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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 |
39 | 120 | if (node->need_graphics_update) { |
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121 | assert(node->update_func != NULL); |
39 | 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 | node->need_transform_update = false; |
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127 | asc_transform_from_parts( |
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128 | node->transform, |
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129 | node->position, |
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130 | node->scale, |
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131 | node->rotation |
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132 | ); |
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133 | asc_mat4f_mulst( |
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134 | node->world_transform, |
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135 | node->transform, |
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136 | node->parent->world_transform |
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137 | ); |
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138 | } |
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139 | |
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140 | // add to render group |
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141 | if (node->draw_func != NULL) { |
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142 | struct asc_render_group_entry entry = { |
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143 | node->draw_func, node |
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144 | }; |
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145 | switch (node->render_group) { |
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146 | case ASC_RENDER_GROUP_SPRITE_OPAQUE: |
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147 | cx_array_simple_add(scene->rg_sprites_opaque, entry); |
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148 | break; |
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149 | case ASC_RENDER_GROUP_SPRITE_BLEND: |
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150 | cx_array_simple_add(scene->rg_sprites_blended, entry); |
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151 | break; |
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152 | } |
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153 | } |
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154 | } |
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155 | |
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156 | // set the viewport (in OpenGL we need to invert the Y axis) |
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157 | glViewport( |
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158 | scene->viewport.pos.x, |
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159 | -scene->viewport.pos.y, |
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160 | scene->viewport.size.width, |
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161 | scene->viewport.size.height |
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162 | ); |
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163 | glClear(GL_COLOR_BUFFER_BIT); |
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164 | |
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165 | // ----------------------------------------- |
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166 | // process the render groups for each camera |
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167 | // ----------------------------------------- |
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168 | AscShaderProgram *shader; |
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169 | cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) { |
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170 | // update camera parameters, first |
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171 | AscCamera *camera = &scene->cameras[cam_id]; |
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172 | if (camera->update == NULL) continue; |
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173 | camera->update(camera); |
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174 | |
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175 | // 2D Elements |
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176 | // =========== |
39 | 177 | glEnable(GL_DEPTH_TEST); |
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178 | glClear(GL_DEPTH_BUFFER_BIT); |
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179 | |
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180 | // Sprites |
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181 | // ------- |
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182 | // TODO: see if we can really always ignore the view matrix |
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183 | shader = &asc_context.active_window->glctx.shader.sprite.base; |
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184 | glUseProgram(shader->id); |
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185 | glUniformMatrix4fv(shader->projection, 1, |
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186 | GL_FALSE, camera->projection); |
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187 | |
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188 | // render opaque sprites from front to back |
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189 | glDisable(GL_BLEND); |
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190 | asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque); |
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191 | // render sprites with alpha value from back to front |
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192 | glEnable(GL_BLEND); |
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193 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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194 | asc_scene_draw_render_group(scene->rg_sprites_blended); |
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195 | } |
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196 | } |
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197 | |
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198 | AscSceneNode *asc_scene_node_empty(void) { |
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199 | AscSceneNode *node = calloc(1, sizeof(AscSceneNode)); |
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200 | node->free_func = (asc_scene_free_func) free; |
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201 | asc_transform_identity(node->transform); |
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202 | asc_transform_identity(node->world_transform); |
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203 | return node; |
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204 | } |
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205 | |
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206 | void asc_scene_node_free(AscSceneNode *node) { |
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207 | if (node == NULL) return; |
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208 | |
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209 | // remove this node from its parent |
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210 | asc_scene_node_unlink(node); |
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211 | |
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212 | // free the entire subtree |
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213 | CxTreeIterator iter = asc_scene_node_iterator(node, true); |
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214 | cx_foreach(AscSceneNode*, child, iter) { |
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215 | if (!iter.exiting) continue; |
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216 | if (child->free_func != NULL) { |
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217 | child->free_func(child); |
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218 | } else { |
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219 | free(child); |
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220 | } |
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221 | } |
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222 | } |
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223 | |
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224 | void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) { |
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225 | cx_tree_link( |
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226 | parent, node, |
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227 | offsetof(AscSceneNode, parent), |
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228 | offsetof(AscSceneNode, children), |
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229 | offsetof(AscSceneNode, prev), |
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230 | offsetof(AscSceneNode, next) |
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231 | ); |
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232 | } |
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233 | |
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234 | void asc_scene_node_unlink(AscSceneNode *node) { |
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235 | cx_tree_unlink( |
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236 | node, |
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237 | offsetof(AscSceneNode, parent), |
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238 | offsetof(AscSceneNode, children), |
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239 | offsetof(AscSceneNode, prev), |
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240 | offsetof(AscSceneNode, next) |
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241 | ); |
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242 | } |
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243 | |
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244 | AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) { |
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245 | AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode)); |
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246 | behavior_node->func = behavior; |
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247 | cx_tree_link( |
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248 | node, |
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249 | behavior_node, |
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250 | offsetof(AscBehaviorNode, parent), |
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251 | offsetof(AscSceneNode, behaviors), |
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252 | offsetof(AscBehaviorNode, prev), |
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253 | offsetof(AscBehaviorNode, next) |
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254 | ); |
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255 | return behavior_node; |
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256 | } |
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257 | |
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258 | void asc_scene_remove_behavior(AscBehaviorNode *node) { |
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259 | cx_tree_unlink( |
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260 | node, |
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261 | offsetof(AscBehaviorNode, parent), |
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262 | offsetof(AscSceneNode, behaviors), |
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263 | offsetof(AscBehaviorNode, prev), |
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264 | offsetof(AscBehaviorNode, next) |
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265 | ); |
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266 | } |
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267 | |
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268 | void asc_update_transform(AscSceneNode *node) { |
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269 | if (node->need_transform_update) return; |
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270 | |
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271 | CxTreeIterator iter = asc_scene_node_iterator(node, false); |
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272 | cx_foreach(AscSceneNode*, n, iter) { |
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273 | // TODO: break/continue when subtree is already marked for update |
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274 | n->need_transform_update = true; |
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275 | } |
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276 | } |