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.
/* * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. * Copyright 2025 Mike Becker. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #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; GLint radius; } AscRectangleShader; #define ASC_RECTANGLE_SHADER_FLAG_FILL 1 #define ASC_RECTANGLE_SHADER_FLAG_ROUND 2 static AscShaderProgram *asc_rectangle_shader_create(int flags) { AscShaderCodes codes; const char * const defines[] = { "", "#define FILL", "#define ROUNDED_CORNERS", "#define FILL\n#define ROUNDED_CORNERS", }; if (asc_shader_load_code_files((AscShaderCodeInfo){ .files.vtx = "sprite_vtx.glsl", .files.frag = "rectangle_frag.glsl", .defines.frag = defines[flags], }, &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 (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_FILL)) { shader->thickness = -1; } else { shader->thickness = glGetUniformLocation(shader->program.gl_id, "thickness"); } if (asc_test_flag(flags, ASC_RECTANGLE_SHADER_FLAG_ROUND)) { shader->radius = glGetUniformLocation(shader->program.gl_id, "radius"); } else { shader->radius = -1; } asc_shader_free_codes(codes); asc_error_catch_all_gl(); return (AscShaderProgram*) shader; } 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); const bool filled = asc_test_flag(rectangle->flags, ASC_RECTANGLE_FILLED); const bool round = rectangle->radius > 0; // Compute shader flags int shader_flags = 0; if (filled) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_FILL; if (round) shader_flags |= ASC_RECTANGLE_SHADER_FLAG_ROUND; // Compute shader ID const int shader_ids[] = { ASC_SHADER_RECTANGLE_DRAW, ASC_SHADER_RECTANGLE_FILL, ASC_SHADER_RECTANGLE_DRAW_ROUND, ASC_SHADER_RECTANGLE_FILL_ROUND, }; // Look up and activate shader const AscRectangleShader *shader = asc_shader_lookup_or_create( shader_ids[shader_flags], asc_rectangle_shader_create, shader_flags); 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, rectangle->width, rectangle->height); if (!filled) { glUniform1f(shader->thickness, rectangle->thickness); } if (round) { glUniform1f(shader->radius, rectangle->radius); } // 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 = (float) args.bounds.size.width; rectangle->height = (float) args.bounds.size.height; } else { rectangle->node.position.x = (float) args.x; rectangle->node.position.y = (float) args.y; rectangle->width = (float) args.width; rectangle->height = (float) args.height; } rectangle->thickness = ASC_NONZERO_OR(1.f, args.thickness); rectangle->radius = (float)args.radius; 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; }