Sun, 20 Apr 2025 15:41:16 +0200
add support for 2d textures in sprite shader - fixes #386
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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 | |
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33 | #include <GL/glew.h> |
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34 | |
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35 | static void asc_sprite_free(AscSceneNode *node) { |
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36 | free(node); |
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37 | } |
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38 | |
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39 | AscSceneNode *asc_sprite_create(struct asc_sprite_create_args args) { |
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40 | AscSprite *sprite = calloc(1, sizeof(AscSprite)); |
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41 | |
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42 | // special sprite parameters |
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43 | sprite->tex = args.texture; |
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44 | |
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45 | // basic node parameters |
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46 | AscSceneNode *node = (AscSceneNode *) sprite; |
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47 | node->render_group = args.opaque |
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48 | ? ASC_RENDER_GROUP_SPRITE_OPAQUE |
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49 | : ASC_RENDER_GROUP_SPRITE_BLEND; |
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50 | node->free_func = asc_sprite_free; |
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51 | |
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52 | node->position.x = (float) args.x; |
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53 | node->position.y = (float) args.y; |
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54 | |
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55 | node->scale.x = (float) (args.width == 0 ? args.texture.width : args.width); |
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56 | node->scale.y = (float) (args.height == 0 ? args.texture.height : args.height); |
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57 | |
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58 | return node; |
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59 | } |
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60 | |
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61 | void asc_sprite_draw(AscSprite const *node) { |
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62 | // Obtain shader |
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63 | AscShaderSprite *shader = &ASC_DEFAULT_SHADER.sprite; |
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64 | |
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65 | // Upload model matrix |
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66 | glUniformMatrix4fv(shader->program.model, 1, |
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67 | GL_FALSE, node->data.world_transform); |
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68 | |
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69 | // Bind texture |
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70 | if (node->tex.target == GL_TEXTURE_RECTANGLE) { |
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71 | asc_texture_bind(&node->tex, shader->rect_tex, 0); |
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72 | asc_texture_bind(&ASC_DEFAULT_TEXTURES.empty_1x1_2d, shader->uv_tex, 1); |
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73 | } else { |
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74 | asc_texture_bind(&ASC_DEFAULT_TEXTURES.empty_1x1_rect, shader->rect_tex, 0); |
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75 | asc_texture_bind(&node->tex, shader->uv_tex, 1); |
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76 | } |
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77 | |
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78 | // Apply depth |
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79 | glUniform1f(shader->depth, (float)(node->data.depth)); |
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80 | |
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81 | // Draw mesh |
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82 | asc_mesh_draw_triangle_strip(&ASC_PRIMITIVES.plane); |
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83 | } |