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GL renderer reimplemented using this trait. The major part of this refactor is to finally resolve the mess of part/masks/composites being weaved together. The source of the mess is that drawables have the distinctions of `drawOne` and `drawSelf` (using ref impl terms) and "used or not, as a mask". The previous impl just blindly models the OOP pattern in the ref impl with two `bool`s being passed around. However the proper way is to factor out the commonalities instead of functions calling each other back and forth. Problems automatically emerged after this refactor: 0. recursive compositing just cannot happen. all checks are removed 1. find that the previous impl doesn't support simple mesh masks 2. find that the previous impl doesn't support composite node as mask 3. find that rendering to texture is not strictly enforced. in the framework there is easy way to customize the render flow 4. the data structure can be reworked a bit. after the refactor one will notice that some now separate `struct`s almost always appear together
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