src/2d.c

Thu, 19 Jun 2025 19:22:07 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 19 Jun 2025 19:22:07 +0200
changeset 160
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parent 159
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permissions
-rw-r--r--

improve the combination of shader preprocessor 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/context.h"
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32 #include "ascension/error.h"
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33 #include "ascension/shader.h"
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34
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35 #include <GL/glew.h>
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36 #include <assert.h>
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37
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38 typedef struct asc_rectangle_shader_s {
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39 AscShaderProgram program;
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40 GLint color;
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41 GLint border_color;
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42 GLint size;
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43 GLint thickness;
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44 GLint radius;
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45 } AscRectangleShader;
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46
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47 #define ASC_RECTANGLE_SHADER_FLAG_FILL 1
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48 #define ASC_RECTANGLE_SHADER_FLAG_ROUND 2
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49 #define ASC_RECTANGLE_SHADER_FLAG_BORDER 4
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50
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51 static AscShaderProgram *asc_rectangle_shader_create(int flags) {
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52 AscShaderCodes codes;
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53 // TODO: create a utility that rolls out those defines
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54 const char * const defines[] = {
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55 "#define FILL\n",
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56 "#define ROUNDED_CORNERS\n",
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57 "#define BORDER\n"
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58 };
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59 if (asc_shader_load_code_files((AscShaderCodeInfo){
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60 .files.vtx = "sprite_vtx.glsl",
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61 .files.frag = "rectangle_frag.glsl",
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62 .defines.frag_list = defines,
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63 .defines.frag_list_select = flags
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64 }, &codes)) {
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65 asc_error("Loading sprite shader failed.");
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66 return NULL;
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67 }
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68 AscRectangleShader *shader = asc_shader_create(codes, sizeof(*shader));
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69 if (asc_has_error()) {
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70 asc_shader_free_codes(codes);
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71 // TODO: must not return NULL or must add error handling on caller site
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72 return NULL;
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73 }
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74 shader->size = glGetUniformLocation(shader->program.gl_id, "size");
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75 if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_FILL)) {
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76 shader->color = glGetUniformLocation(shader->program.gl_id, "color");
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77 } else {
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78 shader->color = -1;
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79 }
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80 if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_BORDER)) {
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81 shader->thickness = glGetUniformLocation(shader->program.gl_id, "thickness");
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82 shader->border_color = glGetUniformLocation(shader->program.gl_id, "border_color");
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83 } else {
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84 shader->thickness = -1;
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85 shader->border_color = -1;
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86 }
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87 if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_ROUND)) {
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88 shader->radius = glGetUniformLocation(shader->program.gl_id, "radius");
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89 } else {
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90 shader->radius = -1;
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91 }
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92 asc_shader_free_codes(codes);
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93
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94 asc_error_catch_all_gl();
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95
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96 return (AscShaderProgram*) shader;
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97 }
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98
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99 static void asc_rectangle_destroy(AscSceneNode *node) {
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100 asc_ptr_cast(AscRectangle, rectangle, node);
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101 asc_mesh_destroy(&rectangle->mesh);
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102 }
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103
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104 static void asc_rectangle_update(AscSceneNode *node) {
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105 asc_ptr_cast(AscRectangle, rectangle, node);
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106 asc_vec2f size = asc_vec2f_new(rectangle->width, rectangle->height);
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107 asc_mesh_plane_2d(&rectangle->mesh, .size = size, .uv_scale = size);
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108 }
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109
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110 static void asc_rectangle_draw(const AscCamera *camera, const AscSceneNode *node) {
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111 asc_ptr_cast(AscRectangle, rectangle, node);
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112 const bool filled = rectangle->filled;
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113 const bool round = rectangle->radius > 0;
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114 const bool border = rectangle->thickness > 0;
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115
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116 // Compute shader flags
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117 int shader_flags = 0;
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118 if (filled) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_FILL;
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119 if (border) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_BORDER;
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120 if (round) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_ROUND;
