src/scene.c

Wed, 02 Jul 2025 23:21:17 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 02 Jul 2025 23:21:17 +0200
changeset 174
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parent 150
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child 176
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permissions
-rw-r--r--

resolve TODOs regarding input.h

a) mouse position must be integer, because it can be negative (though rarely)
b) we should not trade "access complexity" for space in the scancodes array

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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/error.h"
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29 #include "ascension/context.h"
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30 #include "ascension/scene.h"
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31 #include "ascension/behavior.h"
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32 #include "ascension/shader.h"
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33
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34 #include <cx/tree.h>
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35 #include <cx/array_list.h>
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36
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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 void asc_scene_init_(AscScene *scene, struct asc_camera_init_args args) {
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42 if (scene->root != NULL) {
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43 asc_wprintf("Scene %"PRIxPTR" is already initialized - initialization skipped.", (uintptr_t) scene);
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44 return;
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45 }
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46 asc_camera_init_(&scene->camera, args);
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47 scene->root = asc_scene_node_empty();
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48 for (unsigned i = 0 ; i < ASC_RENDER_GROUP_COUNT ; i++) {
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49 scene->internal.render_groups[i] = cxArrayListCreateSimple(CX_STORE_POINTERS, 32);
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50 }
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51
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52 asc_dprintf("Initialized scene %"PRIxPTR, (uintptr_t) scene);
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53 }
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54
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55 void asc_scene_destroy(AscScene *scene) {
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56 if (scene->root == NULL) return;
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57 for (unsigned i = 0 ; i < ASC_RENDER_GROUP_COUNT ; i++) {
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58 cxListFree(scene->internal.render_groups[i]);
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59 scene->internal.render_groups[i] = NULL;
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60 }
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61 asc_dprintf("Destroyed scene %"PRIxPTR, (uintptr_t) scene);
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62 asc_scene_node_free(scene->root);
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63 }
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64
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65 void asc_scene_execute_behaviors(AscScene *scene) {
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66 CxTreeVisitor iter = cx_tree_visitor(scene->root,
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67 offsetof(AscSceneNode, children),
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68 offsetof(AscSceneNode, next)
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69 );
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70 cx_foreach(AscSceneNode*, node, iter) {
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71 CxIterator behavior_iter = cxListIterator(node->behaviors);
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72 cx_foreach(AscBehavior*, behavior, behavior_iter) {
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73 asc_behavior_trigger(behavior);
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74 }
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75 }
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76 }
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77
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78 static void asc_scene_draw2d(
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79 const AscScene *scene,
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80 const CxList *opaque,
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81 const CxList *blend
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82 ) {
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83 glEnable(GL_DEPTH_TEST);
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84 glClear(GL_DEPTH_BUFFER_BIT);
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85 const AscCamera *camera = asc_scene_camera(scene);
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86
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87 // render opaque nodes from front to back
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88 CxIterator iter_opaque = cxListBackwardsIterator(opaque);
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89
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90 // render nodes with alpha blending from back to front
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91 CxIterator iter_blend = cxListIterator(blend);
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92
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93 // TODO: implement interleaving by depth
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94 // TODO: implement sorting by shader ID to reduce shader switches
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95 if (cxIteratorValid(iter_opaque)) {
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96 glDisable(GL_BLEND);
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97 cx_foreach(const AscSceneNode*, node, iter_opaque) {
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98 node->draw_func(camera, node);
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99 }
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100 }
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101 if (cxIteratorValid(iter_blend)) {
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102 glEnable(GL_BLEND);
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103 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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104 cx_foreach(const AscSceneNode*, node, iter_blend) {
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105 node->draw_func(camera, node);
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106 }
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107 }
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108 }
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109
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110 void asc_scene_draw(AscScene *scene) {
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111 if (scene->root == NULL) return;
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112
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113 // if the window resized, we must update the viewport
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114 if (asc_active_window->resized) {
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115 asc_vec2u window_size = asc_active_window->dimensions;
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116 if (scene->camera.viewport_update_func == NULL) {
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117 // this assumes the viewport was initialized with zeros!
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118 scene->camera.viewport.size = window_size;
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119 } else {
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120 scene->camera.viewport = scene->camera.viewport_update_func(window_size);
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121 }
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122 if (scene->camera.projection_update_func != NULL) {
