# HG changeset patch # User Mike Becker # Date 1723662592 -7200 # Node ID baa73a0be3ce9d29e2bb5eb9711b82c208b36c93 # Parent 81a089a47effed0a19f112a9fcd1e12188abc7c3 centralize draw functions diff -r 81a089a47eff -r baa73a0be3ce src/ascension/scene.h --- a/src/ascension/scene.h Sun Aug 11 16:29:09 2024 +0200 +++ b/src/ascension/scene.h Wed Aug 14 21:09:52 2024 +0200 @@ -31,6 +31,7 @@ #include "datatypes.h" #include "transform.h" #include "camera.h" +#include "texture.h" #include @@ -38,7 +39,6 @@ typedef void(*asc_scene_free_func)(AscSceneNode*); typedef void(*asc_scene_update_func)(AscSceneNode*); -typedef void(*asc_scene_draw_func)(AscSceneNode const*); enum AscRenderGroup { ASC_RENDER_GROUP_SPRITE_OPAQUE, @@ -54,7 +54,6 @@ CxList *behaviors; asc_scene_free_func free_func; asc_scene_update_func update_func; - asc_scene_draw_func draw_func; unsigned depth; // TODO: do we really need this bullshit? asc_vec3f position; asc_vec3f rotation; @@ -69,6 +68,11 @@ uint32_t flags; }; +typedef struct AscSprite { + AscSceneNode data; + AscTexture tex; +} AscSprite; + /** * The reserved bits for general flags. */ @@ -95,11 +99,6 @@ #define ASC_SCENE_NODE_HIDDEN 0x80000000 /** - * Place this as first member of a structure that shall be used as a scene node. - */ -#define extend_asc_scene_node AscSceneNode base - -/** * Draws the scene with the specified root node. * * @param root the root node of the scene graph diff -r 81a089a47eff -r baa73a0be3ce src/ascension/ui/text.h --- a/src/ascension/ui/text.h Sun Aug 11 16:29:09 2024 +0200 +++ b/src/ascension/ui/text.h Wed Aug 14 21:09:52 2024 +0200 @@ -30,19 +30,17 @@ #include "font.h" #include "../scene.h" -#include "../texture.h" #include "../utils.h" #include typedef struct AscText { - extend_asc_scene_node; + AscSprite base; cxmutstr text; AscFont font; asc_col4i color; unsigned short max_width; unsigned short offx; - AscTexture tex; } AscText; enum asc_text_alignment { @@ -155,11 +153,4 @@ ... ); -/** - * Releases all the memory of this node. - * - * @param node the text node - */ -void asc_text_free(AscText *node); - #endif //ASCENSION_UI_TEXT_H diff -r 81a089a47eff -r baa73a0be3ce src/scene.c --- a/src/scene.c Sun Aug 11 16:29:09 2024 +0200 +++ b/src/scene.c Wed Aug 14 21:09:52 2024 +0200 @@ -58,22 +58,29 @@ ); } -struct asc_render_group_entry { - asc_scene_draw_func draw; - AscSceneNode const *node; -}; +static void asc_sprite_draw(AscSprite const *node) { + // Obtain shader + AscShaderSprite *shader = &asc_active_window->glctx.shader.sprite; + + // Upload model matrix + glUniformMatrix4fv(shader->base.model, 1, + GL_FALSE, node->data.world_transform); -#define asc_draw_render_group(iter) \ - cx_foreach(struct asc_render_group_entry*, entry, iter) { \ - entry->draw(entry->node); \ - } + // Bind texture + asc_texture_bind(&node->tex, shader->tex, 0); + + // Apply depth + glUniform1f(shader->depth, (float)(node->data.depth)); + + // Draw mesh + asc_primitives_draw_plane(); +} void asc_scene_draw(AscSceneNode *root, asc_recti viewport, AscCamera *camera) { // create render groups CxList *render_group[ASC_RENDER_GROUP_COUNT]; cx_for_n(i, ASC_RENDER_GROUP_COUNT) { - render_group[i] = cxArrayListCreateSimple( - sizeof(struct asc_render_group_entry), 32); + render_group[i] = cxArrayListCreateSimple(CX_STORE_POINTERS, 32); } // skip the root node deliberately, we know it's just the container @@ -126,12 +133,7 @@ } // add to render group - if (node->draw_func != NULL) { - struct asc_render_group_entry entry = { - node->draw_func, node - }; - cxListAdd(render_group[node->render_group], &entry); - } + cxListAdd(render_group[node->render_group], node); } // set the viewport (in OpenGL we need to invert the Y axis) @@ -164,13 +166,17 @@ // render opaque sprites from front to back glDisable(GL_BLEND); render_iter = cxListBackwardsIterator(render_group[ASC_RENDER_GROUP_SPRITE_OPAQUE]); - asc_draw_render_group(render_iter); + cx_foreach(AscSprite const *, node, render_iter) { + asc_sprite_draw(node); + } // render sprites with alpha value from back to front glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); render_iter = cxListIterator(render_group[ASC_RENDER_GROUP_SPRITE_BLEND]); - asc_draw_render_group(render_iter); + cx_foreach(AscSprite