Sun, 01 Jun 2025 16:35:23 +0200
remove pre-defined dummy textures by introducing conditional compilation for shaders
and by the way resolves #645
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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/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 | void asc_scene_draw_sprites( |
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82 | const AscScene *scene, |
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83 | const CxList *opaque_rect, |
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84 | const CxList *opaque_uv, |
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85 | const CxList *blend_rect, |
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86 | const CxList *blend_uv |
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87 | ) { |
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88 | // render opaque sprites from front to back |
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89 | CxIterator iter_opaque_rect = cxListBackwardsIterator(opaque_rect); |
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90 | CxIterator iter_opaque_uv = cxListBackwardsIterator(opaque_uv); |
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91 | |
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92 | // render sprites with alpha value from back to front |
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93 | CxIterator iter_blend_rect = cxListIterator(blend_rect); |
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94 | CxIterator iter_blend_uv = cxListIterator(blend_uv); |
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95 | |
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96 | // TODO: implement interleaving by depth |
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97 | if (cxIteratorValid(iter_opaque_rect)) { |
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98 | glDisable(GL_BLEND); |
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99 | AscShaderSprite *shader = ASC_SHADER_SPRITE_RECT; |
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100 | asc_shader_program_use(&shader->program, &scene->camera); |
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101 | cx_foreach(const AscSprite*, node, iter_opaque_rect) { |
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102 | asc_sprite_draw(shader, node); |
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103 | } |
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104 | } |
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105 | if (cxIteratorValid(iter_opaque_uv)) { |
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106 | glDisable(GL_BLEND); |
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107 | AscShaderSprite *shader = ASC_SHADER_SPRITE_UV; |
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108 | asc_shader_program_use(&shader->program, &scene->camera); |
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109 | cx_foreach(const AscSprite*, node, iter_opaque_uv) { |
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110 | asc_sprite_draw(shader, node); |
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111 | } |
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112 | } |
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113 | if (cxIteratorValid(iter_blend_rect)) { |
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114 | glEnable(GL_BLEND); |
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115 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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116 | AscShaderSprite *shader = ASC_SHADER_SPRITE_RECT; |
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117 | asc_shader_program_use(&shader->program, &scene->camera); |
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118 | cx_foreach(const AscSprite*, node, iter_blend_rect) { |
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119 | asc_sprite_draw(shader, node); |
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120 | } |
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121 | } |
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122 | if (cxIteratorValid(iter_blend_uv)) { |
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123 | glEnable(GL_BLEND); |
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124 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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125 | AscShaderSprite *shader = ASC_SHADER_SPRITE_UV; |
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126 | asc_shader_program_use(&shader->program, &scene->camera); |
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127 | cx_foreach(const AscSprite*, node, iter_blend_uv) { |
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128 | asc_sprite_draw(shader, node); |
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129 | } |
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130 | } |
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131 | } |
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132 | |
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133 | void asc_scene_draw(AscScene *scene) { |
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134 | if (scene->root == NULL) return; |
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135 | |
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136 | // if the window resized, we must update the viewport |
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137 | if (asc_active_window->resized) { |
105 | 138 | asc_vec2u window_size = asc_active_window->dimensions; |
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139 | if (scene->camera.viewport_update_func == NULL) { |
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140 | // this assumes the viewport was initialized with zeros! |
101 | 141 | scene->camera.viewport.size = window_size; |
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142 | } else { |
101 | 143 | scene->camera.viewport = scene->camera.viewport_update_func(window_size); |
144 | } | |
145 | if (scene->camera.projection_update_func != NULL) { | |
146 | scene->camera.projection_update_func(&scene->camera, window_size); | |
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147 | } |
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148 | } |
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149 | |
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150 | // reset render groups |
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151 | CxList **render_group = scene->internal.render_groups; |
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152 | for (unsigned i = 0 ; i < ASC_RENDER_GROUP_COUNT ; i++) { |
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153 | cxListClear(render_group[i]); |
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154 | } |
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155 | |
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156 | // update the scene graph and add nodes to their render groups |
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157 | CxTreeVisitor iter = cx_tree_visitor(scene->root, |
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158 | offsetof(AscSceneNode, children), |
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159 | offsetof(AscSceneNode, next) |
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160 | ); |
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161 | cx_foreach(AscSceneNode*, node, iter) { |
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162 | // skip hidden nodes (and all their children) |
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163 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_HIDDEN)) { |
