidbody, abs_rot.x, abs_rot.y, abs_rot.z, abs_rot.w);
platform->physics.body_position_set(static_mesh->collision.rigidbody, abs_pos.x, abs_pos.y, abs_pos.z);
}
static_mesh->base.transform.sync_physics = false;
static_mesh->base.transform.is_modified = false;
}
}
for(int i = 0; i < MAX_LIGHTS; i++)
{
struct Light* light = &scene->lights[i];
if(!light->base.active) continue;
if(light->base.marked_for_deletion)
{
scene_light_remove(scene, light);
continue;
}
if(light->base.transform.is_modified) light->base.transform.is_modified = false;
}
for(int i = 0; i < MAX_ENTITIES; i++)
{
struct Entity* entity = &scene->entities[i];
if(!entity->active) continue;
}
if(scene->player.base.transform.is_modified)
{
vec3 abs_pos = {0.f, 0.f, 0.f};
vec3 abs_fwd = {0.f, 0.f, -1.f};
vec3 abs_up = {0.f, 1.f, 0.f};
transform_get_absolute_position(&scene->player, &abs_pos);
transform_get_absolute_forward(&scene->player, &abs_fwd);
transform_get_absolute_up(&scene->player, &abs_up);
platform->sound.listener_update(abs_pos.x, abs_pos.y, abs_pos.z,
abs_fwd.x, abs_fwd.y, abs_fwd.z,
abs_up.x, abs_up.y, abs_up.z);
scene->player.base.transform.is_modified = false;
}
}
struct Entity* scene_entity_create(struct Scene* scene, const char* name, struct Entity* parent)
{
assert(scene);
struct Entity* new_entity = NULL;
for(int i = 0; i < MAX_ENTITIES; i++)
{
struct Entity* entity = &scene->entities[i];
if(!entity->active)
{
new_entity = entity;
break;
}
}
if(new_entity)
{
if(!parent)
parent = &scene->root_entity;
entity_init(new_entity, name, parent);
}
else
{
log_error("scene:entity_create", "Max entity limit reached!");
}
return new_entity;
}
struct Light* scene_light_create(struct Scene* scene, const char* name, struct Entity* parent, int light_type)
{
assert(scene);
struct Light* new_light = NULL;
for(int i = 0; i < MAX_LIGHTS; i++)
{
struct Light* light = &scene->lights[i];
if(!light->base.active)
{
new_light = light;
break;
}
}
if(new_light)
{
entity_init(&new_light->base, name, parent);
new_light->base.type = ET_LIGHT;
light_init(new_light, light_type);
}
else
{
log_error("scene:light_create", "Max light limit reached!");
}
return new_light;
}
struct Camera* scene_camera_create(struct Scene* scene, const char* name, struct Entity* parent, int width, int height)
{
assert(scene);
struct Camera* new_camera = NULL;
for(int i = 0; i < MAX_CAMERAS; i++)
{
struct Camera* camera = &scene->cameras[i];
if(!camera->base.active)
{
new_camera = camera;
break;
}
}
if(new_camera)
{
entity_init(&new_camera->base, name, parent);
new_camera->base.type = ET_CAMERA;
camera_init(new_camera, width, height);
}
else
{
log_error("scene:camera_create", "Max camera limit reached!");
}
return new_camera;
}
struct Static_Model* scene_static_mesh_create(struct Scene* scene, const char* name, struct Entity* parent, const char* geometry_name, int material_type)
{
assert(scene);
struct Static_Mesh* new_static_model = NULL;
for(int i = 0; i < MAX_STATIC_MESHES; i++)
{
struct Static_Mesh* static_model = &scene->static_meshes[i];
if(!static_model->base.active)
{
new_static_model = static_model;
break;
}
}
if(new_static_model)
{
entity_init(&new_static_model->base, name, parent);
new_static_model->base.type = ET_STATIC_MODEL;
model_init(&new_static_model->model, geometry_name, material_type);
// TODO: handle creating collision mesh for the model at creation
}
else
{
log_error("scene:model_create", "Max model limit reached!");
}
return new_static_model;
}
struct Sound_Source* scene_sound_source_create(struct Scene* scene, const char* name, struct Entity* parent, const char* filename, int type, bool loop, bool play)
{
assert(scene && filename);
struct Sound_Source* new_sound_source = NULL;
for(int i = 0; i < MAX_SOUND_SOURCES; i++)
{
struct Sound_Source* sound_source = &scene->static_meshes[i];
if(!sound_source->base.active)
{
new_sound_source = sound_source;
break;
}
}
if(new_sound_source)
{
entity_init(&new_sound_source->base, name, parent);
new_sound_source->base.type = ET_SOUND_SOURCE;
