src/scene.c

Thu, 21 Mar 2024 22:23:00 +0100

author
Mike Becker <universe@uap-core.de>
date
Thu, 21 Mar 2024 22:23:00 +0100
changeset 41
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parent 40
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child 43
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permissions
-rw-r--r--

add correct interleaving of opaque and transparent sprites

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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 void asc_scene_init(AscScene *scene) {
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53 if (scene->root != NULL) {
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54 asc_error("Scene is already initialized.");
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55 return;
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56 }
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57
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58 // zero everything, first
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59 memset(scene, 0, sizeof(AscScene));
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60
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61 // default viewport is the entire viewport of the active window
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62 scene->viewport.size = asc_context.active_window->dimensions;
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63
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64 // create the root node
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65 scene->root = asc_scene_node_empty();
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66
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67 // initialize the render groups
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68 cx_array_initialize(scene->rg_sprites_opaque, 8);
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69 cx_array_initialize(scene->rg_sprites_blended, 8);
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70 }
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71
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72 void asc_scene_destroy(AscScene *scene) {
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73 asc_scene_node_free(scene->root);
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74 }
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75
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76 void asc_scene_add(AscScene *scene, AscSceneNode *node) {
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77 asc_scene_node_link(scene->root, node);
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78 asc_node_update(node);
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79 }
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80
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81 #define asc_scene_draw_render_group(rg) \
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82 cx_for_n(i, rg##_size) { \
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83 rg[i].draw(rg[i].node); \
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84 } (void)0
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85
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86 #define asc_scene_draw_render_group_reversed(rg) \
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87 for(size_t i = rg##_size ; i > 0 ; i--) { \
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88 rg[i-1].draw(rg[i-1].node); \
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89 } (void)0
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90
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91 void asc_scene_draw(AscScene *scene) {
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92 // reset render groups
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93 // TODO: avoid recalculating the groups, if possible
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94 scene->rg_sprites_opaque_size = 0;
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95 scene->rg_sprites_blended_size = 0;
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96
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97 // skip the root node deliberately, we know it's just the container
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98 CxTreeIterator iter = asc_scene_node_iterator(scene->root, false);
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99 cxIteratorNext(iter);
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100
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101 // update the children and add them to the render groups
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102 cx_foreach(AscSceneNode*, node, iter) {
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103 node->depth = iter.depth;
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104
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105 // execute behaviors, first
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106 AscBehaviorNode *behavior = node->behaviors;
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107 while (behavior) {
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108 behavior->func(node);
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109 behavior = behavior->next;
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110 }
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111
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112 // check if geometry needs update
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113 if (node->need_graphics_update) {
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114 assert(node->update_func != NULL);
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115 node->need_graphics_update = false;
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116 node->update_func(node);
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117 }
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118 if (node->need_transform_update) {
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119 assert(node->transform_update_func != NULL);
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120 node->need_transform_update = false;
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121 asc_transform_identity(node->local_transform);
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122 asc_transform_copy(node->world_transform, node->parent->world_transform);
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123 node->transform_update_func(node);
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124 asc_mat4f_mulst(node->final_transform, node->local_transform, node->world_transform);
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125 }
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126
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127 // add to render group
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128 if (node->draw_func != NULL) {
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129 struct asc_render_group_entry entry = {
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130 node->draw_func, node
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131 };
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132 switch (node->render_group) {
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133 case ASC_RENDER_GROUP_SPRITE_OPAQUE:
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134 cx_array_simple_add(scene->rg_sprites_opaque, entry);
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135 break;
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136 case ASC_RENDER_GROUP_SPRITE_BLEND:
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137 cx_array_simple_add(scene->rg_sprites_blended, entry);
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138 break;
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139 }
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140 }
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141 }
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142
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143 // set the viewport (in OpenGL we need to invert the Y axis)
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144 glViewport(
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145 scene->viewport.pos.x,
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146 -scene->viewport.pos.y,
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147 scene->viewport.size.width,
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148 scene->viewport.size.height
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149 );
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150 glClear(GL_COLOR_BUFFER_BIT);
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151
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152 // -----------------------------------------
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153 // process the render groups for each camera
