src/2d.c

changeset 158
f650994ec543
parent 151
42960d0c879b
equal deleted inserted replaced
157:d6c2f028d8c9 158:f650994ec543
37 typedef struct asc_rectangle_shader_s { 37 typedef struct asc_rectangle_shader_s {
38 AscShaderProgram program; 38 AscShaderProgram program;
39 GLint color; 39 GLint color;
40 GLint size; 40 GLint size;
41 GLint thickness; 41 GLint thickness;
42 GLint radius;
42 } AscRectangleShader; 43 } AscRectangleShader;
43 44
44 static void *asc_rectangle_shader_create(bool fill) { 45 #define ASC_RECTANGLE_SHADER_FLAG_FILL 1
46 #define ASC_RECTANGLE_SHADER_FLAG_ROUND 2
47
48 static AscShaderProgram *asc_rectangle_shader_create(int flags) {
45 AscShaderCodes codes; 49 AscShaderCodes codes;
50 const char * const defines[] = {
51 "",
52 "#define FILL",
53 "#define ROUNDED_CORNERS",
54 "#define FILL\n#define ROUNDED_CORNERS",
55 };
46 if (asc_shader_load_code_files((AscShaderCodeInfo){ 56 if (asc_shader_load_code_files((AscShaderCodeInfo){
47 .files.vtx = "sprite_vtx.glsl", 57 .files.vtx = "sprite_vtx.glsl",
48 .files.frag = "rectangle_frag.glsl", 58 .files.frag = "rectangle_frag.glsl",
49 .defines.frag = fill ? "#define FILL" : NULL, 59 .defines.frag = defines[flags],
50 }, &codes)) { 60 }, &codes)) {
51 asc_error("Loading sprite shader failed."); 61 asc_error("Loading sprite shader failed.");
52 return NULL; 62 return NULL;
53 } 63 }
54 AscRectangleShader *shader = asc_shader_create(codes, sizeof(*shader)); 64 AscRectangleShader *shader = asc_shader_create(codes, sizeof(*shader));
56 asc_shader_free_codes(codes); 66 asc_shader_free_codes(codes);
57 return NULL; 67 return NULL;
58 } 68 }
59 shader->color = glGetUniformLocation(shader->program.gl_id, "color"); 69 shader->color = glGetUniformLocation(shader->program.gl_id, "color");
60 shader->size = glGetUniformLocation(shader->program.gl_id, "size"); 70 shader->size = glGetUniformLocation(shader->program.gl_id, "size");
61 if (fill) { 71 if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_FILL)) {
62 shader->thickness = -1; 72 shader->thickness = -1;
63 } else { 73 } else {
64 shader->thickness = glGetUniformLocation(shader->program.gl_id, "thickness"); 74 shader->thickness = glGetUniformLocation(shader->program.gl_id, "thickness");
75 }
76 if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_ROUND)) {
77 shader->radius = glGetUniformLocation(shader->program.gl_id, "radius");
78 } else {
79 shader->radius = -1;
65 } 80 }
66 asc_shader_free_codes(codes); 81 asc_shader_free_codes(codes);
67 82
68 asc_error_catch_all_gl(); 83 asc_error_catch_all_gl();
69 84
70 return shader; 85 return (AscShaderProgram*) shader;
71 }
72
73 static AscShaderProgram *asc_rectangle_shader_fill_create() {
74 return asc_rectangle_shader_create(true);
75 }
76
77 static AscShaderProgram *asc_rectangle_shader_draw_create() {
78 return asc_rectangle_shader_create(false);
79 }
80
81 static const AscRectangleShader *asc_rectangle_shader_draw(void) {
82 return asc_shader_lookup_or_create(ASC_SHADER_RECTANGLE_DRAW, asc_rectangle_shader_draw_create);
83 }
84
85 static const AscRectangleShader *asc_rectangle_shader_fill(void) {
86 return asc_shader_lookup_or_create(ASC_SHADER_RECTANGLE_FILL, asc_rectangle_shader_fill_create);
87 } 86 }
88 87
89 static void asc_rectangle_destroy(AscSceneNode *node) { 88 static void asc_rectangle_destroy(AscSceneNode *node) {
90 asc_ptr_cast(AscRectangle, rectangle, node); 89 asc_ptr_cast(AscRectangle, rectangle, node);
91 asc_mesh_destroy(&rectangle->mesh); 90 asc_mesh_destroy(&rectangle->mesh);
97 asc_mesh_plane_2d(&rectangle->mesh, .size = size, .uv_scale = size); 96 asc_mesh_plane_2d(&rectangle->mesh, .size = size, .uv_scale = size);
98 } 97 }
99 98
100 static void asc_rectangle_draw(const AscCamera *camera, const AscSceneNode *node) { 99 static void asc_rectangle_draw(const AscCamera *camera, const AscSceneNode *node) {
