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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 | |
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30 | #include "ascension/context.h" |
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31 | #include "ascension/utils.h" |
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32 | |
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33 | #include <cx/linked_list.h> |
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34 | #include <cx/array_list.h> |
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35 | #include <cx/utils.h> |
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36 | |
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37 | #include "ascension/shader.h" |
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38 | #include <GL/glew.h> |
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39 | |
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40 | #include <assert.h> |
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41 | |
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42 | // TODO: move to a sprite.c |
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43 | static void asc_sprite_draw(AscSprite const *node) { |
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44 | // Obtain shader |
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45 | AscShaderSprite *shader = ASC_SHADER_SPRITE; |
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46 | |
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47 | // Upload model matrix |
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48 | glUniformMatrix4fv(shader->program.model, 1, |
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49 | GL_FALSE, node->data.world_transform); |
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50 | |
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51 | // Bind texture |
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52 | asc_texture_bind(&node->tex, shader->tex, 0); |
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53 | |
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54 | // Apply depth |
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55 | glUniform1f(shader->depth, (float)(node->data.depth)); |
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56 | |
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57 | // Draw mesh |
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58 | asc_primitives_draw_plane(); |
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59 | } |
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60 | |
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61 | void asc_scene_draw(AscScene scene, asc_recti viewport, AscCamera *camera) { |
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62 | // create render groups |
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63 | CxList *render_group[ASC_RENDER_GROUP_COUNT]; |
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64 | cx_for_n(i, ASC_RENDER_GROUP_COUNT) { |
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65 | render_group[i] = cxArrayListCreateSimple(CX_STORE_POINTERS, 32); |
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66 | } |
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67 | |
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68 | // skip the root node deliberately, we know it's just the container |
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69 | CxTreeVisitor iter = cxTreeVisit(scene); |
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70 | cxIteratorNext(iter); |
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71 | |
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72 | // update the children and add them to the render groups |
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73 | cx_foreach(AscSceneNode*, node, iter) { |
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74 | node->depth = iter.depth; |
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75 | |
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76 | // skip hidden nodes (and all their children) |
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77 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_HIDDEN)) { |
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78 | cxTreeVisitorContinue(iter); |
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79 | } |
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80 | |
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81 | // execute behaviors, first |
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82 | if (node->behaviors != NULL) { |
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83 | CxIterator behavior_iter = cxListIterator(node->behaviors); |
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84 | cx_foreach(asc_scene_update_func, behavior, behavior_iter) { |
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85 | behavior(node); |
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86 | } |
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87 | } |
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88 | |
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89 | // TODO: implement culling |
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90 | |
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91 | // check if geometry needs update |
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92 | asc_clear_flag(node->flags, |
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93 | ASC_SCENE_NODE_GRAPHICS_UPDATED |
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94 | | ASC_SCENE_NODE_TRANSFORM_UPDATED); |
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95 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS)) { |
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96 | asc_set_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED); |
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97 | asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS); |
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98 | assert(node->update_func != NULL); |
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99 | node->update_func(node); |
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100 | } |
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101 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) { |
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102 | asc_set_flag(node->flags, ASC_SCENE_NODE_TRANSFORM_UPDATED); |
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103 | asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM); |
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104 | asc_transform_from_parts( |
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105 | node->transform, |
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106 | node->position, |
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107 | node->scale, |
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108 | node->rotation |
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109 | ); |
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110 | asc_mat4f_mulst( |
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111 | node->world_transform, |
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112 | node->transform, |
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113 | asc_scene_node_parent(node)->world_transform |
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114 | ); |
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115 | } |
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116 | |
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117 | // add to render group |
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118 | cxListAdd(render_group[node->render_group], node); |
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119 | } |
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120 | |
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121 | // set the viewport (in OpenGL we need to invert the Y axis) |
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122 | glViewport( |
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123 | viewport.pos.x, |
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124 | -viewport.pos.y, |
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125 | viewport.size.width, |
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126 | viewport.size.height |
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127 | ); |
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128 | |
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129 | // ------------------------- |
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130 | // process the render groups |
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131 | // ------------------------- |
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132 | AscShaderProgram *shader; |
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133 | CxIterator render_iter; |
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134 | |
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135 | // 2D Elements |
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136 | // =========== |
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137 | glEnable(GL_DEPTH_TEST); |
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138 | glClear(GL_DEPTH_BUFFER_BIT); |
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139 | |
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140 | // Sprites |
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141 | // ------- |
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142 | // TODO: implement view matrix for 2D worlds |
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143 | shader = &asc_active_window->glctx.shader.sprite.program; |
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144 | glUseProgram(shader->id); |
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145 | glUniformMatrix4fv(shader->projection, 1, |
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146 | GL_FALSE, camera->projection); |
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147 | |
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148 | // render opaque sprites from front to back |
