src/2d.c

Thu, 24 Jul 2025 20:58:00 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 24 Jul 2025 20:58:00 +0200
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child 223
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permissions
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vastly deduplicate shader creation code

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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 2025 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/2d.h"
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29
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30 #include "ascension/constants.h"
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31 #include "ascension/error.h"
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32 #include "ascension/shader.h"
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33
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34 #include <assert.h>
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35
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36 typedef struct asc_rectangle_shader_s {
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37 AscShaderProgram program;
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38 asc_uniform_loc color;
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39 asc_uniform_loc border_color;
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40 asc_uniform_loc size;
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41 asc_uniform_loc thickness;
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42 asc_uniform_loc radius;
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43 } AscRectangleShader;
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44
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45 #define ASC_RECTANGLE_SHADER_FLAG_FILL 1
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46 #define ASC_RECTANGLE_SHADER_FLAG_ROUND 2
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47 #define ASC_RECTANGLE_SHADER_FLAG_BORDER 4
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48
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49 static void asc_rectangle_shader_init(AscShaderProgram *shader, int flags) {
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50 asc_shader_init_uniform_loc_nice(shader, AscRectangleShader, size);
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51 if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_FILL)) {
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52 asc_shader_init_uniform_loc_nice(shader, AscRectangleShader, color);
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53 }
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54 if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_BORDER)) {
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55 asc_shader_init_uniform_loc_nice(shader, AscRectangleShader, border_color);
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56 asc_shader_init_uniform_loc_nice(shader, AscRectangleShader, thickness);
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57 }
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58 if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_ROUND)) {
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59 asc_shader_init_uniform_loc_nice(shader, AscRectangleShader, radius);
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60 }
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61 }
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62
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63 static AscShaderProgram *asc_rectangle_shader_create(int flags) {
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64 const char * const defines[] = {
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65 "#define FILL\n",
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66 "#define ROUNDED_CORNERS\n",
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67 "#define BORDER\n"
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68 };
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69 return asc_shader_create((AscShaderCodeInfo){
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70 .files.vtx = "sprite_vtx.glsl",
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71 .files.frag = "rectangle_frag.glsl",
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72 .defines.frag_list = defines,
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73 .defines.frag_list_select = flags
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74 }, sizeof(AscRectangleShader), asc_rectangle_shader_init, flags);
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75 }
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76
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77 static void asc_rectangle_destroy(AscSceneNode *node) {
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78 asc_ptr_cast(AscRectangle, rectangle, node);
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79 asc_mesh_destroy(&rectangle->mesh);
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80 }
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81
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82 static void asc_rectangle_update(AscSceneNode *node) {
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83 asc_ptr_cast(AscRectangle, rectangle, node);
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84 asc_mesh_plane_2d(&rectangle->mesh, .size = rectangle->size, .uv_scale = rectangle->size);
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85 }
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86
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87 static void asc_rectangle_draw(const AscCamera *camera, const AscSceneNode *node) {
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88 asc_cptr_cast(AscRectangle, rectangle, node);
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89 const bool filled = rectangle->filled;
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90 const bool round = rectangle->radius > 0;
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91 const bool border = rectangle->thickness > 0;
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92
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93 // Compute shader flags
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94 int shader_flags = 0;
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95 if (filled) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_FILL;
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96 if (border) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_BORDER;
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97 if (round) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_ROUND;
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98
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99 // Lookup table for the shader ID
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100 const int shader_ids[] = {
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101 -1, // unused
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102 ASC_SHADER_RECTANGLE_FILL,
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103 ASC_SHADER_RECTANGLE_DRAW_ROUND,
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104 ASC_SHADER_RECTANGLE_FILL_ROUND,
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105 ASC_SHADER_RECTANGLE_DRAW,
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106 ASC_SHADER_RECTANGLE_FILL_BORDER,
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107 ASC_SHADER_RECTANGLE_DRAW_ROUND,
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108 ASC_SHADER_RECTANGLE_FILL_BORDER_ROUND,
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109 };
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110
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111 // Look up and activate shader
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112 const AscShaderProgram *shader = asc_shader_lookup_or_create(
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113 shader_ids[shader_flags], asc_rectangle_shader_create, shader_flags);
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114 if (asc_shader_use(shader, camera)) return;
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115 asc_cptr_cast(AscRectangleShader, rect_shader, shader);
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116
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117 // Upload uniforms
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118 asc_shader_upload_model_matrix(shader, node);
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119
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120 if (filled) {
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121 asc_shader_upload_col4f(rect_shader->color, rectangle->color);
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122 }