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123 scene->camera.projection_update_func(&scene->camera, window_size);
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124 }
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125 }
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126
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127 // reset render groups
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128 CxList **render_group = scene->internal.render_groups;
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129 for (unsigned i = 0 ; i < ASC_RENDER_GROUP_COUNT ; i++) {
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130 cxListClear(render_group[i]);
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131 }
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132
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133 // update the scene graph and add nodes to their render groups
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134 CxTreeVisitor iter = cx_tree_visitor(scene->root,
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135 offsetof(AscSceneNode, children),
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136 offsetof(AscSceneNode, next)
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137 );
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138 cx_foreach(AscSceneNode*, node, iter) {
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139 // skip hidden nodes (and all their children)
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140 if (asc_test_flag(node->flags, ASC_SCENE_NODE_HIDDEN)) {
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141 cxTreeVisitorContinue(iter);
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142 }
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143
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144 // TODO: implement culling
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145
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146 // check if geometry needs update
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147 asc_clear_flag(node->flags,
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148 ASC_SCENE_NODE_GRAPHICS_UPDATED
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149 | ASC_SCENE_NODE_TRANSFORM_UPDATED);
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150 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS)) {
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151 asc_set_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED);
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152 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS);
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153 assert(node->update_func != NULL);
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154 node->update_func(node);
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155 }
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156 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) {
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157 asc_set_flag(node->flags, ASC_SCENE_NODE_TRANSFORM_UPDATED);
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158 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM);
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159
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160 // Only recalculate from components if not using custom transform
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161 if (!asc_test_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM)) {
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162 asc_transform_from_vec3f(
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163 node->transform,
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164 node->position,
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165 node->scale,
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166 node->rotation
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167 );
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168 }
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169
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170 asc_mat4f_mulst(
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171 node->world_transform,
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172 node->transform,
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173 node->parent->world_transform
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174 );
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175 }
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176
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177 // add to render group
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178 if (node->render_group >= 0) {
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179 cxListAdd(render_group[node->render_group], node);
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180 }
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181 }
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182
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183 // set the viewport
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184 glViewport(
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185 scene->camera.viewport.pos.x,
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186 scene->camera.viewport.pos.y,
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187 scene->camera.viewport.size.width,
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188 scene->camera.viewport.size.height
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189 );
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190 if (scene->camera.viewport_clear) {
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191 glScissor(
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192 scene->camera.viewport.pos.x,
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193 scene->camera.viewport.pos.y,
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194 scene->camera.viewport.size.width,
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195 scene->camera.viewport.size.height
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196 );
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197 glEnable(GL_SCISSOR_TEST);
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198 const asc_col4f col = scene->camera.clear_color;
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199 glClearColor(col.red, col.green, col.blue, col.alpha);
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200 glClear(GL_COLOR_BUFFER_BIT);
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201 glDisable(GL_SCISSOR_TEST);
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202 }
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203
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204 // -------------------------
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205 // process the render groups
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206 // -------------------------
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207
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208 // clear any previously active shader / camera combination
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209 asc_shader_use(NULL, NULL);
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210
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211 // 2D Elements
150
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212 asc_scene_draw2d(scene,
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213 render_group[ASC_RENDER_GROUP_2D_OPAQUE],
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214 render_group[ASC_RENDER_GROUP_2D_BLEND]
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215 );
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216 }
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217
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218 void asc_scene_add_node(AscScene *scene, AscSceneNode *node) {
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219 asc_scene_node_link(scene->root, node);
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220 }
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221
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222 void asc_scene_remove_node(AscSceneNode *node) {
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223 asc_scene_node_unlink(node);
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224 }

mercurial