src/scene.c

Mon, 28 Apr 2025 21:13:01 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 28 Apr 2025 21:13:01 +0200
changeset 100
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parent 99
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permissions
-rw-r--r--

change asc_scene_init() to also request parameters for camera initialization

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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
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30 #include "ascension/context.h"
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31
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32 #include "ascension/2d.h"
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33
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34 #include <cx/tree.h>
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35 #include <cx/linked_list.h>
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36 #include <cx/array_list.h>
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37 #include <cx/utils.h>
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38
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39 #include <GL/glew.h>
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40
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41 #include <assert.h>
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42
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43 void asc_scene_init(AscScene *scene, AscCameraParams camera_params) {
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44 if (scene->root != NULL) {
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45 asc_wprintf("Scene %"PRIxPTR" is already initialized - initialization skipped.", (uintptr_t) scene);
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46 return;
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47 }
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48 if (camera_params.type == ASC_CAMERA_ORTHO) {
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49 asc_camera_ortho(&scene->camera, camera_params.ortho.rect);
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50 } else if (camera_params.type == ASC_CAMERA_PERSPECTIVE) {
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51 // TODO: implement
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52 asc_wprintf("Camera type PERSPECTIVE is not yet implemented.");
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53 } else {
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54 // at least zero all the bytes (law of the least surprise)
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55 memset(&scene->camera, 0, sizeof(AscCamera));
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56 }
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57 scene->camera.viewport_update_func = camera_params.viewport_update_func;
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58 scene->root = asc_scene_node_empty();
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59
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60 asc_dprintf("Initialized scene %"PRIxPTR, (uintptr_t) scene);
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61 }
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62
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63 void asc_scene_destroy(AscScene *scene) {
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64 if (scene->root == NULL) return;
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65
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66 asc_dprintf("Destroyed scene %"PRIxPTR, (uintptr_t) scene);
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67 asc_scene_node_free(scene->root);
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68 }
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69
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70 void asc_scene_draw(AscScene *scene) {
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71 if (scene->root == NULL) return;
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72
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73 // if the window resized, we must update the viewport
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74 if (asc_active_window->resized) {
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75 if (scene->camera.viewport_update_func == NULL) {
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76 // this assumes the viewport was initialized with zeros!
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77 scene->camera.viewport.size = asc_active_window->dimensions;
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78 } else {
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79 scene->camera.viewport = scene->camera.viewport_update_func(asc_active_window->dimensions);
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80 }
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81 }
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82
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83 // create render groups
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84 CxList *render_group[ASC_RENDER_GROUP_COUNT];
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85 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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86 render_group[i] = cxArrayListCreateSimple(CX_STORE_POINTERS, 32);
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87 }
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88
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89 // update the scene graph and add nodes to their render groups
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90 CxTreeVisitor iter = cx_tree_visitor(scene->root,
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91 offsetof(AscSceneNode, children),
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92 offsetof(AscSceneNode, next)
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93 );
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94 cx_foreach(AscSceneNode*, node, iter) {
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95 node->depth = iter.depth;
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96
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97 // skip hidden nodes (and all their children)
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98 if (asc_test_flag(node->flags, ASC_SCENE_NODE_HIDDEN)) {
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99 cxTreeVisitorContinue(iter);
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100 }
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101
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102 // execute behaviors, first
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103 if (node->behaviors != NULL) {
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104 CxIterator behavior_iter = cxListIterator(node->behaviors);
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105 cx_foreach(asc_scene_update_func, behavior, behavior_iter) {
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106 behavior(node);
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107 }
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108 }
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109
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110 // TODO: implement culling
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111
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112 // check if geometry needs update
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113 asc_clear_flag(node->flags,
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114 ASC_SCENE_NODE_GRAPHICS_UPDATED
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115 | ASC_SCENE_NODE_TRANSFORM_UPDATED);
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116 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS)) {
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117 asc_set_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED);
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118 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS);
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119 assert(node->update_func != NULL);
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120 node->update_func(node);
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121 }
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122 if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) {
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123 asc_set_flag(node->flags, ASC_SCENE_NODE_TRANSFORM_UPDATED);
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124 asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM);
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125 asc_transform_from_parts(
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126 node->transform,
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127 node->position,
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128 node->scale,
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129 node->rotation
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130 );
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131 asc_mat4f_mulst(
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132 node->world_transform,
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133 node->transform,
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134 node->parent->world_transform
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135 );
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136 }
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137
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138 // add to render group
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139 if (node->render_group >= 0) {
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140 cxListAdd(render_group[node->render_group], node);
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141 }
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142 }
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143
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144 // set the viewport (in OpenGL we need to invert the Y axis)
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145 glViewport(
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146 scene->camera.viewport.pos.x,
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147 -scene->camera.viewport.pos.y,
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148 scene->camera.viewport.size.width,
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149 scene->camera.viewport.size.height
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150 );
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151
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152 // -------------------------
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153 // process the render groups
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154 // -------------------------
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155 CxIterator render_iter;
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156
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157 // 2D Elements
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158 // ===========
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159 glEnable(GL_DEPTH_TEST);
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160 glClear(GL_DEPTH_BUFFER_BIT);
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161
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162 // Sprites
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163 // -------
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164 size_t sprite_count = cxListSize(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE])
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165 + cxListSize(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
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166 if (sprite_count > 0) {
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167 AscShaderProgram *shader = &ASC_SHADER_SPRITE->program;
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168 glUseProgram(shader->id);
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169 glUniformMatrix4fv(shader->projection, 1,
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170 GL_FALSE, scene->camera.projection);
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171 glUniformMatrix4fv(shader->view, 1,
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172 GL_FALSE, scene->camera.view);
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173
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174 // render opaque sprites from front to back
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175 glDisable(GL_BLEND);
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176 render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]);
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177 cx_foreach(AscSprite const *, node, render_iter) {
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178 asc_sprite_draw(node);
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179 }
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180
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181 // render sprites with alpha value from back to front
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182 glEnable(GL_BLEND);
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183 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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184 render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]);
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185 cx_foreach(AscSprite const *, node, render_iter) {
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186 asc_sprite_draw(node);
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187 }
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188 }
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189
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190 // deallocate render groups
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191 cx_for_n(i, ASC_RENDER_GROUP_COUNT) {
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192 cxListFree(render_group[i]);
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193 }
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194 }
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195
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196 void asc_scene_add_node(AscScene *scene, AscSceneNode *node) {
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197 asc_scene_node_link(scene->root, node);
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198 }
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199
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200 void asc_scene_remove_node(AscSceneNode *node) {
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201 asc_scene_node_unlink(node);
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202 }

mercurial