src/2d.c

Fri, 25 Jul 2025 18:54:51 +0200

author
Mike Becker <universe@uap-core.de>
date
Fri, 25 Jul 2025 18:54:51 +0200
changeset 224
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parent 223
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child 226
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permissions
-rw-r--r--

fix broken nullptr handling in asc_shader_use() - fixes #696

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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 return asc_shader_create((AscShaderCodes){
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65 .vtx = {.source_file = "sprite_vtx.glsl"},
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66 .frag = {
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67 .source_file = "rectangle_frag.glsl",
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68 .preamble_code = (const char *[]) {
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69 "#define FILL",
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70 "#define ROUNDED_CORNERS",
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71 "#define BORDER"
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72 },
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73 .preamble_code_flags = flags,
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74 },
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75 }, sizeof(AscRectangleShader), asc_rectangle_shader_init, flags);
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76 }
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77
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78 static void asc_rectangle_destroy(AscSceneNode *node) {
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79 asc_ptr_cast(AscRectangle, rectangle, node);
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80 asc_mesh_destroy(&rectangle->mesh);
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81 }
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82
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83 static void asc_rectangle_update(AscSceneNode *node) {
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84 asc_ptr_cast(AscRectangle, rectangle, node);
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85 asc_mesh_plane_2d(&rectangle->mesh, .size = rectangle->size, .uv_scale = rectangle->size);
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86 }
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87
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88 static void asc_rectangle_draw(const AscCamera *camera, const AscSceneNode *node) {
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89 asc_cptr_cast(AscRectangle, rectangle, node);
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90 const bool filled = rectangle->filled;
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91 const bool round = rectangle->radius > 0;
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92 const bool border = rectangle->thickness > 0;
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93
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94 // Compute shader flags
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95 int shader_flags = 0;
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96 if (filled) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_FILL;
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97 if (border) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_BORDER;
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98 if (round) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_ROUND;
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99
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100 // Lookup table for the shader ID
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101 const int shader_ids[] = {
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102 -1, // unused
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103 ASC_SHADER_RECTANGLE_FILL,
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104 ASC_SHADER_RECTANGLE_DRAW_ROUND,
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105 ASC_SHADER_RECTANGLE_FILL_ROUND,
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106 ASC_SHADER_RECTANGLE_DRAW,
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107 ASC_SHADER_RECTANGLE_FILL_BORDER,
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108 ASC_SHADER_RECTANGLE_DRAW_ROUND,
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109 ASC_SHADER_RECTANGLE_FILL_BORDER_ROUND,
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110 };
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111
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112 // Look up and activate shader
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113 const AscShaderProgram *shader = asc_shader_lookup_or_create(
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114 shader_ids[shader_flags], asc_rectangle_shader_create, shader_flags);
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115 if (asc_shader_use(shader, camera)) return;
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116 asc_cptr_cast(AscRectangleShader, rect_shader, shader);
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117
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118 // Upload uniforms
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119 asc_shader_upload_model_matrix(shader, node);
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120
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121 if (filled) {
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122 asc_shader_upload_col4f(rect_shader->color, rectangle->color);
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123 }
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124 asc_shader_upload_vec2f(rect_shader->size, rectangle->size);
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125
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126 if (border) {
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127 asc_shader_upload_float(rect_shader->thickness, rectangle->thickness);
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128 asc_shader_upload_col4f(rect_shader->border_color, rectangle->border_color);
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129 }
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130 if (round) {
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131 asc_shader_upload_float(rect_shader->radius, rectangle->radius);
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132 }
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133
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134 // Draw mesh
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135 asc_mesh_draw_triangle_strip(&rectangle->mesh);
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136 }
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137
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138 AscSceneNode *asc_rectangle_create(struct asc_rectangle_create_args args) {
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139 AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle));
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140
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141 float pos_x, pos_y;
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142 if (args.bounds.size.width + args.bounds.size.height > 0) {
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143 pos_x = (float) args.bounds.pos.x;
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144 pos_y = (float) args.bounds.pos.y;
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145 rectangle->size.width = (float) args.bounds.size.width;
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146 rectangle->size.height = (float) args.bounds.size.height;