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121
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122 // Compute shader ID
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123 const int shader_ids[] = {
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124 -1, // unused
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125 ASC_SHADER_RECTANGLE_FILL,
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126 ASC_SHADER_RECTANGLE_DRAW_ROUND,
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127 ASC_SHADER_RECTANGLE_FILL_ROUND,
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128 ASC_SHADER_RECTANGLE_DRAW,
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129 ASC_SHADER_RECTANGLE_FILL_BORDER,
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130 ASC_SHADER_RECTANGLE_DRAW_ROUND,
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131 ASC_SHADER_RECTANGLE_FILL_BORDER_ROUND,
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132 };
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133
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134 // Look up and activate shader
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135 const AscRectangleShader *shader = asc_shader_lookup_or_create(
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136 shader_ids[shader_flags], asc_rectangle_shader_create, shader_flags);
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137 asc_shader_use(&shader->program, camera);
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138
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139 // Upload uniforms
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140 // TODO: uploading model matrix could be a helper function
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141 glUniformMatrix4fv(shader->program.model, 1,
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142 GL_FALSE, node->world_transform);
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143
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144 if (filled) {
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145 glUniform4f(shader->color,
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146 rectangle->color.red,
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147 rectangle->color.green,
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148 rectangle->color.blue,
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149 rectangle->color.alpha
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150 );
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151 }
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152 glUniform2f(shader->size, rectangle->width, rectangle->height);
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153
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154 if (border) {
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155 glUniform1f(shader->thickness, rectangle->thickness);
159
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156 glUniform4f(shader->border_color,
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157 rectangle->border_color.red,
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158 rectangle->border_color.green,
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159 rectangle->border_color.blue,
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160 rectangle->border_color.alpha
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161 );
158
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162 }
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163 if (round) {
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164 glUniform1f(shader->radius, rectangle->radius);
151
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165 }
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166
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167 // Draw mesh
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168 asc_mesh_draw_triangle_strip(&rectangle->mesh);
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169 }
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170
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171 AscSceneNode *asc_rectangle_create(struct asc_rectangle_create_args args) {
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172 AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle));
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173
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174 if (args.bounds.size.width + args.bounds.size.height > 0) {
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175 rectangle->node.position.x = (float) args.bounds.pos.x;
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176 rectangle->node.position.y = (float) args.bounds.pos.y;
158
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177 rectangle->width = (float) args.bounds.size.width;
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178 rectangle->height = (float) args.bounds.size.height;
151
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179 } else {
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180 rectangle->node.position.x = (float) args.x;
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181 rectangle->node.position.y = (float) args.y;
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182 rectangle->width = (float) args.width;
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183 rectangle->height = (float) args.height;
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184 }
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185
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186 rectangle->radius = (float)args.radius;
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187 rectangle->color = asc_col_itof(asc_context.ink);
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188 rectangle->border_color = asc_col_itof(args.border_color);
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189 rectangle->filled = args.filled;
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190 if (!args.filled && args.thickness == 0) {
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191 // when we do not fill the rectangle, we need a border
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192 rectangle->thickness = 1;
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193 } else {
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194 rectangle->thickness = args.thickness;
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195 }
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196 if (!args.filled && asc_col4_test_zero(args.border_color)) {
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197 // convenience fallback:
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198 // when we are drawing an outline but have no explicit border color,
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199 // use the active ink
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200 rectangle->border_color = rectangle->color;
151
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201 }
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202
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203 AscSceneNode *node = &rectangle->node;
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204 node->position.z = ASC_SCENE_2D_DEPTH_OFFSET;
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205 node->scale = asc_vec3f_one;
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206 node->render_group = asc_context.ink.alpha < 255
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207 ? ASC_RENDER_GROUP_2D_BLEND
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208 : ASC_RENDER_GROUP_2D_OPAQUE;
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209 node->update_func = asc_rectangle_update;
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210 node->destroy_func = asc_rectangle_destroy;
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211 node->draw_func = asc_rectangle_draw;
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212 asc_node_update(node);
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213 return node;
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214 }

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