src/scene.c

Wed, 11 Jun 2025 23:38:55 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 11 Jun 2025 23:38:55 +0200
changeset 144
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child 148
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permissions
-rw-r--r--

do not try to use one distinct render group for each different shader

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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/sprite.h"
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34
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35 #include <cx/tree.h>
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36 #include <cx/array_list.h>
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37
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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 void asc_scene_init_(AscScene *scene, struct asc_camera_init_args args) {
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43 if (scene->root != NULL) {
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44 asc_wprintf("Scene %"PRIxPTR" is already initialized - initialization skipped.", (uintptr_t) scene);
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45 return;
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46 }
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47 asc_camera_init_(&scene->camera, args);
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48 scene->root = asc_scene_node_empty();
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49 for (unsigned i = 0 ; i < ASC_RENDER_GROUP_COUNT ; i++) {
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50 scene->internal.render_groups[i] = cxArrayListCreateSimple(CX_STORE_POINTERS, 32);
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51 }
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52
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53 asc_dprintf("Initialized scene %"PRIxPTR, (uintptr_t) scene);
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54 }
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55
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56 void asc_scene_destroy(AscScene *scene) {
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57 if (scene->root == NULL) return;
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58 for (unsigned i = 0 ; i < ASC_RENDER_GROUP_COUNT ; i++) {
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59 cxListFree(scene->internal.render_groups[i]);
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60 scene->internal.render_groups[i] = NULL;
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61 }
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62 asc_dprintf("Destroyed scene %"PRIxPTR, (uintptr_t) scene);
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63 asc_scene_node_free(scene->root);
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64 }
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65
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66 void asc_scene_execute_behaviors(AscScene *scene) {
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67 CxTreeVisitor iter = cx_tree_visitor(scene->root,
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68 offsetof(AscSceneNode, children),
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69 offsetof(AscSceneNode, next)
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70 );
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71 cx_foreach(AscSceneNode*, node, iter) {
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72 CxIterator behavior_iter = cxListIterator(node->behaviors);
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73 cx_foreach(AscBehavior*, behavior, behavior_iter) {
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74 if (behavior->enabled) {
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75 behavior->func(behavior);
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76 }
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77 }
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78 }
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79 }
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80
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81 static void asc_scene_draw_sprites(
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82 const AscScene *scene,
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83 const CxList *opaque,
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84 const CxList *blend
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85 ) {
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86 glEnable(GL_DEPTH_TEST);
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87 glClear(GL_DEPTH_BUFFER_BIT);
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88 const AscCamera *camera = asc_scene_camera(scene);
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89
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90 // render opaque sprites from front to back
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91 CxIterator iter_opaque = cxListBackwardsIterator(opaque);
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92
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93 // render sprites with alpha value from back to front
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94 CxIterator iter_blend = cxListIterator(blend);
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96 // TODO: implement interleaving by depth
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97 // TODO: implement sorting by shader ID to reduce shader switches
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98 if (cxIteratorValid(iter_opaque)) {
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99 glDisable(GL_BLEND);
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100 cx_foreach(const AscSprite*, node, iter_opaque) {
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101 asc_sprite_draw(camera, node);
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102 }
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103 }
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104 if (cxIteratorValid(iter_blend)) {
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105 glEnable(GL_BLEND);
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106 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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107 cx_foreach(const AscSprite*, node, iter_blend) {
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108 asc_sprite_draw(camera, node);
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109 }
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110 }
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111 }
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112
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113 void asc_scene_draw(AscScene *scene) {
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114 if (scene->root == NULL) return;
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115
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116 // if the window resized, we must update the viewport
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117 if (asc_active_window->resized) {
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118 asc_vec2u window_size = asc_active_window->dimensions;
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119 if (scene->camera.viewport_update_func == NULL) {
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120 // this assumes the viewport was initialized with zeros!
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121 scene->camera.viewport.size = window_size;
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122 } else {
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123 scene->camera.viewport = scene->camera.viewport_update_func(window_size);
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124 }
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125 if (scene->camera.projection_update_func != NULL) {
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126 scene->camera.projection_update_func(&scene->camera, window_size);
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127 }
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128 }
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129
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130 // reset render groups
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131 CxList **render_group = scene->internal.render_groups;
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132 for (unsigned i = 0 ; i < ASC_RENDER_GROUP_COUNT ; i++) {
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133 cxListClear(render_group[i]);
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134 }
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135
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136 // update the scene graph and add nodes to their render groups
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137 CxTreeVisitor iter = cx_tree_visitor(scene->root,
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138 offsetof(AscSceneNode, children),
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139 offsetof(AscSceneNode, next)
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140 );
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141 cx_foreach(AscSceneNode*, node, iter) {
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142 // skip hidden nodes (and all their children)
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143 if (asc_test_flag(node->flags, ASC_SCENE_NODE_HIDDEN)) {
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144 cxTreeVisitorContinue(iter);
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145 }
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146
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147 // TODO: implement culling
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148
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149 // check if geometry needs update
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150 asc_clear_flag(node->flags,
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151 ASC_SCENE_NODE_GRAPHICS_UPDATED
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152 | ASC_SCENE_NODE_TRANSFORM_UPDATED);
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153 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS)) {
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154 asc_set_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED);
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155 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS);
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156 assert(node->update_func != NULL);
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157 node->update_func(node);
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158 }
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159 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) {
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160 asc_set_flag(node->flags, ASC_SCENE_NODE_TRANSFORM_UPDATED);
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161 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM);
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162
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163 // Only recalculate from components if not using custom transform
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164 if (!asc_test_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM)) {
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165 asc_transform_from_vec3f(
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166 node->transform,
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167 node->position,
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168 node->scale,
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169 node->rotation
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170 );
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171 }
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172
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173 asc_mat4f_mulst(
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174 node->world_transform,
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175 node->transform,
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176 node->parent->world_transform
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177 );
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178 }
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179
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180 // add to render group
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181 if (node->render_group >= 0) {
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182 cxListAdd(render_group[node->render_group], node);
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183 }
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184 }
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185
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186 // set the viewport
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187 glViewport(
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188 scene->camera.viewport.pos.x,
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189 scene->camera.viewport.pos.y,
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190 scene->camera.viewport.size.width,
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191 scene->camera.viewport.size.height
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192 );
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193 if (scene->camera.viewport_clear) {
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194 glScissor(
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195 scene->camera.viewport.pos.x,
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196 scene->camera.viewport.pos.y,
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197 scene->camera.viewport.size.width,
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198 scene->camera.viewport.size.height
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199 );
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200 glEnable(GL_SCISSOR_TEST);
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201 const asc_col4f col = scene->camera.clear_color;
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202 glClearColor(col.red, col.green, col.blue, col.alpha);
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203 glClear(GL_COLOR_BUFFER_BIT);
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204 glDisable(GL_SCISSOR_TEST);
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205 }
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206
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207 // -------------------------
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208 // process the render groups
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209 // -------------------------
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210
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211 // clear any previously active shader / camera combination
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212 asc_shader_use(NULL, NULL);
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213
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214 // 2D Elements
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215 // ===========
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216
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217 // Sprites
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218 // -------
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219 asc_scene_draw_sprites(scene,
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220 render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE],
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221 render_group[ASC_RENDER_GROUP_SPRITE_BLEND]
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222 );
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223 }
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224
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225 void asc_scene_add_node(AscScene *scene, AscSceneNode *node) {
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226 asc_scene_node_link(scene->root, node);
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227 }
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228
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229 void asc_scene_remove_node(AscSceneNode *node) {
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230 asc_scene_node_unlink(node);
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231 }

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