adding gfx and ui stuff
This commit is contained in:
26
gfx/world/camera.c
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26
gfx/world/camera.c
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#include "camera.h"
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#include "../../vendor/raymath.h"
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Camera createCamera(int32 width, int32 height) {
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return (Camera){
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.view = (Matrix){0},
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.proj = MatrixPerspective(DEG2RAD * 45.0f, (real32)width/(real32)height, 0.1f, 100.0f),
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.pos = (Vec3){0},
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.up = (Vec3){0,1,0},
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};
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}
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void cameraSetAspect(Camera *c, int32 width, int32 height) {
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real32 aspectRatio = (real32)width/(real32)height;
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c->proj = MatrixPerspective(DEG2RAD * 45.0f, aspectRatio, 0.1f, 100.0f);
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}
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void cameraLookAt(Camera *c, float x, float y, float z) {
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c->target = (Vec3){x, y, z};
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c->view = MatrixLookAt(c->pos, c->target, c->up);
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}
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void cameraSetUp(Camera *c, real32 up_x, real32 up_y, real32 up_z) {
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c->up = (Vec3){up_x, up_y, up_z};
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}
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21
gfx/world/camera.h
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21
gfx/world/camera.h
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#ifndef DJSTDLIB_GFX_CAMERA_H
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#define DJSTDLIB_GFX_CAMERA_H
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#include "../../core.h"
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#include "../../vendor/raymath.h"
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typedef struct Camera Camera;
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struct Camera {
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Matrix view;
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Matrix proj;
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Vec3 pos;
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Vec3 up;
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Vec3 target;
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};
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Camera createCamera(int32 width, int32 height);
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void cameraSetAspect(Camera *c, int32 width, int32 height);
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void cameraLookAt(Camera *c, float x, float y, float z);
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void cameraSetUp(Camera *c, real32 up_x, real32 up_y, real32 up_z);
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#endif
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196
gfx/world/scene.c
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196
gfx/world/scene.c
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#include "../../core.h"
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#include "scene.h"
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Entity *getEntity(Scene *s, int32 entityHandle) {
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return &s->entities.data[entityHandle];
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}
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SceneGraphNode *getSceneGraphNode(Scene *s, int32 sceneGraphNodeHandle) {
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return &s->graphNodes.data[sceneGraphNodeHandle];
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}
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SceneGraphNode *getSceneGraphNodeForEntity(Scene *s, int32 entityHandle) {
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return getSceneGraphNode(s, getEntity(s, entityHandle)->graphNodeHandle);
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}
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int32 createSceneGraphNode(Scene *s) {
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SceneGraphNode *newNode;
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int32 newNodeHandle;
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if (s->nextFreeNode) {
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newNodeHandle = s->nextFreeNode;
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newNode = getSceneGraphNode(s, newNodeHandle);
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if (newNode->next) {
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s->nextFreeNode = newNode->next;
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} else {
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s->nextFreeNode = 0;
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}
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newNode->next = 0;
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} else {
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ListAppend(s->graphNodes, (SceneGraphNode){0});
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newNodeHandle = (int32)s->graphNodes.length - 1;
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newNode = getSceneGraphNode(s, newNodeHandle);
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newNode->nextSibling = 0;
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}
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initGraphNode(newNode);
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return newNodeHandle;
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}
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int32 createEntity(Scene *s) {
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Entity *newEntity;
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int32 newEntityHandle;
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if (s->nextFreeEntity) {
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newEntityHandle = s->nextFreeEntity;
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newEntity = getEntity(s, newEntityHandle);
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if (newEntity->next) {
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s->nextFreeEntity = newEntity->next;
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} else {
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s->nextFreeEntity = 0;
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}
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newEntity->next = 0;
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} else {
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ListAppend(s->entities, (Entity){0});
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newEntityHandle = (int32)s->entities.length - 1;
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newEntity = getEntity(s, newEntityHandle);
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}
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newEntity->graphNodeHandle = createSceneGraphNode(s);
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getSceneGraphNodeForEntity(s, newEntityHandle)->entityHandle = newEntityHandle;
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return newEntityHandle;
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}
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void initGraphNode(SceneGraphNode *n) {
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n->scale = (Vec3){1.0f, 1.0f, 1.0f};
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n->translation = (Vec3){0.0f, 0.0f, 0.0f};
