src/2d.c

Wed, 30 Jul 2025 00:12:13 +0200

author
Mike Becker <universe@uap-core.de>
date
Wed, 30 Jul 2025 00:12:13 +0200
changeset 232
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parent 228
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permissions
-rw-r--r--

improve the conditional setting of flags

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

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