src/sprite.c

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
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parent 150
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permissions
-rw-r--r--

adds first basic rectangle shader

partially solves issue #384

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1 /*
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2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
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3 * Copyright 2025 Mike Becker. All rights reserved.
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4 *
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5 * Redistribution and use in source and binary forms, with or without
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6 * modification, are permitted provided that the following conditions are met:
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7 *
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8 * 1. Redistributions of source code must retain the above copyright
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9 * notice, this list of conditions and the following disclaimer.
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10 *
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11 * 2. Redistributions in binary form must reproduce the above copyright
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12 * notice, this list of conditions and the following disclaimer in the
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13 * documentation and/or other materials provided with the distribution.
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14 *
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15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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25 * POSSIBILITY OF SUCH DAMAGE.
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26 */
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27
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28 #include "ascension/sprite.h"
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29
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30 #include "ascension/context.h"
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31 #include "ascension/glcontext.h"
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32 #include "ascension/error.h"
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33 #include "ascension/mesh.h"
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34 #include "ascension/shader.h"
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35 #include "ascension/constants.h"
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36
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37 #include <GL/glew.h>
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38
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39
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40 typedef struct asc_sprite_shader_s {
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41 AscShaderProgram program;
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42 GLint tex;
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43 } AscSpriteShader;
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44
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45 static void *asc_sprite_shader_create(bool rect) {
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46 AscShaderCodes codes;
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47 if (asc_shader_load_code_files((AscShaderCodeInfo){
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48 .files.vtx = "sprite_vtx.glsl",
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49 .files.frag = "sprite_frag.glsl",
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50 .defines.frag = rect ? "#define USE_RECT" : NULL,
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51 }, &codes)) {
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52 asc_error("Loading sprite shader failed.");
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53 return NULL;
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54 }
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55 AscSpriteShader *shader = asc_shader_create(codes, sizeof(*shader));
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56 if (asc_has_error()) {
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57 asc_shader_free_codes(codes);
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58 return NULL;
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59 }
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60 shader->tex = glGetUniformLocation(shader->program.gl_id, "tex");
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61 asc_shader_free_codes(codes);
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62
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63 asc_error_catch_all_gl();
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64
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65 return shader;
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66 }
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67
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68 static AscShaderProgram *asc_sprite_shader_rect_create() {
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69 return asc_sprite_shader_create(true);
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70 }
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71
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72 static AscShaderProgram *asc_sprite_shader_uv_create() {
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73 return asc_sprite_shader_create(false);
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74 }
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75
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76 static const AscSpriteShader *asc_sprite_shader_rect(void) {
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77 return asc_shader_lookup_or_create(ASC_SHADER_SPRITE_RECT, asc_sprite_shader_rect_create);
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78 }
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79
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80 static const AscSpriteShader *asc_sprite_shader_uv(void) {
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81 return asc_shader_lookup_or_create(ASC_SHADER_SPRITE_UV, asc_sprite_shader_uv_create);
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82 }
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83
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84 static void asc_sprite_destroy(AscSceneNode *node) {
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85 AscSprite *sprite = (AscSprite *) node;
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86 asc_mesh_destroy(&sprite->mesh);
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87 sprite->texture->refcount--;
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88 }
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90 static void asc_sprite_update(AscSceneNode *node) {
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91 AscSprite *sprite = (AscSprite *) node;
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92
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93 // calculate texture parameters
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94 asc_vec2f uv_scale;
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95 if (sprite->texture_scale_mode == ASC_TEXTURE_SCALE_REPEAT) {
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96 uv_scale = asc_texture_calculate_uv_scale(sprite->texture,
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97 asc_vec2u_new(sprite->width, sprite->height), sprite->texture_scale);
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98 } else {
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99 uv_scale = sprite->texture_scale;
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100 }
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101
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102 // update mesh
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103 asc_mesh_plane_2d(&sprite->mesh,
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104 .size = asc_vec2f_new(sprite->width, sprite->height),
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105 .uv_scale = uv_scale
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106 );
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107 }
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108
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109 void asc_sprite_draw(const AscCamera *camera, const AscSceneNode *node) {
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110 asc_ptr_cast(const AscSprite, sprite, node);
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111
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112 // Activate shader
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113 // TODO: scene should know which shader we are going to activate s.t. it can pre-sort nodes
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114 const AscSpriteShader *shader =
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115 sprite->texture->target == GL_TEXTURE_RECTANGLE
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116 ? asc_sprite_shader_rect()
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117 : asc_sprite_shader_uv();
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118 asc_shader_use(&shader->program, camera);
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119
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120 // Upload model matrix
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121 glUniformMatrix4fv(shader->program.model, 1,
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122 GL_FALSE, node->world_transform);
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123
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124 // Bind texture
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125 asc_texture_bind(sprite->texture, shader->tex, 0);
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126
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127 // Draw mesh
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128 asc_mesh_draw_triangle_strip(&sprite->mesh);
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129 }
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130
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131 AscSceneNode *asc_sprite_create(struct asc_sprite_create_args args) {
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132 AscSprite *sprite = cxZallocDefault(sizeof(AscSprite));
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133
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134 // sprite parameters
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135 args.texture->refcount++;
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136 sprite->texture = args.texture;
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137 sprite->width = args.width;
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138 sprite->height = args.height;
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139 sprite->texture_scale_mode = args.texture_scale_mode;
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140 sprite->texture_scale.u = ASC_NONZERO_OR(1.f, args.texture_scale_x);
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141 sprite->texture_scale.v = ASC_NONZERO_OR(1.f, args.texture_scale_y);
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143 // basic node parameters
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144 AscSceneNode *node = (AscSceneNode *) sprite;
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145 asc_scene_node_name(node, args.name);
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146 node->render_group = args.opaque
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147 ? ASC_RENDER_GROUP_2D_OPAQUE
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148 : ASC_RENDER_GROUP_2D_BLEND;
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149 node->update_func = asc_sprite_update;
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150 node->destroy_func = asc_sprite_destroy;
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151 node->draw_func = asc_sprite_draw;
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152
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153 node->position = asc_vec3f_new(args.x, args.y, ASC_SCENE_2D_DEPTH_OFFSET);
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154 node->scale = asc_vec3f_one;
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155
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156 asc_node_update(node);
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157 return node;
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158 }
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159
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160 void asc_sprite_set_size(AscSceneNode *node, unsigned width, unsigned height) {
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161 AscSprite *sprite = (AscSprite*) node;
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162 sprite->width = width;
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163 sprite->height = height;
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164 asc_node_update(node);
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165 }
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166

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