src/2d.c

changeset 151
42960d0c879b
parent 143
4db4f00493ad
equal deleted inserted replaced
150:3045f61bc4eb 151:42960d0c879b
25 * POSSIBILITY OF SUCH DAMAGE. 25 * POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28 #include "ascension/2d.h" 28 #include "ascension/2d.h"
29 29
30 #include "ascension/constants.h"
31 #include "ascension/context.h"
32 #include "ascension/error.h"
33 #include "ascension/shader.h"
34
35 #include <GL/glew.h>
36
37 typedef struct asc_rectangle_shader_s {
38 AscShaderProgram program;
39 GLint color;
40 GLint size;
41 GLint thickness;
42 } AscRectangleShader;
43
44 static void *asc_rectangle_shader_create(bool fill) {
45 AscShaderCodes codes;
46 if (asc_shader_load_code_files((AscShaderCodeInfo){
47 .files.vtx = "sprite_vtx.glsl",
48 .files.frag = "rectangle_frag.glsl",
49 .defines.frag = fill ? "#define FILL" : NULL,
50 }, &codes)) {
51 asc_error("Loading sprite shader failed.");
52 return NULL;
53 }
54 AscRectangleShader *shader = asc_shader_create(codes, sizeof(*shader));
55 if (asc_has_error()) {
56 asc_shader_free_codes(codes);
57 return NULL;
58 }
59 shader->color = glGetUniformLocation(shader->program.gl_id, "color");
60 shader->size = glGetUniformLocation(shader->program.gl_id, "size");
61 if (fill) {
62 shader->thickness = -1;
63 } else {
64 shader->thickness = glGetUniformLocation(shader->program.gl_id, "thickness");
65 }
66 asc_shader_free_codes(codes);
67
68 asc_error_catch_all_gl();
69
70 return 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 }
88
89 static void asc_rectangle_destroy(AscSceneNode *node) {
90 asc_ptr_cast(AscRectangle, rectangle, node);
91 asc_mesh_destroy(&rectangle->mesh);
92 }
93
94 static void asc_rectangle_update(AscSceneNode *node) {
95 asc_ptr_cast(AscRectangle, rectangle, node);
96 asc_vec2f size = asc_vec2f_new(rectangle->width, rectangle->height);
97 asc_mesh_plane_2d(&rectangle->mesh, .size = size, .uv_scale = size);
98 }
99
100 static void asc_rectangle_draw(const AscCamera *camera, const AscSceneNode *node) {
101 asc_ptr_cast(AscRectangle, rectangle, node);
102 bool filled = asc_test_flag(rectangle->flags, ASC_RECTANGLE_FILLED);
103
104 // Activate shader
105 // TODO: scene should know which shader we are going to activate s.t. it can pre-sort nodes
106 const AscRectangleShader *shader = filled
107 ? asc_rectangle_shader_fill()
108 : asc_rectangle_shader_draw();
109 asc_shader_use(&shader->program, camera);
110
111 // Upload uniforms
112 // TODO: uploading model matrix could be a helper function
113 glUniformMatrix4fv(shader->program.model, 1,
114 GL_FALSE, node->world_transform);
115
116 glUniform4f(shader->color,
117 rectangle->color.red,
118 rectangle->color.green,
119 rectangle->color.blue,
120 rectangle->color.alpha
121 );
122 glUniform2f(shader->size, (float) rectangle->width, (float) rectangle->height);
123
124 if (!filled) {
125 // TODO: implement thickness
126 glUniform1f(shader->thickness, 1);
127 }
128
129 // Draw mesh
130 asc_mesh_draw_triangle_strip(&rectangle->mesh);
131 }
132
133 AscSceneNode *asc_rectangle_create(struct asc_rectangle_create_args args) {
134 AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle));
135
136 if (args.bounds.size.width + args.bounds.size.height > 0) {
137 rectangle->node.position.x = (float) args.bounds.pos.x;
138 rectangle->node.position.y = (float) args.bounds.pos.y;
139 rectangle->width = args.bounds.size.width;
140 rectangle->height = args.bounds.size.height;
141 } else {
142 rectangle->node.position.x = (float) args.x;
143 rectangle->node.position.y = (float) args.y;
144 rectangle->width = args.width;
145 rectangle->height = args.height;
146 }
147
148 rectangle->color = asc_col_itof(asc_context.ink);
149
150 if (args.filled) {
151 asc_set_flag(rectangle->flags, ASC_RECTANGLE_FILLED);
152 }
153
154 AscSceneNode *node = &rectangle->node;
155 node->position.z = ASC_SCENE_2D_DEPTH_OFFSET;
156 node->scale = asc_vec3f_one;
157 node->render_group = asc_context.ink.alpha < 255
158 ? ASC_RENDER_GROUP_2D_BLEND
159 : ASC_RENDER_GROUP_2D_OPAQUE;
160 node->update_func = asc_rectangle_update;
161 node->destroy_func = asc_rectangle_destroy;
162 node->draw_func = asc_rectangle_draw;
163 asc_node_update(node);
164 return node;
165 }

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