const *, node, render_iter) { + asc_sprite_draw(node); + } // destroy render groups cx_for_n(i, ASC_RENDER_GROUP_COUNT) { diff -r 81a089a47eff -r baa73a0be3ce src/text.c --- a/src/text.c Sun Aug 11 16:29:09 2024 +0200 +++ b/src/text.c Wed Aug 14 21:09:52 2024 +0200 @@ -34,91 +34,78 @@ #include -static void asc_text_draw(AscText const *node) { - // Obtain shader - AscShaderSprite *shader = &asc_active_window->glctx.shader.sprite; - - // Upload model matrix - glUniformMatrix4fv(shader->base.model, 1, - GL_FALSE, node->base.world_transform); - - // Bind texture - asc_texture_bind(&node->tex, shader->tex, 0); +static void asc_text_update(AscSceneNode *node) { + AscSprite *sprite = (AscSprite*) node; + AscText *text = (AscText*) node; - // Apply depth - glUniform1f(shader->depth, (float)(node->base.depth)); - - // Draw mesh - asc_primitives_draw_plane(); -} - -static void asc_text_update(AscText *node) { // Generate new texture, if required - if (asc_texture_uninitialized(&node->tex)) { - asc_texture_init_rectangle(&node->tex); + if (asc_texture_uninitialized(&sprite->tex)) { + asc_texture_init_rectangle(&sprite->tex); } // Render text onto a surface - TTF_Font *font = asc_font_load(node->font); + TTF_Font *font = asc_font_load(text->font); static int alignments[] = { TTF_WRAPPED_ALIGN_LEFT, TTF_WRAPPED_ALIGN_CENTER, TTF_WRAPPED_ALIGN_RIGHT }; TTF_SetFontWrappedAlign( - font, alignments[node->base.flags & ASC_TEXT_ALIGNMENT_MASK]); + font, alignments[text->base.data.flags & ASC_TEXT_ALIGNMENT_MASK]); SDL_Surface *surface = TTF_RenderUTF8_Blended_Wrapped( - font, node->text.ptr, asc_col_sdl(node->color), node->max_width + font, text->text.ptr, asc_col_sdl(text->color), text->max_width ); if (surface == NULL) { asc_error(SDL_GetError()); return; } - asc_set_scale2d(&node->base, surface->w, surface->h); - if (asc_test_flag(node->base.flags, ASC_TEXT_CENTERED_FLAG)) { + asc_set_scale2d(node, surface->w, surface->h); + if (asc_test_flag(text->base.data.flags, ASC_TEXT_CENTERED_FLAG)) { unsigned short newoffx = surface->w / 2; - asc_vec2i pos = asc_get_position2d(&node->base); - asc_set_position2d(&node->base, pos.x + node->offx - newoffx, pos.y); - node->offx = newoffx; + asc_vec2i pos = asc_get_position2d(node); + asc_set_position2d(node, pos.x + text->offx - newoffx, pos.y); + text->offx = newoffx; } // Transfer Image Data - asc_texture_from_surface(&node->tex, surface); + asc_texture_from_surface(&sprite->tex, surface); // Free the surface SDL_FreeSurface(surface); } -AscSceneNode *asc_text_create(struct asc_text_create_args args) { - AscText *node = calloc(1, sizeof(AscText)); +static void asc_text_free(AscSceneNode *node) { + AscText *text = (AscText*) node; + AscSprite *sprite = (AscSprite*) node; + asc_texture_destroy(&sprite->tex); + cx_strfree(&text->text); + free(node); +} - node->base.render_group = ASC_RENDER_GROUP_SPRITE_BLEND; - node->base.free_func = (asc_scene_free_func) asc_text_free; - node->base.update_func = (asc_scene_update_func) asc_text_update; - node->base.draw_func = (asc_scene_draw_func) asc_text_draw; +AscSceneNode *asc_text_create(struct asc_text_create_args args) { + AscText *text = calloc(1, sizeof(AscText)); + AscSceneNode *node = (AscSceneNode*) text; - node->base.flags = args.alignment; - node->base.position.x = (float) args.x; - node->base.position.y = (float) args.y; - node->max_width = args.max_width; - node->font = asc_active_font; - node->color = asc_context.ink; + node->render_group = ASC_RENDER_GROUP_SPRITE_BLEND; + node->free_func = asc_text_free; + node->update_func = asc_text_update; + + node->flags = args.alignment; + node->position.x = (float) args.x; + node->position.y = (float) args.y; + text->max_width = args.max_width; + text->font = asc_active_font; + text->color = asc_context.ink; if (args.text == NULL) { - node->text = cx_mutstr(strdup(" ")); + text->text = cx_mutstr(strdup(" ")); } else { - node->text = cx_mutstr(strdup(args.text)); + text->text = cx_mutstr(strdup(args.text)); } // initialize asc_text_update(node); - return &node->base; -} - -void asc_text_free(AscText *node) { - asc_texture_destroy(&node->tex); - cx_strfree(&node->text); - free(node); + return node; } void asc_text_printf(