src/sprite.c

Sun, 01 Jun 2025 16:35:23 +0200

author
Mike Becker <universe@uap-core.de>
date
Sun, 01 Jun 2025 16:35:23 +0200
changeset 137
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parent 122
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permissions
-rw-r--r--

remove pre-defined dummy textures by introducing conditional compilation for shaders

and by the way resolves #645

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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/error.h"
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36 #include "ascension/mesh.h"
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37
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38 static void asc_sprite_destroy(AscSceneNode *node) {
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39 AscSprite *sprite = (AscSprite *) node;
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40 asc_mesh_destroy(&sprite->mesh);
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41 sprite->texture->refcount--;
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42 }
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43
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44 static void asc_sprite_update(AscSceneNode *node) {
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45 AscSprite *sprite = (AscSprite *) node;
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46
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47 // calculate texture parameters
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48 asc_vec2f uv_scale;
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49 if (sprite->texture_scale_mode == ASC_TEXTURE_SCALE_REPEAT) {
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50 uv_scale = asc_texture_calculate_uv_scale(sprite->texture,
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51 asc_vec2u_new(sprite->width, sprite->height), sprite->texture_scale);
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52 } else {
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53 uv_scale = sprite->texture_scale;
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54 }
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55
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56 // update mesh
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57 asc_mesh_plane_2d(&sprite->mesh,
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58 .size = asc_vec2f_new(sprite->width, sprite->height),
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59 .uv_scale = uv_scale
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60 );
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61 }
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62
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63 AscSceneNode *asc_sprite_create(struct asc_sprite_create_args args) {
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64 AscSprite *sprite = cxZallocDefault(sizeof(AscSprite));
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65
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66 // sprite parameters
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67 args.texture->refcount++;
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68 sprite->texture = args.texture;
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69 sprite->width = args.width;
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70 sprite->height = args.height;
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71 sprite->texture_scale_mode = args.texture_scale_mode;
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72 sprite->texture_scale.u = ASC_NONZERO_OR(1.f, args.texture_scale_x);
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73 sprite->texture_scale.v = ASC_NONZERO_OR(1.f, args.texture_scale_y);
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75 // basic node parameters
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76 AscSceneNode *node = (AscSceneNode *) sprite;
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77 asc_scene_node_name(node, args.name);
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78 node->render_group = args.opaque
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79 ? ASC_RENDER_GROUP_SPRITE_OPAQUE_UV
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80 : ASC_RENDER_GROUP_SPRITE_BLEND_UV;
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81 node->update_func = asc_sprite_update;
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82 node->destroy_func = asc_sprite_destroy;
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83
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84 node->position = asc_vec3f_new(args.x, args.y, ASC_SCENE_2D_DEPTH_OFFSET);
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85 node->scale = asc_vec3f_one;
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86
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87 asc_node_update(node);
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88 return node;
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89 }
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90
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91 void asc_sprite_draw(const AscShaderSprite *shader, const AscSprite *node) {
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92 // Upload model matrix
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93 glUniformMatrix4fv(shader->program.model, 1,
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94 GL_FALSE, node->data.world_transform);
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95
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96 // Bind texture
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97 asc_texture_bind(node->texture, shader->tex, 0);
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98
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99 // Draw mesh
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100 asc_mesh_draw_triangle_strip(&node->mesh);
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101 }
118
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102
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103 void asc_sprite_set_size(AscSceneNode *node, unsigned width, unsigned height) {
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104 AscSprite *sprite = (AscSprite*) node;
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105 sprite->width = width;
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106 sprite->height = height;
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107 asc_node_update(node);
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108 }
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109
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110 int asc_shader_sprite_init(AscShaderSprite *sprite, bool rect) {
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111 AscShaderCodes codes;
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112 if (asc_shader_load_code_files((AscShaderCodeInfo){
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113 .files.vtx = "sprite_vtx.glsl",
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114 .files.frag = "sprite_frag.glsl",
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115 .defines.frag = rect ? "#define USE_RECT" : NULL,
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116 }, &codes)) {
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117 asc_error("Loading sprite shader failed.");
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118 return 1;
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119 }
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120 sprite->program = asc_shader_program_create(codes);
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121 if (asc_has_error()) {
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122 asc_shader_free_codes(codes);
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123 return 1;
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124 }
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125 sprite->tex = glGetUniformLocation(sprite->program.id, "tex");
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126 asc_shader_free_codes(codes);
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127
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128 return asc_error_catch_all_gl();
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129 }

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