101 asc_ptr_cast(AscRectangle, rectangle, node); 100 asc_ptr_cast(AscRectangle, rectangle, node);
102 bool filled = asc_test_flag(rectangle->flags, ASC_RECTANGLE_FILLED); 101 const bool filled = asc_test_flag(rectangle->flags, ASC_RECTANGLE_FILLED);
102 const bool round = rectangle->radius > 0;
103 103
104 // Activate shader 104 // Compute shader flags
105 // TODO: scene should know which shader we are going to activate s.t. it can pre-sort nodes 105 int shader_flags = 0;
106 const AscRectangleShader *shader = filled 106 if (filled) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_FILL;
107 ? asc_rectangle_shader_fill() 107 if (round) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_ROUND;
108 : asc_rectangle_shader_draw(); 108
109 // Compute shader ID
110 const int shader_ids[] = {
111 ASC_SHADER_RECTANGLE_DRAW,
112 ASC_SHADER_RECTANGLE_FILL,
113 ASC_SHADER_RECTANGLE_DRAW_ROUND,
114 ASC_SHADER_RECTANGLE_FILL_ROUND,
115 };
116
117 // Look up and activate shader
118 const AscRectangleShader *shader = asc_shader_lookup_or_create(
119 shader_ids[shader_flags], asc_rectangle_shader_create, shader_flags);
109 asc_shader_use(&shader->program, camera); 120 asc_shader_use(&shader->program, camera);
110 121
111 // Upload uniforms 122 // Upload uniforms
112 // TODO: uploading model matrix could be a helper function 123 // TODO: uploading model matrix could be a helper function
113 glUniformMatrix4fv(shader->program.model, 1, 124 glUniformMatrix4fv(shader->program.model, 1,
117 rectangle->color.red, 128 rectangle->color.red,
118 rectangle->color.green, 129 rectangle->color.green,
119 rectangle->color.blue, 130 rectangle->color.blue,
120 rectangle->color.alpha 131 rectangle->color.alpha
121 ); 132 );
122 glUniform2f(shader->size, (float) rectangle->width, (float) rectangle->height); 133 glUniform2f(shader->size, rectangle->width, rectangle->height);
123 134
124 if (!filled) { 135 if (!filled) {
125 // TODO: implement thickness 136 glUniform1f(shader->thickness, rectangle->thickness);
126 glUniform1f(shader->thickness, 1); 137 }
138 if (round) {
139 glUniform1f(shader->radius, rectangle->radius);
127 } 140 }
128 141
129 // Draw mesh 142 // Draw mesh
130 asc_mesh_draw_triangle_strip(&rectangle->mesh); 143 asc_mesh_draw_triangle_strip(&rectangle->mesh);
131 } 144 }
134 AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle)); 147 AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle));
135 148
136 if (args.bounds.size.width + args.bounds.size.height > 0) { 149 if (args.bounds.size.width + args.bounds.size.height > 0) {
137 rectangle->node.position.x = (float) args.bounds.pos.x; 150 rectangle->node.position.x = (float) args.bounds.pos.x;
138 rectangle->node.position.y = (float) args.bounds.pos.y; 151 rectangle->node.position.y = (float) args.bounds.pos.y;
139 rectangle->width = args.bounds.size.width; 152 rectangle->width = (float) args.bounds.size.width;
140 rectangle->height = args.bounds.size.height; 153 rectangle->height = (float) args.bounds.size.height;
141 } else { 154 } else {
142 rectangle->node.position.x = (float) args.x; 155 rectangle->node.position.x = (float) args.x;
143 rectangle->node.position.y = (float) args.y; 156 rectangle->node.position.y = (float) args.y;
144 rectangle->width = args.width; 157 rectangle->width = (float) args.width;
145 rectangle->height = args.height; 158 rectangle->height = (float) args.height;
146 } 159 }
147 160
161 rectangle->thickness = ASC_NONZERO_OR(1.f, args.thickness);
162 rectangle->radius = (float)args.radius;
148 rectangle->color = asc_col_itof(asc_context.ink); 163 rectangle->color = asc_col_itof(asc_context.ink);
149 164
150 if (args.filled) { 165 if (args.filled) {
151 asc_set_flag(rectangle->flags, ASC_RECTANGLE_FILLED); 166 asc_set_flag(rectangle->flags, ASC_RECTANGLE_FILLED);
152 } 167 }

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