adds first basic rectangle shader default tip

Sat, 14 Jun 2025 14:02:16 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 14 Jun 2025 14:02:16 +0200
changeset 151
42960d0c879b
parent 150
3045f61bc4eb

adds first basic rectangle shader

partially solves issue #384

shader/rectangle_frag.glsl file | annotate | diff | comparison | revisions
src/2d.c file | annotate | diff | comparison | revisions
src/Makefile file | annotate | diff | comparison | revisions
src/ascension/2d.h file | annotate | diff | comparison | revisions
src/ascension/constants.h file | annotate | diff | comparison | revisions
src/ascension/core.h file | annotate | diff | comparison | revisions
src/sprite.c file | annotate | diff | comparison | revisions
test/snake/Makefile file | annotate | diff | comparison | revisions
test/snake/snake.c file | annotate | diff | comparison | revisions
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/shader/rectangle_frag.glsl	Sat Jun 14 14:02:16 2025 +0200
@@ -0,0 +1,20 @@
+layout(location = 0) out vec4 diffuse;
+in vec2 uvcoord;
+
+uniform vec4 color;
+uniform vec2 size;
+#ifndef FILL
+uniform float thickness;
+#endif
+
+void main(void) {
+#ifdef FILL
+    diffuse = color;
+#else
+    if (uvcoord.x < thickness || uvcoord.x >= size.x - thickness || uvcoord.y < thickness || uvcoord.y >= size.y-thickness) {
+        diffuse = color;
+    } else {
+        discard;
+    }
+#endif
+}
--- 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;
+}
--- a/src/Makefile	Sat Jun 14 12:38:37 2025 +0200
+++ b/src/Makefile	Sat Jun 14 14:02:16 2025 +0200
@@ -44,13 +44,20 @@
 
 FORCE:
 
-$(BUILD_DIR)/2d.o: 2d.c ascension/2d.h
+$(BUILD_DIR)/2d.o: 2d.c ascension/2d.h ascension/scene_node.h \
+ ascension/datatypes.h ascension/transform.h ascension/mesh.h \
+ ascension/constants.h ascension/context.h ascension/window.h \
+ ascension/glcontext.h ascension/scene.h ascension/camera.h \
+ ascension/input.h ascension/ui/font.h ascension/error.h \
+ ascension/shader.h
 	@echo "Compiling $<"
 	$(CC) -o $@ $(CFLAGS) -c $<
 
 $(BUILD_DIR)/behavior.o: behavior.c ascension/behavior.h \
  ascension/scene_node.h ascension/datatypes.h ascension/transform.h \
- ascension/error.h ascension/scene.h ascension/camera.h
+ ascension/context.h ascension/window.h ascension/glcontext.h \
+ ascension/scene.h ascension/camera.h ascension/input.h \
+ ascension/ui/font.h ascension/error.h ascension/scene.h
 	@echo "Compiling $<"
 	$(CC) -o $@ $(CFLAGS) -c $<
 
@@ -104,8 +111,7 @@
  ascension/datatypes.h ascension/window.h ascension/glcontext.h \
  ascension/scene.h ascension/scene_node.h ascension/transform.h \
  ascension/camera.h ascension/input.h ascension/ui/font.h \
- ascension/scene.h ascension/behavior.h ascension/shader.h \
- ascension/sprite.h ascension/mesh.h ascension/texture.h
+ ascension/scene.h ascension/behavior.h ascension/shader.h
 	@echo "Compiling $<"
 	$(CC) -o $@ $(CFLAGS) -c $<
 
--- a/src/ascension/2d.h	Sat Jun 14 12:38:37 2025 +0200
+++ b/src/ascension/2d.h	Sat Jun 14 14:02:16 2025 +0200
@@ -28,6 +28,32 @@
 #ifndef ASCENSION_2D_H
 #define ASCENSION_2D_H
 