struct Entity* entity = &new_sound_source->base;
new_sound_source->source_buffer = platform->sound.source_create(filename, type);
if(!new_sound_source->source_buffer)
{
log_error("entity:sync_sound_params", "Failed to load file '%s' to provide sound source for entity %s", filename, entity->name);
new_sound_source->source_instance = 0;
return new_sound_source;
}
new_sound_source->source_instance = platform->sound.source_instance_create(new_sound_source->source_buffer, true);
vec3 abs_pos = {0.f, 0.f, 0.f};
vec3 abs_fwd = {0.f, 0.f, -1.f};
vec3 abs_up = {0.f, 1.f, 0.f};
transform_get_absolute_position(entity, &abs_pos);
transform_get_absolute_forward(entity, &abs_fwd);
transform_get_absolute_up(entity, &abs_up);
platform->sound.source_instance_update_position(new_sound_source->source_instance, abs_pos.x, abs_pos.y, abs_pos.z);
new_sound_source->loop = loop;
new_sound_source->min_distance = 0.f;
new_sound_source->max_distance = 10.f;
new_sound_source->playing = play;
new_sound_source->attenuation_type = SA_INVERSE;
new_sound_source->rolloff_factor = 0.95f;
new_sound_source->volume = 1.f;
new_sound_source->type = type;
platform->sound.source_instance_loop_set(new_sound_source->source_instance, new_sound_source->loop);
platform->sound.source_instance_min_max_distance_set(new_sound_source->source_instance, new_sound_source->min_distance, new_sound_source->max_distance);
platform->sound.source_instance_attenuation_set(new_sound_source->source_instance, new_sound_source->attenuation_type, new_sound_source->rolloff_factor);
platform->sound.source_instance_volume_set(new_sound_source->source_instance, new_sound_source->volume);
platform->sound.update_3d();
if(new_sound_source->playing) platform->sound.source_instance_play(new_sound_source->source_instance);
}
else
{
log_error("scene:sound_source_create", "Max sound source limit reached!");
}
return new_sound_source;
}
struct Player* scene_player_get(struct Scene* scene)
{
assert(scene);
return &scene->player;
}
void scene_entity_remove(struct Scene* scene, struct Entity* entity)
{
assert(scene && entity && entity->id >= 0);
if(!entity->active) return;
transform_destroy(entity);
entity->active = false;
entity->editor_selected = false;
entity->marked_for_deletion = false;
memset(entity->name, '\0', MAX_ENTITY_NAME_LEN);
}
void scene_light_remove(struct Scene* scene, struct Light* light)
{
assert(scene && light);
scene_entity_remove(scene, &light->base);
}
void scene_camera_remove(struct Scene* scene, struct Camera* camera)
{
assert(scene && camera);
scene_entity_remove(scene, &camera->base);
}
void scene_static_mesh_remove(struct Scene* scene, struct Static_Mesh* mesh)
{
assert(scene && mesh);
mesh->collision.on_collision = NULL;
if(mesh->collision.collision_shape) platform->physics.cs_remove(mesh->collision.collision_shape);
if(mesh->collision.rigidbody) platform->physics.body_remove(mesh->collision.rigidbody);
model_reset(&mesh->model);
scene_entity_remove(scene, &mesh->base);
}
void scene_sound_source_remove(struct Scene* scene, struct Sound_Source* source)
{
assert(scene && source);
platform->sound.source_instance_destroy(source->source_instance);
source->source_instance = 0;
scene_entity_remove(scene, &source->base);
}
struct Entity* scene_entity_find(struct Scene* scene, const char* name)
{
assert(scene && name);
struct Entity* entity = NULL;
for(int i = 0; i < MAX_ENTITIES; i++)
{
if(strncmp(name, scene->entities[i].name, MAX_ENTITY_NAME_LEN) == 0)
{
entity = &scene->entities[i];
break;
}
}
return entity;
}
struct Light* scene_light_find(struct Scene* scene, const char* name)
{
assert(scene && name);
struct Light* light = NULL;
for(int i = 0; i < MAX_ENTITIES; i++)
{
if(strncmp(name, scene->lights[i].base.name, MAX_ENTITY_NAME_LEN) == 0)
{
light = &scene->lights[i];
break;
}
}
return light;
}
struct Camera* scene_camera_find(struct Scene* scene, const char* name)
{
assert(scene && name);
struct Camera* camera = NULL;
for(int i = 0; i < MAX_ENTITIES; i++)
{
if(strncmp(name, scene->cameras[i].base.name, MAX_ENTITY_NAME_LEN) == 0)