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123 asc_shader_upload_vec2f(rect_shader->size, rectangle->size);
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124
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125 if (border) {
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126 asc_shader_upload_float(rect_shader->thickness, rectangle->thickness);
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127 asc_shader_upload_col4f(rect_shader->border_color, rectangle->border_color);
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128 }
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129 if (round) {
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130 asc_shader_upload_float(rect_shader->radius, rectangle->radius);
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131 }
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132
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133 // Draw mesh
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134 asc_mesh_draw_triangle_strip(&rectangle->mesh);
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135 }
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136
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137 AscSceneNode *asc_rectangle_create(struct asc_rectangle_create_args args) {
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138 AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle));
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139
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140 float pos_x, pos_y;
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141 if (args.bounds.size.width + args.bounds.size.height > 0) {
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142 pos_x = (float) args.bounds.pos.x;
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143 pos_y = (float) args.bounds.pos.y;
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144 rectangle->size.width = (float) args.bounds.size.width;
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145 rectangle->size.height = (float) args.bounds.size.height;
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146 } else {
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147 pos_x = (float) args.x;
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148 pos_y = (float) args.y;
167
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149 rectangle->size.width = (float) args.width;
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150 rectangle->size.height = (float) args.height;
151
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151 }
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152
158
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153 rectangle->radius = (float)args.radius;
159
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154 rectangle->filled = args.filled;
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155 if (!args.filled && args.thickness == 0) {
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156 // when we do not fill the rectangle, we need a border
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157 rectangle->thickness = 1;
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158 } else {
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159 rectangle->thickness = args.thickness;
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160 }
214
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161
175
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162 if (!args.filled && asc_memcmpz(&args.border_color, sizeof(args.border_color))) {
159
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163 // convenience fallback:
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164 // when we are drawing an outline but have no explicit border color,
214
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165 // use the main color
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166 args.border_color = args.color;
151
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167 }
214
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168 rectangle->color = asc_col_itof(args.color);
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169 rectangle->border_color = asc_col_itof(args.border_color);
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170
207
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171 asc_ptr_cast(AscSceneNode, node, rectangle);
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172 asc_scene_node_init(node,
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173 ASC_SCENE_NODE_FUNCS(asc_rectangle),
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174 .pos2d = ASC_VEC2I(pos_x, pos_y),
215
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175 .origin2d = ASC_VEC2I(args.origin_x, args.origin_y),
214
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176 .render_group = (args.filled && args.color.alpha < 255) || args.border_color.alpha < 255
151
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177 ? ASC_RENDER_GROUP_2D_BLEND
207
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178 : ASC_RENDER_GROUP_2D_OPAQUE
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179 );
151
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180 return node;
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181 }
173
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182
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183 static void asc_ellipsis_destroy(AscSceneNode *node) {
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184 asc_ptr_cast(AscEllipsis, ellipsis, node);
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185 asc_mesh_destroy(&ellipsis->mesh);
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186 }
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187
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188 static void asc_ellipsis_update(AscSceneNode *node) {
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189 asc_ptr_cast(AscEllipsis, ellipsis, node);
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190 asc_vec2f size = asc_vec2f_scale(ellipsis->radii, 2);
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191 asc_mesh_plane_2d(&ellipsis->mesh, .size = size, .uv_scale = size);
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192 }
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193
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194
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195 typedef struct asc_ellipsis_shader_s {
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196 AscShaderProgram program;
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197 asc_uniform_loc color;
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198 asc_uniform_loc border_color;
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199 asc_uniform_loc radii;
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200 asc_uniform_loc thickness;
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201 } AscEllipsisShader;
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202
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203 #define ASC_ELLIPSIS_SHADER_FLAG_FILL 1
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204 #define ASC_ELLIPSIS_SHADER_FLAG_BORDER 2
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205
222
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206 static void asc_ellipsis_shader_init(AscShaderProgram *shader, int flags) {
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207 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, radii);
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208 if (asc_test_flag(flags, ASC_ELLIPSIS_SHADER_FLAG_FILL)) {
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209 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, color);
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210 }
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211 if (asc_test_flag(flags, ASC_ELLIPSIS_SHADER_FLAG_BORDER)) {
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212 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, thickness);
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213 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, border_color);
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214 }
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215 }
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216
173
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217 static AscShaderProgram *asc_ellipsis_shader_create(int flags) {
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218 const char * const defines[] = {
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219 "#define FILL\n",
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220 "#define BORDER\n"
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221 };
222