+#include "scene_node.h"
+#include "mesh.h"
+
+#define ASC_RECTANGLE_FILLED  1
+
+typedef struct asc_rectangle_s {
+    AscSceneNode node;
+    AscMesh mesh;
+    asc_col4f color;
+    unsigned int width;
+    unsigned int height;
+    int flags;
+} AscRectangle;
+
+struct asc_rectangle_create_args {
+    asc_recti bounds;
+    int x;
+    int y;
+    unsigned int width;
+    unsigned int height;
+    bool filled;
+};
+
+AscSceneNode *asc_rectangle_create(struct asc_rectangle_create_args args);
+
+#define asc_rectangle(...) asc_rectangle_create((struct asc_rectangle_create_args) { __VA_ARGS__ })
 
 #endif /* ASCENSION_2D_H */
 
--- a/src/ascension/constants.h	Sat Jun 14 12:38:37 2025 +0200
+++ b/src/ascension/constants.h	Sat Jun 14 14:02:16 2025 +0200
@@ -32,11 +32,12 @@
 // Internally used shader IDs.
 // --------------------------------------
 
-#define ASC_SHADER_INTERNAL_ID(id)  (1000000000u+id)
+#define ASC_SHADER_INTERNAL_ID(id)      (1000000000u+id)
 
-#define ASC_SHADER_SPRITE_RECT   ASC_SHADER_INTERNAL_ID(1)
-#define ASC_SHADER_SPRITE_UV     ASC_SHADER_INTERNAL_ID(2)
-
+#define ASC_SHADER_SPRITE_RECT          ASC_SHADER_INTERNAL_ID(1)
+#define ASC_SHADER_SPRITE_UV            ASC_SHADER_INTERNAL_ID(2)
+#define ASC_SHADER_RECTANGLE_DRAW       ASC_SHADER_INTERNAL_ID(3)
+#define ASC_SHADER_RECTANGLE_FILL       ASC_SHADER_INTERNAL_ID(4)
 
 
 #endif // ASC_CONSTANTS_H
--- a/src/ascension/core.h	Sat Jun 14 12:38:37 2025 +0200
+++ b/src/ascension/core.h	Sat Jun 14 14:02:16 2025 +0200
@@ -33,5 +33,8 @@
 #include "scene.h"
 #include "behavior.h"
 
+// forward declare some functions s.t. the whole header does not need to be included
+void asc_shader_clear_registry(void);
+
 #endif /* ASCENSION_CORE_H */
 
--- a/src/sprite.c	Sat Jun 14 12:38:37 2025 +0200
+++ b/src/sprite.c	Sat Jun 14 14:02:16 2025 +0200
@@ -39,7 +39,7 @@
 
 typedef struct asc_sprite_shader_s {
     AscShaderProgram program;
-    int tex;
+    GLint tex;
 } AscSpriteShader;
 
 static void *asc_sprite_shader_create(bool rect) {
--- a/test/snake/Makefile	Sat Jun 14 12:38:37 2025 +0200
+++ b/test/snake/Makefile	Sat Jun 14 14:02:16 2025 +0200
@@ -56,7 +56,8 @@
  ../../src/ascension/ui/../scene_node.h ../../src/ascension/ui/../mesh.h \
  ../../src/ascension/ui/../datatypes.h \
  ../../src/ascension/ui/../texture.h ../../src/ascension/ui/../camera.h \
- ../../src/ascension/sprite.h ../../src/ascension/shader.h
+ ../../src/ascension/sprite.h ../../src/ascension/2d.h \
+ ../../src/ascension/mesh.h
 	@echo "Compiling $<"
 	$(CC) -o $@ $(CFLAGS) -c $<
 
--- a/test/snake/snake.c	Sat Jun 14 12:38:37 2025 +0200
+++ b/test/snake/snake.c	Sat Jun 14 14:02:16 2025 +0200
@@ -28,7 +28,7 @@
 #include <ascension/core.h>
 #include <ascension/ui.h>
 #include <ascension/sprite.h>
-#include <ascension/shader.h>
+#include <ascension/2d.h>
 
 #include <cx/printf.h>
 
@@ -195,6 +195,12 @@
     // create spaceship
     create_spaceship();
 
+    // TODO: play around with the test rectangle
+    asc_ink_rgb(255, 0, 0);
+    asc_scene_add_node(MAIN_SCENE,
+        asc_rectangle(.x = 200, .y = 250, .width = 100, .height = 75)
+    );
+
     // Main Loop
     do {
         // quit application on any error

mercurial