src/sprite.c

Sat, 19 Apr 2025 13:00:32 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 19 Apr 2025 13:00:32 +0200
changeset 85
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parent 82
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child 88
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permissions
-rw-r--r--

fix debug output

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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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Mike Becker <universe@uap-core.de>
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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 void asc_sprite_draw(AscSprite const *node) {
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36 // Obtain shader
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37 AscShaderSprite *shader = ASC_SHADER_SPRITE;
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38
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39 // Upload model matrix
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40 glUniformMatrix4fv(shader->program.model, 1,
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41 GL_FALSE, node->data.world_transform);
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42
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43 // Bind texture
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44 asc_texture_bind(&node->tex, shader->tex, 0);
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45
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46 // Apply depth
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47 glUniform1f(shader->depth, (float)(node->data.depth));
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48
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49 // Draw mesh
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50 asc_mesh_draw_triangle_strip(ASC_PRIMITIVES_PLANE);
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51 }

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