Mon, 21 Apr 2025 17:52:01 +0200
fix probably incorrect array access of struct members
/* * 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> static void asc_sprite_free(AscSceneNode *node) { AscSprite *sprite = (AscSprite *) node; sprite->texture->refcount--; free(node); } AscSceneNode *asc_sprite_create(struct asc_sprite_create_args args) { AscSprite *sprite = calloc(1, sizeof(AscSprite)); // special sprite parameters args.texture->refcount++; sprite->texture = args.texture; // basic node parameters AscSceneNode *node = (AscSceneNode *) sprite; node->render_group = args.opaque ? ASC_RENDER_GROUP_SPRITE_OPAQUE : ASC_RENDER_GROUP_SPRITE_BLEND; node->free_func = asc_sprite_free; node->position.x = (float) args.x; node->position.y = (float) args.y; node->scale.x = (float) (args.width == 0 ? args.texture->width : args.width); node->scale.y = (float) (args.height == 0 ? args.texture->height : args.height); return node; } 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 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); } // Apply depth glUniform1f(shader->depth, (float)(node->data.depth)); // Draw mesh asc_mesh_draw_triangle_strip(ASC_PRIMITIVE_PLANE); }