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164 | cxTreeVisitorContinue(iter); |
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165 | } |
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166 | |
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167 | // TODO: implement culling |
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168 | |
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169 | // check if geometry needs update |
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170 | asc_clear_flag(node->flags, |
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171 | ASC_SCENE_NODE_GRAPHICS_UPDATED |
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172 | | ASC_SCENE_NODE_TRANSFORM_UPDATED); |
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173 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS)) { |
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174 | asc_set_flag(node->flags, ASC_SCENE_NODE_GRAPHICS_UPDATED); |
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175 | asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_GRAPHICS); |
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176 | assert(node->update_func != NULL); |
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177 | node->update_func(node); |
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178 | } |
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179 | if (asc_test_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM)) { |
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180 | asc_set_flag(node->flags, ASC_SCENE_NODE_TRANSFORM_UPDATED); |
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181 | asc_clear_flag(node->flags, ASC_SCENE_NODE_UPDATE_TRANSFORM); |
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182 | |
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183 | // Only recalculate from components if not using custom transform |
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184 | if (!asc_test_flag(node->flags, ASC_SCENE_NODE_CUSTOM_TRANSFORM)) { |
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185 | asc_transform_from_vec3f( |
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186 | node->transform, |
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187 | node->position, |
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188 | node->scale, |
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189 | node->rotation |
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190 | ); |
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191 | } |
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192 | |
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193 | asc_mat4f_mulst( |
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194 | node->world_transform, |
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195 | node->transform, |
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196 | node->parent->world_transform |
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197 | ); |
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198 | } |
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199 | |
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200 | // add to render group |
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201 | if (node->render_group >= 0) { |
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202 | cxListAdd(render_group[node->render_group], node); |
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203 | } |
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204 | } |
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205 | |
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206 | // set the viewport |
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207 | glViewport( |
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208 | scene->camera.viewport.pos.x, |
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209 | scene->camera.viewport.pos.y, |
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210 | scene->camera.viewport.size.width, |
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211 | scene->camera.viewport.size.height |
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212 | ); |
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213 | if (scene->camera.viewport_clear) { |
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214 | glScissor( |
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215 | scene->camera.viewport.pos.x, |
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216 | scene->camera.viewport.pos.y, |
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217 | scene->camera.viewport.size.width, |
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218 | scene->camera.viewport.size.height |
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219 | ); |
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220 | glEnable(GL_SCISSOR_TEST); |
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221 | const asc_col4f col = scene->camera.clear_color; |
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222 | glClearColor(col.red, col.green, col.blue, col.alpha); |
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223 | glClear(GL_COLOR_BUFFER_BIT); |
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224 | glDisable(GL_SCISSOR_TEST); |
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225 | } |
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226 | |
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227 | // ------------------------- |
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228 | // process the render groups |
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229 | // ------------------------- |
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230 | |
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231 | // 2D Elements |
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232 | // =========== |
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233 | glEnable(GL_DEPTH_TEST); |
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234 | glClear(GL_DEPTH_BUFFER_BIT); |
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235 | |
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236 | // Sprites |
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237 | // ------- |
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238 | asc_scene_draw_sprites(scene, |
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239 | render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE_RECT], |
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240 | render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE_UV], |
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241 | render_group[ASC_RENDER_GROUP_SPRITE_BLEND_RECT], |
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242 | render_group[ASC_RENDER_GROUP_SPRITE_BLEND_UV] |
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243 | ); |
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244 | } |
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245 | |
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246 | void asc_scene_add_node(AscScene *scene, AscSceneNode *node) { |
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247 | asc_scene_node_link(scene->root, node); |
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248 | } |
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249 | |
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250 | void asc_scene_remove_node(AscSceneNode *node) { |
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251 | asc_scene_node_unlink(node); |
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252 | } |