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154 // -----------------------------------------
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155 cx_for_n(cam_id, ASC_SCENE_CAMERAS_MAX) {
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156 // update camera parameters, first
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157 AscCamera *camera = &scene->cameras[cam_id];
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158 if (camera->update == NULL) continue;
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159 camera->update(camera);
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160
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161 // 2D Elements
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162 // ===========
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163 glEnable(GL_DEPTH_TEST);
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164 glClear(GL_DEPTH_BUFFER_BIT);
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165
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166 // Sprites
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167 // -------
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168 // TODO: see if we can really always ignore the view matrix
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169 glUseProgram(ASC_SHADER_SPRITE.base.id);
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170 glUniformMatrix4fv(ASC_SHADER_SPRITE.base.projection, 1,
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171 GL_FALSE, camera->projection);
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172
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173 // render opaque sprites from front to back
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174 glDisable(GL_BLEND);
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175 asc_scene_draw_render_group_reversed(scene->rg_sprites_opaque);
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176 // render sprites with alpha value from back to front
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177 glEnable(GL_BLEND);
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178 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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179 asc_scene_draw_render_group(scene->rg_sprites_blended);
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180 }
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181 }
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182
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183 AscSceneNode *asc_scene_node_empty(void) {
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184 AscSceneNode *node = calloc(1, sizeof(AscSceneNode));
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185 node->free_func = (asc_scene_free_func) free;
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186 asc_transform_identity(node->local_transform);
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187 asc_transform_identity(node->world_transform);
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188 asc_transform_identity(node->final_transform);
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189 return node;
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190 }
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191
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192 void asc_scene_node_free(AscSceneNode *node) {
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193 if (node == NULL) return;
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194
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195 // remove this node from its parent
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196 asc_scene_node_unlink(node);
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197
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198 // free the entire subtree
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199 CxTreeIterator iter = asc_scene_node_iterator(node, true);
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200 cx_foreach(AscSceneNode*, child, iter) {
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201 if (!iter.exiting) continue;
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202 if (child->free_func != NULL) {
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203 child->free_func(child);
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204 } else {
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205 free(child);
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206 }
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207 }
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208 }
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209
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210 void asc_scene_node_link(AscSceneNode * restrict parent, AscSceneNode * restrict node) {
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211 cx_tree_link(
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212 parent, node,
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213 offsetof(AscSceneNode, parent),
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214 offsetof(AscSceneNode, children),
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215 offsetof(AscSceneNode, prev),
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216 offsetof(AscSceneNode, next)
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217 );
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218 }
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219
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220 void asc_scene_node_unlink(AscSceneNode *node) {
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221 cx_tree_unlink(
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222 node,
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223 offsetof(AscSceneNode, parent),
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224 offsetof(AscSceneNode, children),
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225 offsetof(AscSceneNode, prev),
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226 offsetof(AscSceneNode, next)
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227 );
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228 }
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229
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230 AscBehaviorNode *asc_scene_add_behavior(AscSceneNode *node, asc_scene_update_func behavior) {
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231 AscBehaviorNode *behavior_node = calloc(1, sizeof(AscBehaviorNode));
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232 behavior_node->func = behavior;
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233 cx_tree_link(
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234 node,
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235 behavior_node,
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236 offsetof(AscBehaviorNode, parent),
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237 offsetof(AscSceneNode, behaviors),
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238 offsetof(AscBehaviorNode, prev),
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239 offsetof(AscBehaviorNode, next)
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240 );
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241 return behavior_node;
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242 }
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243
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244 void asc_scene_remove_behavior(AscBehaviorNode *node) {
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245 cx_tree_unlink(
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246 node,
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247 offsetof(AscBehaviorNode, parent),
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248 offsetof(AscSceneNode, behaviors),
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249 offsetof(AscBehaviorNode, prev),
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250 offsetof(AscBehaviorNode, next)
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251 );
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252 }
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253
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254 void asc_node_update_transform(AscSceneNode *node) {
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255 CxTreeIterator iter = asc_scene_node_iterator(node, false);
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256 cx_foreach(AscSceneNode*, n, iter) {
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257 n->need_transform_update = true;
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258 }
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259 }

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