| |
1 /* |
| |
2 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER. |
| |
3 * Copyright 2025 Mike Becker. All rights reserved. |
| |
4 * |
| |
5 * Redistribution and use in source and binary forms, with or without |
| |
6 * modification, are permitted provided that the following conditions are met: |
| |
7 * |
| |
8 * 1. Redistributions of source code must retain the above copyright |
| |
9 * notice, this list of conditions and the following disclaimer. |
| |
10 * |
| |
11 * 2. Redistributions in binary form must reproduce the above copyright |
| |
12 * notice, this list of conditions and the following disclaimer in the |
| |
13 * documentation and/or other materials provided with the distribution. |
| |
14 * |
| |
15 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" |
| |
16 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| |
17 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
| |
18 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE |
| |
19 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR |
| |
20 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF |
| |
21 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS |
| |
22 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
| |
23 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) |
| |
24 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE |
| |
25 * POSSIBILITY OF SUCH DAMAGE. |
| |
26 */ |
| |
27 |
| |
28 #include "ascension/2d/sprite.h" |
| |
29 |
| |
30 #include "ascension/context.h" |
| |
31 #include "ascension/glcontext.h" |
| |
32 |
| |
33 #include <GL/glew.h> |
| |
34 |
| |
35 void asc_sprite_draw(AscSprite const *node) { |
| |
36 // Obtain shader |
| |
37 AscShaderSprite *shader = ASC_SHADER_SPRITE; |
| |
38 |
| |
39 // Upload model matrix |
| |
40 glUniformMatrix4fv(shader->program.model, 1, |
| |
41 GL_FALSE, node->data.world_transform); |
| |
42 |
| |
43 // Bind texture |
| |
44 asc_texture_bind(&node->tex, shader->tex, 0); |
| |
45 |
| |
46 // Apply depth |
| |
47 glUniform1f(shader->depth, (float)(node->data.depth)); |
| |
48 |
| |
49 // Draw mesh |
| |
50 asc_mesh_draw_triangle_strip(ASC_PRIMITIVES_PLANE); |
| |
51 } |