src/scene.c

Tue, 06 May 2025 23:04:54 +0200

author
Mike Becker <universe@uap-core.de>
date
Tue, 06 May 2025 23:04:54 +0200
changeset 112
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parent 108
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permissions
-rw-r--r--

extract execution of behaviors from draw function

fixes #646

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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 #include "ascension/2d.h"
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34
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35 #include <cx/tree.h>
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36 #include <cx/linked_list.h>
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37 #include <cx/array_list.h>
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38 #include <cx/utils.h>
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39
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40 #include <GL/glew.h>
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41
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42 #include <assert.h>
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43
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44 void asc_scene_init(AscScene *scene, AscCameraParams camera_params) {
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45 if (scene->root != NULL) {
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46 asc_wprintf("Scene %"PRIxPTR" is already initialized - initialization skipped.", (uintptr_t) scene);
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47 return;
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48 }
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49 asc_camera_init(&scene->camera, camera_params);
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50 scene->root = asc_scene_node_empty();
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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
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58 asc_dprintf("Destroyed scene %"PRIxPTR, (uintptr_t) scene);
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59 asc_scene_node_free(scene->root);
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60 }
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61
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62 void asc_scene_execute_behaviors(AscScene *scene) {
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63 CxTreeVisitor iter = cx_tree_visitor(scene->root,
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64 offsetof(AscSceneNode, children),
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65 offsetof(AscSceneNode, next)
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66 );
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67 cx_foreach(AscSceneNode*, node, iter) {
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68 CxIterator behavior_iter = cxListIterator(node->behaviors);
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69 cx_foreach(AscBehavior*, behavior, behavior_iter) {
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70 if (behavior->enabled) {
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71 behavior->func(behavior);
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72 }
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73 }
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74 }
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75 }
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76
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77 void asc_scene_draw(AscScene *scene) {
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78 if (scene->root == NULL) return;
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79
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80 // if the window resized, we must update the viewport
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81 if (asc_active_window->resized) {
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82 asc_vec2u window_size = asc_active_window->dimensions;
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83 if (scene->camera.viewport_update_func == NULL) {
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84 // this assumes the viewport was initialized with zeros!
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85 scene->camera.viewport.size = window_size;
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86 } else {
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87 scene->camera.viewport = scene->camera.viewport_update_func(window_size);
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88 }
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89 if (scene->camera.projection_update_func != NULL) {
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90 scene->camera.projection_update_func(&scene->camera, window_size);
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91 }
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92 }
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93
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94 // create render groups
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95 CxList *render_group[ASC_RENDER_GROUP_COUNT];
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96 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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97 render_group[i] = cxArrayListCreateSimple(CX_STORE_POINTERS, 32);
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98 }
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99
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100 // update the scene graph and add nodes to their render groups
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101 CxTreeVisitor iter = cx_tree_visitor(scene->root,
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102 offsetof(AscSceneNode, children),
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103 offsetof(AscSceneNode, next)
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104 );
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105 cx_foreach(AscSceneNode*, node, iter) {
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106 // skip hidden nodes (and all their children)
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107 if (asc_test_flag(node->flags, ASC_SCENE_NODE_HIDDEN)) {
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108 cxTreeVisitorContinue(iter);
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109 }
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110
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111 // TODO: implement culling
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112
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113 // check if geometry needs update
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114 asc_clear_flag(node->flags,
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115 ASC_SCENE_NODE_GRAPHICS_UPDATED
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116 | ASC_SCENE_NODE_TRANSFORM_UPDATED);
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117 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS)) {
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118 asc_set_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED);
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119 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS);
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120 assert(node->update_func != NULL);
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121 node->update_func(node);
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122 }
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123 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) {
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124 asc_set_flag(node->flags, ASC_SCENE_NODE_TRANSFORM_UPDATED);
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125 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM);
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126 asc_transform_from_parts(
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127 node->transform,
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128 node->position,
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129 node->scale,
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130 node->rotation
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131 );
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132 asc_mat4f_mulst(
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133 node->world_transform,
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134 node->transform,
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135 node->parent->world_transform
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136 );
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137 }
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138
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139 // add to render group
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140 if (node->render_group >= 0) {
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141 cxListAdd(render_group[node->render_group], node);
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142 }
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143 }
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144
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145 // set the viewport (in OpenGL we need to invert the Y axis)
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146 glViewport(
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147 scene->camera.viewport.pos.x,
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148 -scene->camera.viewport.pos.y,
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149 scene->camera.viewport.size.width,
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150 scene->camera.viewport.size.height
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151 );
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152
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153 // -------------------------
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154 // process the render groups
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155 // -------------------------
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156 CxIterator render_iter;
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157
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158 // 2D Elements
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159 // ===========
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160 glEnable(GL_DEPTH_TEST);
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161 glClear(GL_DEPTH_BUFFER_BIT);
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162
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163 // Sprites
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164 // -------
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165 size_t sprite_count = cxListSize(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE])
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166 + cxListSize(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
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167 if (sprite_count > 0) {
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168 AscShaderProgram *shader = &ASC_SHADER_SPRITE->program;
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169 glUseProgram(shader->id);
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170 glUniformMatrix4fv(shader->projection, 1,
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171 GL_FALSE, scene->camera.projection);
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172 glUniformMatrix4fv(shader->view, 1,
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173 GL_FALSE, scene->camera.view);
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174
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175 // render opaque sprites from front to back
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176 glDisable(GL_BLEND);
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177 render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]);
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178 cx_foreach(AscSprite const *, node, render_iter) {
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179 asc_sprite_draw(node);
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180 }
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181
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182 // render sprites with alpha value from back to front
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183 glEnable(GL_BLEND);
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184 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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185 render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
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186 cx_foreach(AscSprite const *, node, render_iter) {
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187 asc_sprite_draw(node);
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188 }
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189 }
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190
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191 // deallocate render groups
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192 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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193 cxListFree(render_group[i]);
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194 }
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195 }
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196
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197 void asc_scene_add_node(AscScene *scene, AscSceneNode *node) {
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198 asc_scene_node_link(scene->root, node);
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199 }
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200
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201 void asc_scene_remove_node(AscSceneNode *node) {
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202 asc_scene_node_unlink(node);
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203 }

mercurial