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n->rotation = (Quaternion){1.0f, 0.0f, 0.0f, 0.0f};
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n->local = MatrixIdentity();
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n->world = n->local;
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}
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Scene createScene(Arena *arena) {
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Scene result = {
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.entities = PushListZero(arena, EntityList, 100000),
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.nextFreeEntity = 0,
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.graphNodes = PushListZero(arena, SceneGraphNodeList, 100000),
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.nextFreeNode = 0,
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};
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int32 handle = createEntity(&result); // Intialise the "zero" nodes
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getEntity(&result, handle)->flags = EntityFlags_None | EntityFlags_Dead;
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result.sceneRoot = createSceneGraphNode(&result);
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return result;
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}
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void recalcSceneGraphNode(Scene *s, int32 parentHandle) {
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if (!parentHandle) return;
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SceneGraphNode *parentNode = getSceneGraphNode(s, parentHandle);
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getEntity(s, parentNode->entityHandle)->flags |= EntityFlags_Render;
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int32 nextChild = parentNode->firstChild;
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while (nextChild) {
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SceneGraphNode *childNode = getSceneGraphNode(s, nextChild);
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childNode->parentHandle = parentHandle;
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childNode->local = MatrixCompose(childNode->translation, childNode->rotation, childNode->scale);
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childNode->world = MatrixMultiply(childNode->local, parentNode->world);
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recalcSceneGraphNode(s, nextChild);
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nextChild = childNode->nextSibling;
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}
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}
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void recalcScene(Scene *s) {
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recalcSceneGraphNode(s, s->sceneRoot);
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}
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static void removeSceneGraphNodeRecursive(Scene *s, int32 deletedNodeHandle, bool deletingParent) {
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if (!deletedNodeHandle) return;
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SceneGraphNode *deletedNode = getSceneGraphNode(s, deletedNodeHandle);
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int32 nextChild = deletedNode->firstChild;
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while (nextChild) {
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int32 sibling = getSceneGraphNode(s, nextChild)->nextSibling;
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removeSceneGraphNodeRecursive(s, nextChild, true);
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nextChild = sibling;
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}
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if (deletedNode->entityHandle) {
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Entity *entity = getEntity(s, deletedNode->entityHandle);
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*entity = (Entity){0};
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if (s->nextFreeEntity) {
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entity->next = s->nextFreeEntity;
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}
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s->nextFreeEntity = deletedNode->entityHandle;
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}
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if (s->nextFreeNode) {
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deletedNode->next = s->nextFreeNode;
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}
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s->nextFreeNode = deletedNodeHandle;
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if (!deletingParent && deletedNode->parentHandle) {
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SceneGraphNode *parentNode = getSceneGraphNode(s, deletedNode->parentHandle);
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if (parentNode->firstChild == deletedNodeHandle) {
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if (deletedNode->nextSibling) {
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parentNode->firstChild = deletedNode->nextSibling;
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} else {
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parentNode->firstChild = 0;
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}
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} else {
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int32 prevSibling = parentNode->firstChild;
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int32 nextSibling = getSceneGraphNode(s, parentNode->firstChild)->nextSibling;
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while (nextSibling) {
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SceneGraphNode *siblingNode = getSceneGraphNode(s, nextSibling);
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if (nextSibling == deletedNodeHandle) {
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SceneGraphNode *prevSiblingNode = getSceneGraphNode(s, prevSibling);
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prevSiblingNode->nextSibling = deletedNode->nextSibling;
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break;
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}
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prevSibling = nextSibling;
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nextSibling = siblingNode->nextSibling;
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}
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}
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}
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deletedNode->firstChild = 0;
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deletedNode->parentHandle = 0;
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deletedNode->entityHandle = 0;
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deletedNode->nextSibling = 0;
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}
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void removeSceneGraphNode(Scene *s, int32 graphNodeHandle) {
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removeSceneGraphNodeRecursive(s, graphNodeHandle, false);
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}
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void removeEntity(Scene *s, int32 entityHandle) {
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if (!entityHandle) return;
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removeSceneGraphNode(s, getEntity(s, entityHandle)->graphNodeHandle);
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}
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void sceneNodeAddNode(Scene *s, int32 parentHandle, int32 childHandle) {
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SceneGraphNode *parentNode = getSceneGraphNode(s, parentHandle);
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SceneGraphNode *childNode = getSceneGraphNode(s, childHandle);
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childNode->nextSibling = parentNode->firstChild;
