src/sprite.c

Thu, 26 Jun 2025 21:43:22 +0200

author
Mike Becker <universe@uap-core.de>
date
Thu, 26 Jun 2025 21:43:22 +0200
changeset 169
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parent 168
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permissions
-rw-r--r--

improve "polymorphic" typing of shaders

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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
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38 typedef struct asc_sprite_shader_s {
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39 AscShaderProgram program;
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40 asc_uniform_loc tex;
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41 } AscSpriteShader;
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42
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43 static AscShaderProgram *asc_sprite_shader_create(int rect) {
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44 AscShaderCodes codes;
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45 if (asc_shader_load_code_files((AscShaderCodeInfo){
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46 .files.vtx = "sprite_vtx.glsl",
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47 .files.frag = "sprite_frag.glsl",
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48 .defines.frag = rect ? "#define USE_RECT" : NULL,
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49 }, &codes)) {
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50 asc_error("Loading sprite shader failed.");
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51 return NULL;
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52 }
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53 AscShaderProgram *shader = asc_shader_create(codes, sizeof(*shader));
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54 if (asc_shader_invalid(shader)) {
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55 asc_shader_free_codes(codes);
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56 return shader;
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57 }
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58 asc_ptr_cast(AscSpriteShader, sprite_shader, shader);
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59 sprite_shader->tex = asc_shader_get_uniform_loc(shader, "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 void asc_sprite_destroy(AscSceneNode *node) {
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68 asc_ptr_cast(AscSprite, sprite, node);
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69 asc_mesh_destroy(&sprite->mesh);
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70 sprite->texture->refcount--;
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71 }
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73 static void asc_sprite_update(AscSceneNode *node) {
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74 asc_ptr_cast(AscSprite, sprite, node);
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75
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76 // calculate texture parameters
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77 asc_vec2f uv_scale;
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78 if (sprite->texture_scale_mode == ASC_TEXTURE_SCALE_REPEAT) {
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79 uv_scale = asc_texture_calculate_uv_scale(sprite->texture,
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80 asc_vec2u_new(sprite->width, sprite->height), sprite->texture_scale);
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81 } else {
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82 uv_scale = sprite->texture_scale;
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83 }
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84
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85 // update mesh
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86 asc_mesh_plane_2d(&sprite->mesh,
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87 .size = asc_vec2f_new(sprite->width, sprite->height),
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88 .uv_scale = uv_scale
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89 );
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90 }
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92 void asc_sprite_draw(const AscCamera *camera, const AscSceneNode *node) {
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93 asc_cptr_cast(AscSprite, sprite, node);
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94
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95 // Activate shader
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96 // TODO: scene should know which shader we are going to activate s.t. it can pre-sort nodes
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97 const AscShaderProgram *shader =
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98 asc_texture_is_uv_normalized(sprite->texture)
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99 ? asc_shader_lookup_or_create(ASC_SHADER_SPRITE_UV, asc_sprite_shader_create, 0)
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100 : asc_shader_lookup_or_create(ASC_SHADER_SPRITE_RECT, asc_sprite_shader_create, 1);
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101 if (asc_shader_use(shader, camera)) return;
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102 asc_cptr_cast(AscSpriteShader, sprite_shader, shader);
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103
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104 // Upload model matrix
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105 asc_shader_upload_model_matrix(shader, node);
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106
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107 // Bind texture
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108 asc_texture_bind(sprite->texture, sprite_shader->tex, 0);
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109
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110 // Draw mesh
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111 asc_mesh_draw_triangle_strip(&sprite->mesh);
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112 }
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113
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114 AscSceneNode *asc_sprite_create(struct asc_sprite_create_args args) {
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115 AscSprite *sprite = cxZallocDefault(sizeof(AscSprite));
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116
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117 // sprite parameters
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118 args.texture->refcount++;
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119 sprite->texture = args.texture;
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120 sprite->width = args.width;
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121 sprite->height = args.height;
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122 sprite->texture_scale_mode = args.texture_scale_mode;
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123 sprite->texture_scale.u = ASC_NONZERO_OR(1.f, args.texture_scale_x);
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124 sprite->texture_scale.v = ASC_NONZERO_OR(1.f, args.texture_scale_y);
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125
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126 // basic node parameters
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127 AscSceneNode *node = (AscSceneNode *) sprite;
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128 asc_scene_node_name(node, args.name);
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129 node->render_group = args.opaque
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130 ? ASC_RENDER_GROUP_2D_OPAQUE
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131 : ASC_RENDER_GROUP_2D_BLEND;
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132 node->update_func = asc_sprite_update;
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133 node->destroy_func = asc_sprite_destroy;
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134 node->draw_func = asc_sprite_draw;
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135
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136 node->position = asc_vec3f_new(args.x, args.y, ASC_SCENE_2D_DEPTH_OFFSET);
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137 node->scale = asc_vec3f_one;
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138
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139 asc_node_update(node);
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140 return node;
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141 }
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142
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143 void asc_sprite_set_size(AscSceneNode *node, unsigned width, unsigned height) {
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144 AscSprite *sprite = (AscSprite*) node;
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145 sprite->width = width;
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146 sprite->height = height;
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147 asc_node_update(node);
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148 }
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149

mercurial