Tue, 17 Jun 2025 20:11:53 +0200
implement rounded corners
for the time being this should be enough to close issue #384
later we add anti-aliasing, glow effects, etc.
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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 | |
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37 | typedef struct asc_rectangle_shader_s { |
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38 | AscShaderProgram program; |
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39 | GLint color; |
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40 | GLint size; |
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41 | GLint thickness; |
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42 | GLint 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 | |
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48 | static AscShaderProgram *asc_rectangle_shader_create(int flags) { |
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49 | AscShaderCodes codes; |
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50 | const char * const defines[] = { |
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51 | "", |
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52 | "#define FILL", |
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53 | "#define ROUNDED_CORNERS", |
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54 | "#define FILL\n#define ROUNDED_CORNERS", |
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55 | }; |
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56 | if (asc_shader_load_code_files((AscShaderCodeInfo){ |
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57 | .files.vtx = "sprite_vtx.glsl", |
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58 | .files.frag = "rectangle_frag.glsl", |
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59 | .defines.frag = defines[flags], |
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60 | }, &codes)) { |
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61 | asc_error("Loading sprite shader failed."); |
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62 | return NULL; |
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63 | } |
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64 | AscRectangleShader *shader = asc_shader_create(codes, sizeof(*shader)); |
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65 | if (asc_has_error()) { |
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66 | asc_shader_free_codes(codes); |
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67 | return NULL; |
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68 | } |
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69 | shader->color = glGetUniformLocation(shader->program.gl_id, "color"); |
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70 | shader->size = glGetUniformLocation(shader->program.gl_id, "size"); |
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71 | if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_FILL)) { |
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72 | shader->thickness = -1; |
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73 | } else { |
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74 | shader->thickness = glGetUniformLocation(shader->program.gl_id, "thickness"); |
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75 | } |
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76 | if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_ROUND)) { |
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77 | shader->radius = glGetUniformLocation(shader->program.gl_id, "radius"); |
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78 | } else { |
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79 | shader->radius = -1; |
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80 | } |
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81 | asc_shader_free_codes(codes); |
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82 | |
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83 | asc_error_catch_all_gl(); |
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84 | |
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85 | return (AscShaderProgram*) shader; |
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86 | } |
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87 | |
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88 | static void asc_rectangle_destroy(AscSceneNode *node) { |
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89 | asc_ptr_cast(AscRectangle, rectangle, node); |
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90 | asc_mesh_destroy(&rectangle->mesh); |
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91 | } |
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92 | |
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93 | static void asc_rectangle_update(AscSceneNode *node) { |
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94 | asc_ptr_cast(AscRectangle, rectangle, node); |
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95 | asc_vec2f size = asc_vec2f_new(rectangle->width, rectangle->height); |
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96 | asc_mesh_plane_2d(&rectangle->mesh, .size = size, .uv_scale = size); |
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97 | } |
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98 | |
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99 | static void asc_rectangle_draw(const AscCamera *camera, const AscSceneNode *node) { |
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100 | asc_ptr_cast(AscRectangle, rectangle, node); |
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101 | const bool filled = asc_test_flag(rectangle->flags, ASC_RECTANGLE_FILLED); |
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102 | const bool round = rectangle->radius > 0; |
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103 | |
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104 | // Compute shader flags |
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105 | int shader_flags = 0; |
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106 | if (filled) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_FILL; |
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107 | if (round) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_ROUND; |
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108 | |
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109 | // Compute shader ID |
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110 | const int shader_ids[] = { |
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111 | ASC_SHADER_RECTANGLE_DRAW, |
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112 | ASC_SHADER_RECTANGLE_FILL, |
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113 | ASC_SHADER_RECTANGLE_DRAW_ROUND, |
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114 | ASC_SHADER_RECTANGLE_FILL_ROUND, |
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115 | }; |
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116 | |
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117 | // Look up and activate shader |
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118 | const AscRectangleShader *shader = asc_shader_lookup_or_create( |
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119 | shader_ids[shader_flags], asc_rectangle_shader_create, shader_flags); |
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120 | asc_shader_use(&shader->program, camera); |
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121 | |
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122 | // Upload uniforms |
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123 | // TODO: uploading model matrix could be a helper function |
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124 | glUniformMatrix4fv(shader->program.model, 1, |
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125 | GL_FALSE, node->world_transform); |
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126 | |
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127 | glUniform4f(shader->color, |
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128 | rectangle->color.red, |
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129 | rectangle->color.green, |
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130 | rectangle->color.blue, |
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131 | rectangle->color.alpha |
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132 | ); |
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133 | glUniform2f(shader->size, rectangle->width, rectangle->height); |
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134 | |
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135 | if (!filled) { |
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136 | glUniform1f(shader->thickness, rectangle->thickness); |
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137 | } |
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138 | if (round) { |
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139 | glUniform1f(shader->radius, rectangle->radius); |
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140 | } |
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141 | |
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142 | // Draw mesh |
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143 | asc_mesh_draw_triangle_strip(&rectangle->mesh); |
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144 | } |
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145 | |
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146 | AscSceneNode *asc_rectangle_create(struct asc_rectangle_create_args args) { |
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147 | AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle)); |
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148 | |
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149 | if (args.bounds.size.width + args.bounds.size.height > 0) { |
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150 | rectangle->node.position.x = (float) args.bounds.pos.x; |
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151 | rectangle->node.position.y = (float) args.bounds.pos.y; |
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152 | rectangle->width = (float) args.bounds.size.width; |
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153 | rectangle->height = (float) args.bounds.size.height; |
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154 | } else { |
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155 | rectangle->node.position.x = (float) args.x; |
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156 | rectangle->node.position.y = (float) args.y; |
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157 | rectangle->width = (float) args.width; |
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158 | rectangle->height = (float) args.height; |
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159 | } |
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160 | |
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161 | rectangle->thickness = ASC_NONZERO_OR(1.f, args.thickness); |
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162 | rectangle->radius = (float)args.radius; |
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163 | rectangle->color = asc_col_itof(asc_context.ink); |
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164 | |
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165 | if (args.filled) { |
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166 | asc_set_flag(rectangle->flags, ASC_RECTANGLE_FILLED); |
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167 | } |
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168 | |
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169 | AscSceneNode *node = &rectangle->node; |
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170 | node->position.z = ASC_SCENE_2D_DEPTH_OFFSET; |
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171 | node->scale = asc_vec3f_one; |
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172 | node->render_group = asc_context.ink.alpha < 255 |
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173 | ? ASC_RENDER_GROUP_2D_BLEND |
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174 | : ASC_RENDER_GROUP_2D_OPAQUE; |
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175 | node->update_func = asc_rectangle_update; |
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176 | node->destroy_func = asc_rectangle_destroy; |
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177 | node->draw_func = asc_rectangle_draw; |
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178 | asc_node_update(node); |
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179 | return node; |
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180 | } |