Sun, 08 Jun 2025 14:58:19 +0200
refactor shader management - resolves #684
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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/2d/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/constants.h" |
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35 | |
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36 | #include <GL/glew.h> |
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37 | |
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38 | |
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39 | struct asc_sprite_shader_s { |
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40 | AscShaderProgram program; |
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41 | int tex; |
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42 | }; |
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43 | |
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44 | static void *asc_sprite_shader_create(bool rect) { |
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45 | AscShaderCodes codes; |
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46 | if (asc_shader_load_code_files((AscShaderCodeInfo){ |
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47 | .files.vtx = "sprite_vtx.glsl", |
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48 | .files.frag = "sprite_frag.glsl", |
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49 | .defines.frag = rect ? "#define USE_RECT" : NULL, |
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50 | }, &codes)) { |
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51 | asc_error("Loading sprite shader failed."); |
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52 | return NULL; |
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53 | } |
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54 | struct asc_sprite_shader_s *shader = asc_shader_create(codes, sizeof(*shader)); |
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55 | if (asc_has_error()) { |
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56 | asc_shader_free_codes(codes); |
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57 | return NULL; |
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58 | } |
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59 | shader->tex = glGetUniformLocation(shader->program.gl_id, "tex"); |
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60 | asc_shader_free_codes(codes); |
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61 | |
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62 | asc_error_catch_all_gl(); |
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63 | |
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64 | return shader; |
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65 | } |
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66 | |
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67 | static AscShaderProgram *asc_sprite_shader_rect_create() { |
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68 | return asc_sprite_shader_create(true); |
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69 | } |
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70 | |
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71 | static AscShaderProgram *asc_sprite_shader_uv_create() { |
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72 | return asc_sprite_shader_create(false); |
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73 | } |
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74 | |
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75 | static void asc_sprite_destroy(AscSceneNode *node) { |
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76 | AscSprite *sprite = (AscSprite *) node; |
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77 | asc_mesh_destroy(&sprite->mesh); |
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78 | sprite->texture->refcount--; |
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79 | } |
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80 | |
118 | 81 | static void asc_sprite_update(AscSceneNode *node) { |
82 | AscSprite *sprite = (AscSprite *) node; | |
83 | ||
84 | // calculate texture parameters | |
85 | asc_vec2f uv_scale; | |
86 | if (sprite->texture_scale_mode == ASC_TEXTURE_SCALE_REPEAT) { | |
87 | uv_scale = asc_texture_calculate_uv_scale(sprite->texture, | |
88 | asc_vec2u_new(sprite->width, sprite->height), sprite->texture_scale); | |
89 | } else { | |
90 | uv_scale = sprite->texture_scale; | |
91 | } | |
92 | ||
93 | // update mesh | |
94 | asc_mesh_plane_2d(&sprite->mesh, | |
95 | .size = asc_vec2f_new(sprite->width, sprite->height), | |
96 | .uv_scale = uv_scale | |
97 | ); | |
98 | } | |
99 | ||
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100 | AscSceneNode *asc_sprite_create(struct asc_sprite_create_args args) { |
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101 | AscSprite *sprite = cxZallocDefault(sizeof(AscSprite)); |
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102 | |
118 | 103 | // sprite parameters |
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104 | args.texture->refcount++; |
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105 | sprite->texture = args.texture; |
118 | 106 | sprite->width = args.width; |
107 | sprite->height = args.height; | |
108 | sprite->texture_scale_mode = args.texture_scale_mode; | |
109 | sprite->texture_scale.u = ASC_NONZERO_OR(1.f, args.texture_scale_x); | |
110 | sprite->texture_scale.v = ASC_NONZERO_OR(1.f, args.texture_scale_y); | |
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111 | |
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112 | // basic node parameters |
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113 | AscSceneNode *node = (AscSceneNode *) sprite; |
114 | 114 | asc_scene_node_name(node, args.name); |
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115 | node->render_group = args.opaque |
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116 | ? ASC_RENDER_GROUP_SPRITE_OPAQUE_UV |
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117 | : ASC_RENDER_GROUP_SPRITE_BLEND_UV; |
118 | 118 | node->update_func = asc_sprite_update; |
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119 | node->destroy_func = asc_sprite_destroy; |
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120 | |
105 | 121 | node->position = asc_vec3f_new(args.x, args.y, ASC_SCENE_2D_DEPTH_OFFSET); |
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122 | node->scale = asc_vec3f_one; |
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123 | |
118 | 124 | asc_node_update(node); |
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125 | return node; |
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126 | } |
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127 | |
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128 | const AscShaderProgram *asc_sprite_shader_rect(void) { |
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129 | return asc_shader_lookup_or_create(ASC_SHADER_SPRITE_RECT, asc_sprite_shader_rect_create); |
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130 | } |
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131 | |
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132 | const AscShaderProgram *asc_sprite_shader_uv(void) { |
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133 | return asc_shader_lookup_or_create(ASC_SHADER_SPRITE_UV, asc_sprite_shader_uv_create); |
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134 | } |
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135 | |
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136 | void asc_sprite_draw(const AscShaderProgram *program, const AscSprite *node) { |
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137 | asc_ptr_cast(const struct asc_sprite_shader_s, shader, program); |
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138 | |
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139 | // Upload model matrix |
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140 | glUniformMatrix4fv(shader->program.model, 1, |
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Mike Becker <universe@uap-core.de>
parents:
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141 | GL_FALSE, node->data.world_transform); |
4e1e698f4b0d
add generic mesh draw function and move sprite draw function to separate unit
Mike Becker <universe@uap-core.de>
parents:
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142 | |
4e1e698f4b0d
add generic mesh draw function and move sprite draw function to separate unit
Mike Becker <universe@uap-core.de>
parents:
diff
changeset
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143 | // Bind texture |
137
f8e6e0ae61a8
remove pre-defined dummy textures by introducing conditional compilation for shaders
Mike Becker <universe@uap-core.de>
parents:
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144 | asc_texture_bind(node->texture, shader->tex, 0); |
82
4e1e698f4b0d
add generic mesh draw function and move sprite draw function to separate unit
Mike Becker <universe@uap-core.de>
parents:
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145 | |
4e1e698f4b0d
add generic mesh draw function and move sprite draw function to separate unit
Mike Becker <universe@uap-core.de>
parents:
diff
changeset
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146 | // Draw mesh |
115
e5f8c99b0987
refactor rendering 1/3 - create new mesh structs
Mike Becker <universe@uap-core.de>
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147 | asc_mesh_draw_triangle_strip(&node->mesh); |
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4e1e698f4b0d
add generic mesh draw function and move sprite draw function to separate unit
Mike Becker <universe@uap-core.de>
parents:
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148 | } |
118 | 149 | |
150 | void asc_sprite_set_size(AscSceneNode *node, unsigned width, unsigned height) { | |
151 | AscSprite *sprite = (AscSprite*) node; | |
152 | sprite->width = width; | |
153 | sprite->height = height; | |
154 | asc_node_update(node); | |
155 | } | |
137
f8e6e0ae61a8
remove pre-defined dummy textures by introducing conditional compilation for shaders
Mike Becker <universe@uap-core.de>
parents:
122
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156 |