diff -r 84a546e282b7 -r 4e1e698f4b0d src/sprite.c --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/sprite.c Sat Apr 19 11:42:53 2025 +0200 @@ -0,0 +1,51 @@ +/* +* 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 + +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); +}