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149 | glDisable(GL_BLEND); |
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150 | render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]); |
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151 | cx_foreach(AscSprite const *, node, render_iter) { |
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152 | asc_sprite_draw(node); |
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153 | } |
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154 | |
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155 | // render sprites with alpha value from back to front |
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156 | glEnable(GL_BLEND); |
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157 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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158 | render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]); |
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159 | cx_foreach(AscSprite const *, node, render_iter) { |
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160 | asc_sprite_draw(node); |
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161 | } |
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162 | |
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163 | // destroy render groups |
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164 | cx_for_n(i, ASC_RENDER_GROUP_COUNT) { |
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165 | cxListDestroy(render_group[i]); |
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166 | } |
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167 | } |
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168 | |
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169 | AscSceneNode *asc_scene_node_empty(void) { |
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170 | AscSceneNode *node = calloc(1, sizeof(AscSceneNode)); |
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171 | node->scale.x = node->scale.y = node->scale.z = 1; |
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172 | asc_transform_identity(node->transform); |
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173 | asc_transform_identity(node->world_transform); |
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174 | return node; |
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175 | } |
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176 | |
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177 | void asc_scene_node_destructor(AscSceneNode *node) { |
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178 | if (node->behaviors != NULL) { |
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179 | cxListDestroy(node->behaviors); |
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180 | } |
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181 | if (node->free_func != NULL) { |
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182 | node->free_func(node); |
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183 | } else { |
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184 | free(node); |
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185 | } |
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186 | } |
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187 | |
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188 | AscScene asc_scene_create(void) { |
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189 | AscSceneNode *root = asc_scene_node_empty(); |
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190 | AscScene scene = cxTreeCreateWrapped( |
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191 | cxDefaultAllocator, root, |
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192 | cx_tree_node_base_layout |
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193 | ); |
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194 | root->scene = scene; |
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195 | scene->simple_destructor = (cx_destructor_func) asc_scene_node_destructor; |
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196 | return scene; |
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197 | } |
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198 | |
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199 | void asc_scene_destroy(AscScene scene) { |
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200 | cxTreeDestroy(scene); |
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201 | } |
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202 | |
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203 | void asc_scene_node_add(AscSceneNode * restrict parent, AscSceneNode * restrict node) { |
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204 | assert(node->scene == NULL || node->scene == parent->scene); |
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205 | cxTreeSetParent(parent->scene, parent, node); |
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206 | CxTreeVisitor visitor = cxTreeVisitSubtree(parent->scene, node); |
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207 | cx_foreach(AscSceneNode *, n, visitor) { |
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208 | n->scene = parent->scene; |
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209 | } |
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210 | asc_node_update_transform(node); |
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211 | } |
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212 | |
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213 | void asc_scene_node_remove(AscSceneNode *node) { |
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214 | if (node->scene == NULL) return; |
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215 | cxTreeRemoveSubtree(node->scene, node); |
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216 | CxTreeVisitor visitor = cxTreeVisitSubtree(node->scene, node); |
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217 | cx_foreach(AscSceneNode *, n, visitor) { |
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218 | n->scene = NULL; |
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219 | } |
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220 | } |
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221 | |
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222 | void asc_scene_add_behavior( |
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223 | AscSceneNode *node, |
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224 | asc_scene_update_func behavior |
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225 | ) { |
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226 | if (node->behaviors == NULL) { |
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227 | node->behaviors = cxLinkedListCreateSimple(CX_STORE_POINTERS); |
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228 | } |
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229 | cxListAdd(node->behaviors, behavior); |
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230 | } |
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231 | |
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232 | void asc_scene_remove_behavior( |
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233 | AscSceneNode *node, |
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234 | asc_scene_update_func behavior |
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235 | ) { |
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236 | if (node->behaviors != NULL) { |
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237 | cxListFindRemove(node->behaviors, behavior); |
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238 | } |
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239 | } |
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240 | |
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241 | void asc_node_update(AscSceneNode *node) { |
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242 | asc_set_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS); |
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243 | } |
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244 | |
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245 | void asc_node_update_transform(AscSceneNode *node) { |
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246 | // fast skip if node is already marked |
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247 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) { |
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248 | return; |
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249 | } |
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250 | |
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251 | // if node is not part of a scene, just mark it and return |
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252 | if (node->scene == NULL) { |
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253 | asc_set_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM); |
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254 | return; |
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255 | } |
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256 | |
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257 | // creating the iterator this way saves us from needing scene as parameter |
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258 | CxTreeIterator iter = cxTreeIterateSubtree(node->scene, node, false); |
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259 | cx_foreach(AscSceneNode*, n, iter) { |
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260 | if (asc_test_flag(n->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) { |
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261 | cxTreeIteratorContinue(iter); |
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262 | } |
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263 | asc_set_flag(n->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM); |
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264 | } |
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265 | } |