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parentNode->firstChild = childHandle;
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childNode->parentHandle = parentHandle;
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}
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void show(Scene *s, uint32 graphNodeHandle) {
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SceneGraphNode *node = getSceneGraphNode(s, graphNodeHandle);
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if (node->entityHandle) {
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getEntity(s, node->entityHandle)->flags |= EntityFlags_Visible;
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}
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int32 next = node->firstChild;
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while (next) {
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show(s, next);
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next = getSceneGraphNode(s, next)->nextSibling;
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}
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}
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void hide(Scene *s, uint32 graphNodeHandle) {
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SceneGraphNode *node = getSceneGraphNode(s, graphNodeHandle);
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if (node->entityHandle) {
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getEntity(s, node->entityHandle)->flags &= ~EntityFlags_Visible;
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}
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int32 next = node->firstChild;
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while (next) {
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hide(s, next);
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next = getSceneGraphNode(s, next)->nextSibling;
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}
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}
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75
gfx/world/scene.h
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75
gfx/world/scene.h
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#ifndef DJSTDLIB_GFX_SCENE_H
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#define DJSTDLIB_GFX_SCENE_H
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#include "../../core.h"
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#include "../../vendor/raymath.h"
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#include "../Mesh.h"
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#include "../Texture.h"
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DefineList(int32, Handle);
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enum EntityFlags {
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EntityFlags_None=0,
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EntityFlags_Visible=1<<0,
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EntityFlags_Dead=1<<1,
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EntityFlags_Render=1<<2,
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};
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typedef struct Entity Entity;
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struct Entity {
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int32 graphNodeHandle;
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uint64 flags;
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Vec4 color;
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Mesh *mesh;
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Texture *tex;
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// Free list
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int32 next;
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};
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DefineList(Entity, Entity);
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typedef struct SceneGraphNode SceneGraphNode;
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struct SceneGraphNode {
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Matrix local;
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Matrix world;
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Vec3 translation;
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Quaternion rotation;
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Vec3 scale;
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int32 entityHandle;
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int32 parentHandle;
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/** Next free in the free list */
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int32 next;
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/** Next child in child list in scene hierarchy */
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int32 nextSibling;
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int32 firstChild;
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};
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DefineList(SceneGraphNode, SceneGraphNode);
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typedef struct Scene Scene;
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struct Scene {
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int32 sceneRoot;
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EntityList entities;
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int32 nextFreeEntity;
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/** @internal */
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SceneGraphNodeList graphNodes;
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int32 nextFreeNode;
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};
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int32 createEntity(Scene *s);
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Entity *getEntity(Scene *s, int32 id);
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SceneGraphNode *getSceneGraphNode(Scene *s, int32 id);
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int32 createSceneGraphNode(Scene *s);
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Scene createScene(Arena *arena);
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void initGraphNode(SceneGraphNode *n);
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void recalcSceneGraphNode(Scene *s, int32 parentHandle);
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void recalcScene(Scene *s);
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void removeEntity(Scene *s, int32 entityHandle);
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void removeSceneGraphNode(Scene *s, int32 graphNodeHandle);
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void sceneNodeAddNode(Scene *s, int32 recipientNodeHandle, int32 graphNodeHandle);
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SceneGraphNode *getSceneGraphNodeForEntity(Scene *s, int32 entityHandle);
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void show(Scene *s, uint32 graphNodeHandle);
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void hide(Scene *s, uint32 graphNodeHandle);
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#endif
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2
gfx/world/world.c
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2
gfx/world/world.c
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@@ -0,0 +1,2 @@
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#include "scene.c"
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#include "camera.c"
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8
gfx/world/world.h
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8
gfx/world/world.h
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@@ -0,0 +1,8 @@
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#ifndef DJSTDLIB_GFX_WORLD_H
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#define DJSTDLIB_GFX_WORLD_H
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#include "scene.h"
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#include "camera.h"
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#endif
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