src/scene.c

Thu, 21 Mar 2024 23:01:09 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 23:01:09 +0100
changeset 43
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parent 41
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child 44
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permissions
-rw-r--r--

fix iteration order when drawing nodes

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2023 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/scene.h"
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29 #include "ascension/error.h"
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30
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31 #include "ascension/context.h"
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32
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33 #include <cx/tree.h>
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34 #include <cx/utils.h>
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35
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36 #include "ascension/shader.h"
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37 #include <GL/glew.h>
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38
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39 #include <assert.h>
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40
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41 static CxTreeIterator asc_scene_node_iterator(
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42 AscSceneNode *node,
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43 bool visit_on_exit
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44 ) {
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45 return cx_tree_iterator(
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46 node, visit_on_exit,
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47 offsetof(AscSceneNode, children),
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48 offsetof(AscSceneNode, next)
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49 );
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50 }
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51
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52 static CxTreeVisitor asc_scene_node_visitor(AscSceneNode *node) {
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53 return cx_tree_visitor(node,
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54 offsetof(AscSceneNode, children),
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55 offsetof(AscSceneNode, next)
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56 );
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57 }
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58
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59 void asc_scene_init(AscScene *scene) {
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60 if (scene->root != NULL) {
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61 asc_error("Scene is already initialized.");
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62 return;
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63 }
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64
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65 // zero everything, first
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66 memset(scene, 0, sizeof(AscScene));
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67
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68 // default viewport is the entire viewport of the active window
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69 scene->viewport.size = asc_context.active_window->dimensions;
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70
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71 // create the root node
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72 scene->root = asc_scene_node_empty();
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73
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74 // initialize the render groups
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75 cx_array_initialize(scene->rg_sprites_opaque, 8);
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76 cx_array_initialize(scene->rg_sprites_blended, 8);
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77 }
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78
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79 void asc_scene_destroy(AscScene *scene) {
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80 asc_scene_node_free(scene->root);
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81 }
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82
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83 void asc_scene_add(AscScene *scene, AscSceneNode *node) {
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84 asc_scene_node_link(scene->root, node);
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85 asc_node_update(node);
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86 }
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87
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88 #define asc_scene_draw_render_group(rg) \
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89 cx_for_n(i, rg##_size) { \
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90 rg[i].draw(rg[i].node); \
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91 } (void)0
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92
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93 #define asc_scene_draw_render_group_reversed(rg) \
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94 for(size_t i = rg##_size ; i > 0 ; i--) { \
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95 rg[i-1].draw(rg[i-1].node); \
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96 } (void)0
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97
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98 void asc_scene_draw(AscScene *scene) {
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99 // reset render groups
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100 // TODO: avoid recalculating the groups, if possible
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101 scene->rg_sprites_opaque_size = 0;
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102 scene->rg_sprites_blended_size = 0;
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103
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104 // skip the root node deliberately, we know it's just the container
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105 CxTreeVisitor iter = asc_scene_node_visitor(scene->root);
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106 cxIteratorNext(iter);
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107
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108 // update the children and add them to the render groups
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109 cx_foreach(AscSceneNode*, node, iter) {
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110 node->depth = iter.depth;
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111
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112 // execute behaviors, first
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113 AscBehaviorNode *behavior = node->behaviors;
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114 while (behavior) {
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115 behavior->func(node);
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116 behavior = behavior->next;
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117 }
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118
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119 // check if geometry needs update
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120 if (node->need_graphics_update) {
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121 assert(node->update_func != NULL);
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122 node->need_graphics_update = false;
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123 node->update_func(node);
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124 }
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125 if (node->need_transform_update) {
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126 assert(node->transform_update_func != NULL);
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127 node->need_transform_update = false;
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128 asc_transform_identity(node->local_transform);
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129 asc_transform_copy(node->world_transform, node->parent->world_transform);
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130 node->transform_update_func(node);
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131 asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform);
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132 }
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133
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134 // add to render group
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135 if (node->draw_func != NULL) {
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136 struct asc_render_group_entry entry = {
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137 node->draw_func, node
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138 };
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139 switch (node->render_group) {
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140 case ASC_RENDER_GROUP_SPRITE_OPAQUE:
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141 cx_array_simple_add(scene->rg_sprites_opaque, entry);
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142 break;
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143 case ASC_RENDER_GROUP_SPRITE_BLEND:
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144 cx_array_simple_add(scene->rg_sprites_blended, entry);
