src/2d.c

Sun, 27 Jul 2025 23:34:19 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 27 Jul 2025 23:34:19 +0200
changeset 228
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parent 226
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permissions
-rw-r--r--

add asc_create_flags() utility function

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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 = asc_create_flags(1, 3, filled, round, border);
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95
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96 // Look up and activate the shader
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97 const AscShaderProgram *shader = asc_shader_lookup_or_create(
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98 ASC_SHADER_RECTANGLE(flags),
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99 asc_rectangle_shader_create, flags
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100 );
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101 if (asc_shader_use(shader, camera)) return;
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102 asc_cptr_cast(AscRectangleShader, rect_shader, shader);
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103
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104 // Upload uniforms
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105 asc_shader_upload_model_matrix(shader, node);
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106
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107 if (filled) {
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108 asc_shader_upload_col4f(rect_shader->color, rectangle->color);
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109 }
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110 asc_shader_upload_vec2f(rect_shader->size, rectangle->size);
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111
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112 if (border) {
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113 asc_shader_upload_float(rect_shader->thickness, rectangle->thickness);
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114 asc_shader_upload_col4f(rect_shader->border_color, rectangle->border_color);
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115 }
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116 if (round) {
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117 asc_shader_upload_float(rect_shader->radius, rectangle->radius);
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118 }
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119
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120 // Draw mesh
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121 asc_mesh_draw_triangle_strip(&rectangle->mesh);
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122 }
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123
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124 AscSceneNode *asc_rectangle_create(struct asc_rectangle_create_args args) {
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125 AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle));
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126
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127 float pos_x, pos_y;
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128 if (args.bounds.size.width + args.bounds.size.height > 0) {
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129 pos_x = (float) args.bounds.pos.x;
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130 pos_y = (float) args.bounds.pos.y;
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131 rectangle->size.width = (float) args.bounds.size.width;
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132 rectangle->size.height = (float) args.bounds.size.height;
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133 } else {
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134 pos_x = (float) args.x;
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135 pos_y = (float) args.y;
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136 rectangle->size.width = (float) args.width;
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137 rectangle->size.height = (float) args.height;
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138 }
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139
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140 rectangle->radius = (float)args.radius;
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141 rectangle->filled = args.filled;
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142 if (!args.filled && args.thickness == 0) {
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143 // when we do not fill the rectangle, we need a border
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144 rectangle->thickness = 1;
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145 } else {
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146 rectangle->thickness = args.thickness;
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147 }
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148
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149 if (!args.filled && asc_memcmpz(&args.border_color, sizeof(args.border_color))) {
159
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150 // convenience fallback:
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151 // when we are drawing an outline but have no explicit border color,
214
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152 // use the main color
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153 args.border_color = args.color;
151
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154 }
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155 rectangle->color = asc_col_itof(args.color);
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156 rectangle->border_color = asc_col_itof(args.border_color);
151
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157
207
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158 asc_ptr_cast(AscSceneNode, node, rectangle);
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159 asc_scene_node_init(node,
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160 ASC_SCENE_NODE_FUNCS(asc_rectangle),
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161 .pos2d = ASC_VEC2I(pos_x, pos_y),
215
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162 .origin2d = ASC_VEC2I(args.origin_x, args.origin_y),
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163 .render_group = (args.filled && args.color.alpha < 255) || args.border_color.alpha < 255
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164 ? ASC_RENDER_GROUP_2D_BLEND
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165 : ASC_RENDER_GROUP_2D_OPAQUE
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166 );
151
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167 return node;
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168 }
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169
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170 static void asc_ellipsis_destroy(AscSceneNode *node) {
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171 asc_ptr_cast(AscEllipsis, ellipsis, node);
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172 asc_mesh_destroy(&ellipsis->mesh);
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173 }
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174
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175 static void asc_ellipsis_update(AscSceneNode *node) {
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176 asc_ptr_cast(AscEllipsis, ellipsis, node);
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177 asc_vec2f size = asc_vec2f_scale(ellipsis->radii, 2);
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178 asc_mesh_plane_2d(&ellipsis->mesh, .size = size, .uv_scale = size);
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179 }
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180
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181
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182 typedef struct asc_ellipsis_shader_s {
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183 AscShaderProgram program;
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184 asc_uniform_loc color;
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185 asc_uniform_loc border_color;
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186 asc_uniform_loc radii;
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187 asc_uniform_loc thickness;
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188 } AscEllipsisShader;
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189
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190 #define ASC_ELLIPSIS_SHADER_FLAG_FILL 1
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191 #define ASC_ELLIPSIS_SHADER_FLAG_BORDER 2
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192
222
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193 static void asc_ellipsis_shader_init(AscShaderProgram *shader, int flags) {
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194 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, radii);
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195 if (asc_test_flag(flags, ASC_ELLIPSIS_SHADER_FLAG_FILL)) {
