30 #include "ascension/context.h" |
30 #include "ascension/context.h" |
31 #include "ascension/glcontext.h" |
31 #include "ascension/glcontext.h" |
32 |
32 |
33 #include <GL/glew.h> |
33 #include <GL/glew.h> |
34 |
34 |
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35 #include "ascension/error.h" |
35 #include "ascension/mesh.h" |
36 #include "ascension/mesh.h" |
36 |
37 |
37 static void asc_sprite_destroy(AscSceneNode *node) { |
38 static void asc_sprite_destroy(AscSceneNode *node) { |
38 AscSprite *sprite = (AscSprite *) node; |
39 AscSprite *sprite = (AscSprite *) node; |
39 asc_mesh_destroy(&sprite->mesh); |
40 asc_mesh_destroy(&sprite->mesh); |
73 |
74 |
74 // basic node parameters |
75 // basic node parameters |
75 AscSceneNode *node = (AscSceneNode *) sprite; |
76 AscSceneNode *node = (AscSceneNode *) sprite; |
76 asc_scene_node_name(node, args.name); |
77 asc_scene_node_name(node, args.name); |
77 node->render_group = args.opaque |
78 node->render_group = args.opaque |
78 ? ASC_RENDER_GROUP_SPRITE_OPAQUE |
79 ? ASC_RENDER_GROUP_SPRITE_OPAQUE_UV |
79 : ASC_RENDER_GROUP_SPRITE_BLEND; |
80 : ASC_RENDER_GROUP_SPRITE_BLEND_UV; |
80 node->update_func = asc_sprite_update; |
81 node->update_func = asc_sprite_update; |
81 node->destroy_func = asc_sprite_destroy; |
82 node->destroy_func = asc_sprite_destroy; |
82 |
83 |
83 node->position = asc_vec3f_new(args.x, args.y, ASC_SCENE_2D_DEPTH_OFFSET); |
84 node->position = asc_vec3f_new(args.x, args.y, ASC_SCENE_2D_DEPTH_OFFSET); |
84 node->scale = asc_vec3f_one; |
85 node->scale = asc_vec3f_one; |
85 |
86 |
86 asc_node_update(node); |
87 asc_node_update(node); |
87 return node; |
88 return node; |
88 } |
89 } |
89 |
90 |
90 void asc_sprite_draw(AscSprite const *node) { |
91 void asc_sprite_draw(const AscShaderSprite *shader, const AscSprite *node) { |
91 // Obtain shader |
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92 AscShaderSprite *shader = ASC_SHADER_SPRITE; |
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93 |
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94 // Upload model matrix |
92 // Upload model matrix |
95 glUniformMatrix4fv(shader->program.model, 1, |
93 glUniformMatrix4fv(shader->program.model, 1, |
96 GL_FALSE, node->data.world_transform); |
94 GL_FALSE, node->data.world_transform); |
97 |
95 |
98 // Bind texture |
96 // Bind texture |
99 if (node->texture->target == GL_TEXTURE_RECTANGLE) { |
97 asc_texture_bind(node->texture, shader->tex, 0); |
100 asc_texture_bind(node->texture, shader->rect_tex, 0); |
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101 asc_texture_bind(ASC_TEXTURE_2D_EMPTY_1X1, shader->uv_tex, 1); |
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102 } else { |
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103 asc_texture_bind(ASC_TEXTURE_RECT_EMPTY_1X1, shader->rect_tex, 0); |
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104 asc_texture_bind(node->texture, shader->uv_tex, 1); |
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105 } |
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106 |
98 |
107 // Draw mesh |
99 // Draw mesh |
108 asc_mesh_draw_triangle_strip(&node->mesh); |
100 asc_mesh_draw_triangle_strip(&node->mesh); |
109 } |
101 } |
110 |
102 |
112 AscSprite *sprite = (AscSprite*) node; |
104 AscSprite *sprite = (AscSprite*) node; |
113 sprite->width = width; |
105 sprite->width = width; |
114 sprite->height = height; |
106 sprite->height = height; |
115 asc_node_update(node); |
107 asc_node_update(node); |
116 } |
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 } |