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222 return asc_shader_create((AscShaderCodeInfo){
173
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223 .files.vtx = "sprite_vtx.glsl",
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224 .files.frag = "ellipsis_frag.glsl",
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225 .defines.frag_list = defines,
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226 .defines.frag_list_select = flags
222
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227 }, sizeof(AscEllipsisShader), asc_ellipsis_shader_init, flags);
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228 }
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229
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230 static void asc_ellipsis_draw(const AscCamera *camera, const AscSceneNode *node) {
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231 asc_cptr_cast(AscEllipsis, ellipsis, node);
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232
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233 const bool filled = ellipsis->filled;
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234 const bool border = ellipsis->thickness > 0;
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235
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236 // Compute shader flags
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237 int shader_flags = 0;
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238 if (filled) shader_flags |= ASC_ELLIPSIS_SHADER_FLAG_FILL;
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239 if (border) shader_flags |= ASC_ELLIPSIS_SHADER_FLAG_BORDER;
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240
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241 // Lookup table for the shader ID
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242 const int shader_ids[] = {
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243 -1, // unused
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244 ASC_SHADER_ELLIPSIS_FILL,
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245 ASC_SHADER_ELLIPSIS_DRAW,
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246 ASC_SHADER_ELLIPSIS_FILL_BORDER,
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247 };
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248
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249 // Look up and activate shader
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250 const AscShaderProgram *shader = asc_shader_lookup_or_create(
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251 shader_ids[shader_flags], asc_ellipsis_shader_create, shader_flags);
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252 if (asc_shader_use(shader, camera)) return;
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253 asc_cptr_cast(AscEllipsisShader, ellipsis_shader, shader);
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254
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255 // Upload uniforms
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256 asc_shader_upload_model_matrix(shader, node);
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257
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258 if (filled) {
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259 asc_shader_upload_col4f(ellipsis_shader->color, ellipsis->color);
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260 }
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261 asc_shader_upload_vec2f(ellipsis_shader->radii, ellipsis->radii);
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262
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263 if (border) {
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264 asc_shader_upload_float(ellipsis_shader->thickness, ellipsis->thickness);
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265 asc_shader_upload_col4f(ellipsis_shader->border_color, ellipsis->border_color);
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266 }
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267
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268 // Draw mesh
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269 asc_mesh_draw_triangle_strip(&ellipsis->mesh);
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270 }
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271
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272 AscSceneNode *asc_ellipsis_create(struct asc_ellipsis_create_args args) {
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273 AscEllipsis *ellipsis = cxZallocDefault(sizeof(AscEllipsis));
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274
189
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275 float pos_x, pos_y;
173
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276 if (args.bounds.size.width + args.bounds.size.height > 0) {
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277 ellipsis->radii.x = (float) args.bounds.size.width / 2.f;
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278 ellipsis->radii.y = (float) args.bounds.size.height / 2.f;
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279 pos_x = (float) args.bounds.pos.x + ellipsis->radii.x;
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280 pos_y = (float) args.bounds.pos.y + ellipsis->radii.y;
173
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281 } else {
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282 const unsigned cx = ASC_NONZERO_OR(args.x, args.center.x);
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283 const unsigned cy = ASC_NONZERO_OR(args.y, args.center.y);
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284 const unsigned rx = ASC_NONZERO_OR(args.radius, args.radius_x);
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285 const unsigned ry = ASC_NONZERO_OR(args.radius, args.radius_y);
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286 pos_x = (float) cx;
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287 pos_y = (float) cy;
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288 ellipsis->radii.x = (float) rx;
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289 ellipsis->radii.y = (float) ry;
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290 }
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291
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292 ellipsis->filled = args.filled;
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293 if (!args.filled && args.thickness == 0) {
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294 // when we do not fill the ellipsis, we need a border
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295 ellipsis->thickness = 1;
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296 } else {
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297 ellipsis->thickness = args.thickness;
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298 }
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299
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300 if (!args.filled && asc_memcmpz(&args.border_color, sizeof(args.border_color))) {
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301 // convenience fallback:
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302 // when we are drawing an outline but have no explicit border color,
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303 // use the main color
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304 args.border_color = args.color;
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305 }
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306 ellipsis->color = asc_col_itof(args.color);
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307 ellipsis->border_color = asc_col_itof(args.border_color);
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308
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309 asc_ptr_cast(AscSceneNode, node, ellipsis);
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310 asc_scene_node_init(node,
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311 ASC_SCENE_NODE_FUNCS(asc_ellipsis),
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312 .pos2d = ASC_VEC2I(pos_x, pos_y),
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313 .origin3d = ASC_VEC3F(ellipsis->radii.x, ellipsis->radii.y, 0), // use float to avoid cast
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314 .render_group = (args.filled && args.color.alpha < 255) || args.border_color.alpha < 255
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315 ? ASC_RENDER_GROUP_2D_BLEND
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316 : ASC_RENDER_GROUP_2D_OPAQUE
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317 );
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318 return node;
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319 }

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