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196 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, color);
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197 }
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198 if (asc_test_flag(flags, ASC_ELLIPSIS_SHADER_FLAG_BORDER)) {
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199 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, thickness);
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200 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, border_color);
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201 }
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202 }
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203
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204 static AscShaderProgram *asc_ellipsis_shader_create(int flags) {
223
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205 return asc_shader_create((AscShaderCodes){
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206 .vtx = {.source_file = "sprite_vtx.glsl"},
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207 .frag = {
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208 .source_file = "ellipsis_frag.glsl",
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209 .preamble_code = (const char *[]) {
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210 "#define FILL",
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211 "#define BORDER"
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212 },
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213 .preamble_code_flags = flags,
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214 },
222
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215 }, sizeof(AscEllipsisShader), asc_ellipsis_shader_init, flags);
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216 }
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217
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218 static void asc_ellipsis_draw(const AscCamera *camera, const AscSceneNode *node) {
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219 asc_cptr_cast(AscEllipsis, ellipsis, node);
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220
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221 const bool filled = ellipsis->filled;
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222 const bool border = ellipsis->thickness > 0;
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223
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224 // Compute shader flags
228
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225 int shader_flags = asc_create_flags(1, 2, filled, border);
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226
226
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227 // Look up and activate the shader
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228 const AscShaderProgram *shader = asc_shader_lookup_or_create(
226
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229 ASC_SHADER_ELLIPSIS(shader_flags),
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230 asc_ellipsis_shader_create, shader_flags
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231 );
173
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232 if (asc_shader_use(shader, camera)) return;
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233 asc_cptr_cast(AscEllipsisShader, ellipsis_shader, shader);
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234
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235 // Upload uniforms
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236 asc_shader_upload_model_matrix(shader, node);
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237
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238 if (filled) {
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239 asc_shader_upload_col4f(ellipsis_shader->color, ellipsis->color);
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240 }
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241 asc_shader_upload_vec2f(ellipsis_shader->radii, ellipsis->radii);
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242
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243 if (border) {
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244 asc_shader_upload_float(ellipsis_shader->thickness, ellipsis->thickness);
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245 asc_shader_upload_col4f(ellipsis_shader->border_color, ellipsis->border_color);
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246 }
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247
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248 // Draw mesh
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249 asc_mesh_draw_triangle_strip(&ellipsis->mesh);
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250 }
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251
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252 AscSceneNode *asc_ellipsis_create(struct asc_ellipsis_create_args args) {
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253 AscEllipsis *ellipsis = cxZallocDefault(sizeof(AscEllipsis));
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254
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255 float pos_x, pos_y;
173
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256 if (args.bounds.size.width + args.bounds.size.height > 0) {
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257 ellipsis->radii.x = (float) args.bounds.size.width / 2.f;
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258 ellipsis->radii.y = (float) args.bounds.size.height / 2.f;
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259 pos_x = (float) args.bounds.pos.x + ellipsis->radii.x;
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260 pos_y = (float) args.bounds.pos.y + ellipsis->radii.y;
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261 } else {
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262 const unsigned cx = ASC_NONZERO_OR(args.x, args.center.x);
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263 const unsigned cy = ASC_NONZERO_OR(args.y, args.center.y);
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264 const unsigned rx = ASC_NONZERO_OR(args.radius, args.radius_x);
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265 const unsigned ry = ASC_NONZERO_OR(args.radius, args.radius_y);
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266 pos_x = (float) cx;
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267 pos_y = (float) cy;
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268 ellipsis->radii.x = (float) rx;
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269 ellipsis->radii.y = (float) ry;
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270 }
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271
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272 ellipsis->filled = args.filled;
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273 if (!args.filled && args.thickness == 0) {
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274 // when we do not fill the ellipsis, we need a border
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275 ellipsis->thickness = 1;
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276 } else {
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277 ellipsis->thickness = args.thickness;
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278 }
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279
175
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280 if (!args.filled && asc_memcmpz(&args.border_color, sizeof(args.border_color))) {
173
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281 // convenience fallback:
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282 // when we are drawing an outline but have no explicit border color,
214
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283 // use the main color
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284 args.border_color = args.color;
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285 }
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286 ellipsis->color = asc_col_itof(args.color);
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287 ellipsis->border_color = asc_col_itof(args.border_color);
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288
207
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289 asc_ptr_cast(AscSceneNode, node, ellipsis);
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290 asc_scene_node_init(node,
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291 ASC_SCENE_NODE_FUNCS(asc_ellipsis),
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292 .pos2d = ASC_VEC2I(pos_x, pos_y),
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293 .origin3d = ASC_VEC3F(ellipsis->radii.x, ellipsis->radii.y, 0), // use float to avoid cast
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294 .render_group = (args.filled && args.color.alpha < 255) || args.border_color.alpha < 255
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295 ? ASC_RENDER_GROUP_2D_BLEND
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296 : ASC_RENDER_GROUP_2D_OPAQUE
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297 );
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298 return node;
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299 }

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