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147 } else {
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148 pos_x = (float) args.x;
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149 pos_y = (float) args.y;
167
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150 rectangle->size.width = (float) args.width;
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151 rectangle->size.height = (float) args.height;
151
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152 }
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153
158
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154 rectangle->radius = (float)args.radius;
159
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155 rectangle->filled = args.filled;
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156 if (!args.filled && args.thickness == 0) {
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157 // when we do not fill the rectangle, we need a border
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158 rectangle->thickness = 1;
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159 } else {
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160 rectangle->thickness = args.thickness;
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161 }
214
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162
175
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163 if (!args.filled && asc_memcmpz(&args.border_color, sizeof(args.border_color))) {
159
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164 // convenience fallback:
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165 // when we are drawing an outline but have no explicit border color,
214
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166 // use the main color
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167 args.border_color = args.color;
151
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168 }
214
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169 rectangle->color = asc_col_itof(args.color);
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170 rectangle->border_color = asc_col_itof(args.border_color);
151
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171
207
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172 asc_ptr_cast(AscSceneNode, node, rectangle);
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173 asc_scene_node_init(node,
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174 ASC_SCENE_NODE_FUNCS(asc_rectangle),
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175 .pos2d = ASC_VEC2I(pos_x, pos_y),
215
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176 .origin2d = ASC_VEC2I(args.origin_x, args.origin_y),
214
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177 .render_group = (args.filled && args.color.alpha < 255) || args.border_color.alpha < 255
151
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178 ? ASC_RENDER_GROUP_2D_BLEND
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179 : ASC_RENDER_GROUP_2D_OPAQUE
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180 );
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181 return node;
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182 }
173
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183
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184 static void asc_ellipsis_destroy(AscSceneNode *node) {
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185 asc_ptr_cast(AscEllipsis, ellipsis, node);
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186 asc_mesh_destroy(&ellipsis->mesh);
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187 }
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188
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189 static void asc_ellipsis_update(AscSceneNode *node) {
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190 asc_ptr_cast(AscEllipsis, ellipsis, node);
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191 asc_vec2f size = asc_vec2f_scale(ellipsis->radii, 2);
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192 asc_mesh_plane_2d(&ellipsis->mesh, .size = size, .uv_scale = size);
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193 }
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194
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195
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196 typedef struct asc_ellipsis_shader_s {
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197 AscShaderProgram program;
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198 asc_uniform_loc color;
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199 asc_uniform_loc border_color;
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200 asc_uniform_loc radii;
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201 asc_uniform_loc thickness;
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202 } AscEllipsisShader;
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203
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204 #define ASC_ELLIPSIS_SHADER_FLAG_FILL 1
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205 #define ASC_ELLIPSIS_SHADER_FLAG_BORDER 2
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206
222
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207 static void asc_ellipsis_shader_init(AscShaderProgram *shader, int flags) {
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208 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, radii);
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209 if (asc_test_flag(flags, ASC_ELLIPSIS_SHADER_FLAG_FILL)) {
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210 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, color);
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211 }
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212 if (asc_test_flag(flags, ASC_ELLIPSIS_SHADER_FLAG_BORDER)) {
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213 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, thickness);
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214 asc_shader_init_uniform_loc_nice(shader, AscEllipsisShader, border_color);
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215 }
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216 }
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217
173
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218 static AscShaderProgram *asc_ellipsis_shader_create(int flags) {
223
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219 return asc_shader_create((AscShaderCodes){
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220 .vtx = {.source_file = "sprite_vtx.glsl"},
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221 .frag = {
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222 .source_file = "ellipsis_frag.glsl",
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223 .preamble_code = (const char *[]) {
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224 "#define FILL",
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225 "#define BORDER"
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226 },
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227 .preamble_code_flags = flags,
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228 },
222
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229 }, sizeof(AscEllipsisShader), asc_ellipsis_shader_init, flags);
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230 }
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231
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232 static void asc_ellipsis_draw(const AscCamera *camera, const AscSceneNode *node) {
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233 asc_cptr_cast(AscEllipsis, ellipsis, node);
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234
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235 const bool filled = ellipsis->filled;