{
camera = &scene->cameras[i];
break;
}
}
return camera;
}
struct Static_Mesh* scene_static_mesh_find(struct Scene* scene, const char* name)
{
assert(scene && name);
struct Static_Mesh* static_mesh = NULL;
for(int i = 0; i < MAX_ENTITIES; i++)
{
if(strncmp(name, scene->static_meshes[i].base.name, MAX_ENTITY_NAME_LEN) == 0)
{
static_mesh = &scene->static_meshes[i];
break;
}
}
return static_mesh;
}
struct Sound_Source* scene_sound_source_find(struct Scene* scene, const char* name)
{
assert(scene && name);
struct Sound_Source* sound_source = NULL;
for(int i = 0; i < MAX_ENTITIES; i++)
{
if(strncmp(name, scene->sound_sources[i].base.name, MAX_ENTITY_NAME_LEN) == 0)
{
sound_source = &scene->sound_sources[i];
break;
}
}
return sound_source;
}
void* scene_find(struct Scene* scene, const char* name)
{
void* entity = NULL;
entity = scene_entity_find(scene, name);
if(entity) return entity;
entity = scene_light_find(scene, name);
if(entity) return entity;
entity = scene_camera_find(scene, name);
if(entity) return entity;
entity = scene_static_mesh_find(scene, name);
if(entity) return entity;
return entity;
}
void scene_entity_parent_reset(struct Scene* scene, struct Entity* entity)
{
assert(scene && entity);
transform_parent_set(entity, &scene->root_entity, true);
}
void scene_entity_parent_set(struct Scene* scene, struct Entity* entity, struct Entity* parent)
{
assert(scene && entity && parent);
transform_parent_set(entity, parent, true);
}
bool scene_load(const char* filename, int directory_type)
{
// FILE* entity_file = platform->file.open(directory_type, filename, "r");
//if(!entity_file)
//{
// log_error("scene:load", "Failed to open scenefile %s for reading", filename);
// return false;
//}
//int count = 0;
//int eof_char = -1;
//while(!feof(entity_file))
//{
// if(eof_char != -1) ungetc(eof_char, entity_file);
// struct Entity* new_entity = NULL;
// new_entity = entity_read(entity_file);
// if(!new_entity)
// {
// log_error("scene:load", "Error reading entity");
// }
// else
// {
// log_message("Loaded %s", new_entity->name);
// count++;
// }
// eof_char = fgetc(entity_file);
// /* To check end of file, we get the next character and before beginning
// loop we check if eof occured, feof only returns true if the last read
// was an eof. If it wasn't eof then we return the character back to the
// stream and carry on. */
//}
//log_message("%d entites loaded from %s", count, filename);
//fclose(entity_file);
return entity_load(filename, directory_type);
}
bool scene_save(const char* filename, int directory_type)
{
bool success = false;
/*FILE* scene_file = platform->file.open(directory_type, filename, "w");
if(!scene_file)
{
log_error("scene:save", "Failed to create scenefile %s for writing", filename);
return false;
}
struct Parser* parser = parser_new();
if(!parser)
{
log_error("scene:save", "Could not create Parser");
fclose(scene_file);
return false;
}
int* entities_to_write = array_new(int);
array_push(entities_to_write, root_node, int);
bool done = false;
int count = 0;
while(!done)
{
struct Entity* entity = entity_get(entities_to_write[0]);
struct Parser_Object* object = parser_object_new(parser, PO_ENTITY);
if(!object)
{
log_error("scene:save", "Failed to create parser object for %s", entity->name);
continue;
}
if(!entity_write(entity, object))
{
log_error("scene:save", "Failed to write '%s' into parser object", entity->name);
continue;
}
log_message("Entity '%s' written to file", entity->name);
count++;
for(int i = 0; i < array_len(entity->transform.children); i++)
array_push(entities_to_write, entity->transform.children[i], int);
array_remove_at(entities_to_write, 0);
if(array_len(entities_to_write) == 0) done = true;
}
if(parser_write_objects(parser, scene_file, filename))
{
log_message("%d entities written to %s", count, filename);
}
else
{
log_error("scene:save", "Failed to write scene to %s", filename);
success = false;
}
array_free(entities_to_write);
parser_free(parser);
fclose(scene_file);*/
return success;
}