src/sprite.c

Sat, 19 Apr 2025 19:30:46 +0200

author
Mike Becker <universe@uap-core.de>
date
Sat, 19 Apr 2025 19:30:46 +0200
changeset 87
874a02a683c5
parent 82
4e1e698f4b0d
child 88
6234b7ea48f3
permissions
-rw-r--r--

skip sprite rendering when there are no sprites in the scene

/*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
 * Copyright 2025 Mike Becker. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *   1. Redistributions of source code must retain the above copyright
 *      notice, this list of conditions and the following disclaimer.
 *
 *   2. Redistributions in binary form must reproduce the above copyright
 *      notice, this list of conditions and the following disclaimer in the
 *      documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
 * POSSIBILITY OF SUCH DAMAGE.
 */

#include "ascension/2d/sprite.h"

#include "ascension/context.h"
#include "ascension/glcontext.h"

#include <GL/glew.h>

void asc_sprite_draw(AscSprite const *node) {
    // Obtain shader
    AscShaderSprite *shader = ASC_SHADER_SPRITE;

    // Upload model matrix
    glUniformMatrix4fv(shader->program.model, 1,
                       GL_FALSE, node->data.world_transform);

    // Bind texture
    asc_texture_bind(&node->tex, shader->tex, 0);

    // Apply depth
    glUniform1f(shader->depth, (float)(node->data.depth));

    // Draw mesh
    asc_mesh_draw_triangle_strip(ASC_PRIMITIVES_PLANE);
}

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