src/sprite.c

Mon, 21 Apr 2025 17:52:01 +0200

author
Mike Becker <universe@uap-core.de>
date
Mon, 21 Apr 2025 17:52:01 +0200
changeset 90
aa8e7a38905c
parent 89
e1f682a8a145
permissions
-rw-r--r--

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
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 */

#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);
}

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