src/sprite.c

Sat, 10 May 2025 18:51:45 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 10 May 2025 18:51:45 +0200
changeset 115
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parent 114
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child 116
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permissions
-rw-r--r--

refactor rendering 1/3 - create new mesh structs

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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 #include "ascension/mesh.h"
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36
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37 static void asc_sprite_destroy(AscSceneNode *node) {
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38 AscSprite *sprite = (AscSprite *) node;
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39 asc_mesh_destroy(&sprite->mesh);
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40 sprite->texture->refcount--;
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41 }
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42
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43 AscSceneNode *asc_sprite_create(struct asc_sprite_create_args args) {
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44 AscSprite *sprite = calloc(1, sizeof(AscSprite));
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45
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46 // special sprite parameters
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47 args.texture->refcount++;
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48 sprite->texture = args.texture;
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49
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50 // basic node parameters
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51 AscSceneNode *node = (AscSceneNode *) sprite;
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52 asc_scene_node_name(node, args.name);
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53 node->render_group = args.opaque
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54 ? ASC_RENDER_GROUP_SPRITE_OPAQUE
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55 : ASC_RENDER_GROUP_SPRITE_BLEND;
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56 node->destroy_func = asc_sprite_destroy;
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57
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58 node->position = asc_vec3f_new(args.x, args.y, ASC_SCENE_2D_DEPTH_OFFSET);
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59 // TODO: do not use scale, add mesh params instead
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60 node->scale = asc_vec3f_new(
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61 args.width == 0 ? args.texture->width : args.width,
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62 args.height == 0 ? args.texture->height : args.height,
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63 1
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64 );
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65 asc_node_update_transform(node);
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66
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67 // initialize mesh
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68 asc_mesh_plane_2d(&sprite->mesh);
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69
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70 return node;
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71 }
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72
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73 void asc_sprite_draw(AscSprite const *node) {
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74 // Obtain shader
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75 AscShaderSprite *shader = ASC_SHADER_SPRITE;
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77 // Upload model matrix
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78 glUniformMatrix4fv(shader->program.model, 1,
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79 GL_FALSE, node->data.world_transform);
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80
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81 // Bind texture
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82 if (node->texture->target == GL_TEXTURE_RECTANGLE) {
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83 asc_texture_bind(node->texture, shader->rect_tex, 0);
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84 asc_texture_bind(ASC_TEXTURE_2D_EMPTY_1X1, shader->uv_tex, 1);
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85 } else {
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86 asc_texture_bind(ASC_TEXTURE_RECT_EMPTY_1X1, shader->rect_tex, 0);
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87 asc_texture_bind(node->texture, shader->uv_tex, 1);
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88 }
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90 // Draw mesh
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91 asc_mesh_draw_triangle_strip(&node->mesh);
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92 }

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