src/2d.c

changeset 151
42960d0c879b
parent 143
4db4f00493ad
--- a/src/2d.c	Sat Jun 14 12:38:37 2025 +0200
+++ b/src/2d.c	Sat Jun 14 14:02:16 2025 +0200
@@ -27,3 +27,139 @@
 
 #include "ascension/2d.h"
 
+#include "ascension/constants.h"
+#include "ascension/context.h"
+#include "ascension/error.h"
+#include "ascension/shader.h"
+
+#include <GL/glew.h>
+
+typedef struct asc_rectangle_shader_s {
+    AscShaderProgram program;
+    GLint color;
+    GLint size;
+    GLint thickness;
+} AscRectangleShader;
+
+static void *asc_rectangle_shader_create(bool fill) {
+    AscShaderCodes codes;
+    if (asc_shader_load_code_files((AscShaderCodeInfo){
+        .files.vtx = "sprite_vtx.glsl",
+        .files.frag = "rectangle_frag.glsl",
+        .defines.frag = fill ? "#define FILL" : NULL,
+    }, &codes)) {
+        asc_error("Loading sprite shader failed.");
+        return NULL;
+    }
+    AscRectangleShader *shader = asc_shader_create(codes, sizeof(*shader));
+    if (asc_has_error()) {
+        asc_shader_free_codes(codes);
+        return NULL;
+    }
+    shader->color = glGetUniformLocation(shader->program.gl_id, "color");
+    shader->size = glGetUniformLocation(shader->program.gl_id, "size");
+    if (fill) {
+        shader->thickness = -1;
+    } else {
+        shader->thickness = glGetUniformLocation(shader->program.gl_id, "thickness");
+    }
+    asc_shader_free_codes(codes);
+
+    asc_error_catch_all_gl();
+
+    return shader;
+}
+
+static AscShaderProgram *asc_rectangle_shader_fill_create() {
+    return asc_rectangle_shader_create(true);
+}
+
+static AscShaderProgram *asc_rectangle_shader_draw_create() {
+    return asc_rectangle_shader_create(false);
+}
+
+static const AscRectangleShader *asc_rectangle_shader_draw(void) {
+    return asc_shader_lookup_or_create(ASC_SHADER_RECTANGLE_DRAW, asc_rectangle_shader_draw_create);
+}
+
+static const AscRectangleShader *asc_rectangle_shader_fill(void) {
+    return asc_shader_lookup_or_create(ASC_SHADER_RECTANGLE_FILL, asc_rectangle_shader_fill_create);
+}
+
+static void asc_rectangle_destroy(AscSceneNode *node) {
+    asc_ptr_cast(AscRectangle, rectangle, node);
+    asc_mesh_destroy(&rectangle->mesh);
+}
+
+static void asc_rectangle_update(AscSceneNode *node) {
+    asc_ptr_cast(AscRectangle, rectangle, node);
+    asc_vec2f size = asc_vec2f_new(rectangle->width, rectangle->height);
+    asc_mesh_plane_2d(&rectangle->mesh, .size = size, .uv_scale = size);
+}
+
+static void asc_rectangle_draw(const AscCamera *camera, const AscSceneNode *node) {
+    asc_ptr_cast(AscRectangle, rectangle, node);
+    bool filled = asc_test_flag(rectangle->flags, ASC_RECTANGLE_FILLED);
+
+    // Activate shader
+    // TODO: scene should know which shader we are going to activate s.t. it can pre-sort nodes
+    const AscRectangleShader *shader = filled
+                                         ? asc_rectangle_shader_fill()
+                                         : asc_rectangle_shader_draw();
+    asc_shader_use(&shader->program, camera);
+
+    // Upload uniforms
+    // TODO: uploading model matrix could be a helper function
+    glUniformMatrix4fv(shader->program.model, 1,
+                       GL_FALSE, node->world_transform);
+
+    glUniform4f(shader->color,
+        rectangle->color.red,
+        rectangle->color.green,
+        rectangle->color.blue,
+        rectangle->color.alpha
+    );
+    glUniform2f(shader->size, (float) rectangle->width, (float) rectangle->height);
+
+    if (!filled) {
+        // TODO: implement thickness
+        glUniform1f(shader->thickness, 1);
+    }
+
+    // Draw mesh
+    asc_mesh_draw_triangle_strip(&rectangle->mesh);
+}
+
+AscSceneNode *asc_rectangle_create(struct asc_rectangle_create_args args) {
+    AscRectangle *rectangle = cxZallocDefault(sizeof(AscRectangle));
+
+    if (args.bounds.size.width + args.bounds.size.height > 0) {
+        rectangle->node.position.x = (float) args.bounds.pos.x;
+        rectangle->node.position.y = (float) args.bounds.pos.y;
+        rectangle->width = args.bounds.size.width;
+        rectangle->height = args.bounds.size.height;
+    } else {
+        rectangle->node.position.x = (float) args.x;
+        rectangle->node.position.y = (float) args.y;
+        rectangle->width = args.width;
+        rectangle->height = args.height;
+    }
+
+    rectangle->color = asc_col_itof(asc_context.ink);
+
+    if (args.filled) {
+        asc_set_flag(rectangle->flags, ASC_RECTANGLE_FILLED);
+    }
+
+    AscSceneNode *node = &rectangle->node;
+    node->position.z = ASC_SCENE_2D_DEPTH_OFFSET;
+    node->scale = asc_vec3f_one;
+    node->render_group = asc_context.ink.alpha < 255
+                             ? ASC_RENDER_GROUP_2D_BLEND
+                             : ASC_RENDER_GROUP_2D_OPAQUE;
+    node->update_func = asc_rectangle_update;
+    node->destroy_func = asc_rectangle_destroy;
+    node->draw_func = asc_rectangle_draw;
+    asc_node_update(node);
+    return node;
+}

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