src/sprite.c

changeset 137
f8e6e0ae61a8
parent 122
1b118cd3e369
--- a/src/sprite.c	Sun Jun 01 14:59:40 2025 +0200
+++ b/src/sprite.c	Sun Jun 01 16:35:23 2025 +0200
@@ -32,6 +32,7 @@
 
 #include <GL/glew.h>
 
+#include "ascension/error.h"
 #include "ascension/mesh.h"
 
 static void asc_sprite_destroy(AscSceneNode *node) {
@@ -75,8 +76,8 @@
     AscSceneNode *node = (AscSceneNode *) sprite;
     asc_scene_node_name(node, args.name);
     node->render_group = args.opaque
-                             ? ASC_RENDER_GROUP_SPRITE_OPAQUE
-                             : ASC_RENDER_GROUP_SPRITE_BLEND;
+                             ? ASC_RENDER_GROUP_SPRITE_OPAQUE_UV
+                             : ASC_RENDER_GROUP_SPRITE_BLEND_UV;
     node->update_func = asc_sprite_update;
     node->destroy_func = asc_sprite_destroy;
 
@@ -87,22 +88,13 @@
     return node;
 }
 
-void asc_sprite_draw(AscSprite const *node) {
-    // Obtain shader
-    AscShaderSprite *shader = ASC_SHADER_SPRITE;
-
+void asc_sprite_draw(const AscShaderSprite *shader, const AscSprite *node) {
     // Upload model matrix
     glUniformMatrix4fv(shader->program.model, 1,
                        GL_FALSE, node->data.world_transform);
 
     // Bind texture
-    if (node->texture->target == GL_TEXTURE_RECTANGLE) {
-        asc_texture_bind(node->texture, shader->rect_tex, 0);
-        asc_texture_bind(ASC_TEXTURE_2D_EMPTY_1X1, shader->uv_tex, 1);
-    } else {
-        asc_texture_bind(ASC_TEXTURE_RECT_EMPTY_1X1, shader->rect_tex, 0);
-        asc_texture_bind(node->texture, shader->uv_tex, 1);
-    }
+    asc_texture_bind(node->texture, shader->tex, 0);
 
     // Draw mesh
     asc_mesh_draw_triangle_strip(&node->mesh);
@@ -114,3 +106,24 @@
     sprite->height = height;
     asc_node_update(node);
 }
+
+int asc_shader_sprite_init(AscShaderSprite *sprite, bool rect) {
+    AscShaderCodes codes;
+    if (asc_shader_load_code_files((AscShaderCodeInfo){
+        .files.vtx = "sprite_vtx.glsl",
+        .files.frag = "sprite_frag.glsl",
+        .defines.frag = rect ? "#define USE_RECT" : NULL,
+    }, &codes)) {
+        asc_error("Loading sprite shader failed.");
+        return 1;
+    }
+    sprite->program = asc_shader_program_create(codes);
+    if (asc_has_error()) {
+        asc_shader_free_codes(codes);
+        return 1;
+    }
+    sprite->tex = glGetUniformLocation(sprite->program.id, "tex");
+    asc_shader_free_codes(codes);
+
+    return asc_error_catch_all_gl();
+}

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