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https://github.com/nunuhara/xsystem4.git
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xsystem4.scene: returns a list of scene entities
* all entities have an entityId that can be used in further requests
* SACT2 sprites have a 'sprite' member with a spriteId that can be
used in further requests
xsystem4.renderEntity: renders a scene entity and returns the texture
xsystem4.spriteTexture: returns the stored SACT2 sprite texture
xsystem4.renderParts: renders a parts object and returns the texture
xsystem4.partsTexture: returns the stored parts object texture
Image data in texture objects is RGB8888 encoded in base 64.
179 lines
3.6 KiB
C
179 lines
3.6 KiB
C
/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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#include <stdbool.h>
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#include <stddef.h>
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#include <stdio.h>
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#include "system4.h"
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#include "system4/cg.h"
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#include "asset_manager.h"
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#include "cJSON.h"
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#include "gfx/gfx.h"
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#include "json.h"
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#include "queue.h"
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#include "scene.h"
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#include "xsystem4.h"
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static int id_counter = 0;
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bool scene_is_dirty = true;
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static TAILQ_HEAD(listhead, sprite) sprite_list = TAILQ_HEAD_INITIALIZER(sprite_list);
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static Texture wp = {0};
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void scene_register_sprite(struct sprite *sp)
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{
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if (sp->in_scene)
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return;
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if (!sp->id)
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sp->id = ++id_counter;
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struct sprite *p;
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TAILQ_FOREACH(p, &sprite_list, entry) {
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if (p->z == sp->z) {
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if (p->z2 > sp->z2) {
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TAILQ_INSERT_BEFORE(p, sp, entry);
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sp->in_scene = true;
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return;
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}
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} else if (p->z > sp->z) {
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TAILQ_INSERT_BEFORE(p, sp, entry);
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sp->in_scene = true;
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return;
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}
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}
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TAILQ_INSERT_TAIL(&sprite_list, sp, entry);
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sp->in_scene = true;
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scene_dirty();
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}
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void scene_unregister_sprite(struct sprite *sp)
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{
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if (!sp->in_scene)
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return;
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TAILQ_REMOVE(&sprite_list, sp, entry);
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sp->in_scene = false;
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scene_dirty();
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}
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void scene_render(void)
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{
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gfx_clear();
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if (wp.handle) {
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Rectangle r = RECT(0, 0, wp.w, wp.h);
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gfx_render_texture(&wp, &r);
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}
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struct sprite *sp;
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TAILQ_FOREACH(sp, &sprite_list, entry) {
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if (sp->render)
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sp->render(sp);
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else
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WARNING("sprite in scene without render function");
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}
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}
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int scene_set_wp(int cg_no) {
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if (!cg_no) {
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gfx_delete_texture(&wp);
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scene_dirty();
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return 1;
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}
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struct cg *cg = asset_cg_load(cg_no);
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if (!cg)
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return 0;
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gfx_delete_texture(&wp);
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gfx_init_texture_with_cg(&wp, cg);
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cg_free(cg);
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scene_dirty();
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return 1;
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}
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int scene_set_wp_color(int r, int g, int b)
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{
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gfx_set_clear_color(r, g, b, 255);
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scene_dirty();
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return 1;
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}
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int scene_set_wp_texture(Texture *tex)
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{
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gfx_delete_texture(&wp);
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gfx_init_texture_rgb(&wp, tex->w, tex->h, (SDL_Color){ 0, 0, 0, 255 });
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gfx_copy(&wp, 0, 0, tex, 0, 0, tex->w, tex->h);
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scene_dirty();
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return 1;
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}
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void scene_set_sprite_z(struct sprite *sp, int z)
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{
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sp->z = z;
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if (sp->in_scene) {
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scene_unregister_sprite(sp);
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scene_register_sprite(sp);
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}
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}
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void scene_set_sprite_z2(struct sprite *sp, int z, int z2)
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{
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sp->z = z;
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sp->z2 = z2;
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if (sp->in_scene) {
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scene_unregister_sprite(sp);
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scene_register_sprite(sp);
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}
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}
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void scene_print(void)
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{
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struct sprite *p;
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TAILQ_FOREACH(p, &sprite_list, entry) {
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cJSON *json = p->to_json ? p->to_json(p, false) : scene_sprite_to_json(p, false);
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char *text = cJSON_Print(json);
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sys_message("%s\n", text);
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free(text);
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cJSON_Delete(json);
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}
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}
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cJSON *scene_to_json(bool verbose)
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{
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cJSON *ar = cJSON_CreateArray();
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struct sprite *p;
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TAILQ_FOREACH(p, &sprite_list, entry) {
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cJSON *sprite = p->to_json ? p->to_json(p, verbose) : scene_sprite_to_json(p, verbose);
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cJSON_AddItemToArray(ar, sprite);
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}
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return ar;
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}
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struct sprite *scene_get(int id)
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{
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struct sprite *p;
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TAILQ_FOREACH(p, &sprite_list, entry) {
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if (p->id == id)
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return p;
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}
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return NULL;
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}
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