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145 break;
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146 }
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147 }
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148 }
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149
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150 // set the viewport (in OpenGL we need to invert the Y axis)
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151 glViewport(
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152 scene->viewport.pos.x,
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153 -scene->viewport.pos.y,
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154 scene->viewport.size.width,
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155 scene->viewport.size.height
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156 );
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157 glClear(GL_COLOR_BUFFER_BIT);
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158
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159 // -----------------------------------------
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160 // process the render groups for each camera
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161 // -----------------------------------------
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162 cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
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163 // update camera parameters, first
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164 AscCamera *camera = &scene->cameras[cam_id];
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165 if (camera->update == NULL) continue;
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166 camera->update(camera);
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167
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168 // 2D Elements
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169 // ===========
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170 glEnable(GL_DEPTH_TEST);
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171 glClear(GL_DEPTH_BUFFER_BIT);
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172
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173 // Sprites
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174 // -------
37
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175 // TODO: see if we can really always ignore the view matrix
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176 glUseProgram(ASC_SHADER_SPRITE.base.id);
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177 glUniformMatrix4fv(ASC_SHADER_SPRITE.base.projection, 1,
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178 GL_FALSE, camera->projection);
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179
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180 // render opaque sprites from front to back
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181 glDisable(GL_BLEND);
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182 asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque);
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183 // render sprites with alpha value from back to front
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184 glEnable(GL_BLEND);
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185 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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186 asc_scene_draw_render_group(scene->rg_sprites_blended);
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187 }
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188 }
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189
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190 AscSceneNode *asc_scene_node_empty(void) {
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191 AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
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192 node->free_func = (asc_scene_free_func) free;
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193 asc_transform_identity(node->local_transform);
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194 asc_transform_identity(node->world_transform);
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195 asc_transform_identity(node->final_transform);
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196 return node;
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197 }
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198
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199 void asc_scene_node_free(AscSceneNode *node) {
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200 if (node == NULL) return;
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201
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202 // remove this node from its parent
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203 asc_scene_node_unlink(node);
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204
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205 // free the entire subtree
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206 CxTreeIterator iter = asc_scene_node_iterator(node, true);
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207 cx_foreach(AscSceneNode*, child, iter) {
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208 if (!iter.exiting) continue;
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209 if (child->free_func != NULL) {
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210 child->free_func(child);
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211 } else {
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212 free(child);
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213 }
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214 }
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215 }
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216
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217 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
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218 cx_tree_link(
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219 parent, node,
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220 offsetof(AscSceneNode, parent),
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221 offsetof(AscSceneNode, children),
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222 offsetof(AscSceneNode, prev),
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223 offsetof(AscSceneNode, next)
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224 );
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225 }
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226
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227 void asc_scene_node_unlink(AscSceneNode *node) {
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228 cx_tree_unlink(
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229 node,
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230 offsetof(AscSceneNode, parent),
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231 offsetof(AscSceneNode, children),
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232 offsetof(AscSceneNode, prev),
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233 offsetof(AscSceneNode, next)
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234 );
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235 }
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236
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237 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
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238 AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
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239 behavior_node->func = behavior;
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240 cx_tree_link(
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241 node,
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242 behavior_node,
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243 offsetof(AscBehaviorNode, parent),
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244 offsetof(AscSceneNode, behaviors),
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245 offsetof(AscBehaviorNode, prev),
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246 offsetof(AscBehaviorNode, next)
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247 );
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248 return behavior_node;
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249 }
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250
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251 void asc_scene_remove_behavior(AscBehaviorNode *node) {
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252 cx_tree_unlink(
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253 node,
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254 offsetof(AscBehaviorNode, parent),
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255 offsetof(AscSceneNode, behaviors),
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256 offsetof(AscBehaviorNode, prev),
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257 offsetof(AscBehaviorNode, next)
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258 );
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259 }
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260
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261 void asc_node_update_transform(AscSceneNode *node) {
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262 CxTreeIterator iter = asc_scene_node_iterator(node, false);
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263 cx_foreach(AscSceneNode*, n, iter) {
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264 n->need_transform_update = true;
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265 }
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266 }

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