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236 const bool border = ellipsis->thickness > 0;
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237
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238 // Compute shader flags
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239 int shader_flags = 0;
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240 if (filled) shader_flags |= ASC_ELLIPSIS_SHADER_FLAG_FILL;
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241 if (border) shader_flags |= ASC_ELLIPSIS_SHADER_FLAG_BORDER;
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242
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243 // Lookup table for the shader ID
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244 const int shader_ids[] = {
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245 -1, // unused
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246 ASC_SHADER_ELLIPSIS_FILL,
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247 ASC_SHADER_ELLIPSIS_DRAW,
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248 ASC_SHADER_ELLIPSIS_FILL_BORDER,
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249 };
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250
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251 // Look up and activate shader
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252 const AscShaderProgram *shader = asc_shader_lookup_or_create(
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253 shader_ids[shader_flags], asc_ellipsis_shader_create, shader_flags);
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254 if (asc_shader_use(shader, camera)) return;
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255 asc_cptr_cast(AscEllipsisShader, ellipsis_shader, shader);
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256
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257 // Upload uniforms
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258 asc_shader_upload_model_matrix(shader, node);
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259
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260 if (filled) {
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261 asc_shader_upload_col4f(ellipsis_shader->color, ellipsis->color);
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262 }
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263 asc_shader_upload_vec2f(ellipsis_shader->radii, ellipsis->radii);
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264
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265 if (border) {
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266 asc_shader_upload_float(ellipsis_shader->thickness, ellipsis->thickness);
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267 asc_shader_upload_col4f(ellipsis_shader->border_color, ellipsis->border_color);
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268 }
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269
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270 // Draw mesh
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271 asc_mesh_draw_triangle_strip(&ellipsis->mesh);
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272 }
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273
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274 AscSceneNode *asc_ellipsis_create(struct asc_ellipsis_create_args args) {
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275 AscEllipsis *ellipsis = cxZallocDefault(sizeof(AscEllipsis));
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276
189
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277 float pos_x, pos_y;
173
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278 if (args.bounds.size.width + args.bounds.size.height > 0) {
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279 ellipsis->radii.x = (float) args.bounds.size.width / 2.f;
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280 ellipsis->radii.y = (float) args.bounds.size.height / 2.f;
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281 pos_x = (float) args.bounds.pos.x + ellipsis->radii.x;
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282 pos_y = (float) args.bounds.pos.y + ellipsis->radii.y;
173
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283 } else {
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284 const unsigned cx = ASC_NONZERO_OR(args.x, args.center.x);
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285 const unsigned cy = ASC_NONZERO_OR(args.y, args.center.y);
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286 const unsigned rx = ASC_NONZERO_OR(args.radius, args.radius_x);
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287 const unsigned ry = ASC_NONZERO_OR(args.radius, args.radius_y);
215
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288 pos_x = (float) cx;
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289 pos_y = (float) cy;
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290 ellipsis->radii.x = (float) rx;
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291 ellipsis->radii.y = (float) ry;
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292 }
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293
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294 ellipsis->filled = args.filled;
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295 if (!args.filled && args.thickness == 0) {
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296 // when we do not fill the ellipsis, we need a border
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297 ellipsis->thickness = 1;
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298 } else {
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299 ellipsis->thickness = args.thickness;
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300 }
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301
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302 if (!args.filled && asc_memcmpz(&args.border_color, sizeof(args.border_color))) {
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303 // convenience fallback:
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304 // when we are drawing an outline but have no explicit border color,
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305 // use the main color
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306 args.border_color = args.color;
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307 }
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308 ellipsis->color = asc_col_itof(args.color);
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309 ellipsis->border_color = asc_col_itof(args.border_color);
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310
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311 asc_ptr_cast(AscSceneNode, node, ellipsis);
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312 asc_scene_node_init(node,
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313 ASC_SCENE_NODE_FUNCS(asc_ellipsis),
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314 .pos2d = ASC_VEC2I(pos_x, pos_y),
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315 .origin3d = ASC_VEC3F(ellipsis->radii.x, ellipsis->radii.y, 0), // use float to avoid cast
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316 .render_group = (args.filled && args.color.alpha < 255) || args.border_color.alpha < 255
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317 ? ASC_RENDER_GROUP_2D_BLEND
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318 : ASC_RENDER_GROUP_2D_OPAQUE
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319 );
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320 return node;
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321 }

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