Sun, 01 Jun 2025 16:35:23 +0200
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 | |
118 | 44 | static void asc_sprite_update(AscSceneNode *node) { |
45 | AscSprite *sprite = (AscSprite *) node; | |
46 | ||
47 | // calculate texture parameters | |
48 | asc_vec2f uv_scale; | |
49 | if (sprite->texture_scale_mode == ASC_TEXTURE_SCALE_REPEAT) { | |
50 | uv_scale = asc_texture_calculate_uv_scale(sprite->texture, | |
51 | asc_vec2u_new(sprite->width, sprite->height), sprite->texture_scale); | |
52 | } else { | |
53 | uv_scale = sprite->texture_scale; | |
54 | } | |
55 | ||
56 | // update mesh | |
57 | asc_mesh_plane_2d(&sprite->mesh, | |
58 | .size = asc_vec2f_new(sprite->width, sprite->height), | |
59 | .uv_scale = uv_scale | |
60 | ); | |
61 | } | |
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 | |
118 | 66 | // sprite parameters |
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67 | args.texture->refcount++; |
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68 | sprite->texture = args.texture; |
118 | 69 | sprite->width = args.width; |
70 | sprite->height = args.height; | |
71 | sprite->texture_scale_mode = args.texture_scale_mode; | |
72 | sprite->texture_scale.u = ASC_NONZERO_OR(1.f, args.texture_scale_x); | |
73 | sprite->texture_scale.v = ASC_NONZERO_OR(1.f, args.texture_scale_y); | |
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74 | |
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75 | // basic node parameters |
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76 | AscSceneNode *node = (AscSceneNode *) sprite; |
114 | 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; |
118 | 81 | node->update_func = asc_sprite_update; |
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82 | node->destroy_func = asc_sprite_destroy; |
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83 | |
105 | 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 | |
118 | 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 | 102 | |
103 | void asc_sprite_set_size(AscSceneNode *node, unsigned width, unsigned height) { | |
104 | AscSprite *sprite = (AscSprite*) node; | |
105 | sprite->width = width; | |
106 | sprite->height = height; | |
107 | asc_node_update(node); | |
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 | } |