2021-11-30 21:29:18 -06:00
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#include "sprite.h"
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2022-02-06 10:14:57 -06:00
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#include "timer.h"
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2021-11-30 21:29:18 -06:00
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#include "render.h"
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#include "openglrender.h"
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#include "texture.h"
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#include "shader.h"
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#include "datastream.h"
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#include "gameobject.h"
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#include <string.h>
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#include "stb_ds.h"
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struct TextureOptions TEX_SPRITE = { 1, 0, 0 };
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struct sprite *sprites;
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static uint32_t quadVAO;
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struct sprite *make_sprite(struct mGameObject *go)
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{
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if (arrcap(sprites) == 0)
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arrsetcap(sprites, 100);
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struct sprite sprite = {
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.color = {1.f, 1.f, 1.f},
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.size = {1.f, 1.f},
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.tex = texture_loadfromfile("ph.png"),
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.index = arrlen(sprites) };
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sprite_init(&sprite, go);
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return &arrlast(sprites);
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}
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void sprite_init(struct sprite *sprite, struct mGameObject *go)
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{
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sprite->go = go;
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arrput(sprites, *sprite);
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}
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void sprite_io(struct sprite *sprite, FILE *f, int read)
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{
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char path[100];
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if (read) {
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//fscanf(f, "%s", &path);
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for (int i = 0; i < 100; i++) {
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path[i] = fgetc(f);
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if (path[i] == '\0') break;
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}
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fread(sprite, sizeof(*sprite), 1, f);
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sprite_loadtex(sprite, path);
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} else {
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fputs(tex_get_path(sprite->tex), f);
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fputc('\0', f);
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fwrite(sprite, sizeof(*sprite), 1, f);
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}
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}
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void sprite_delete(struct sprite *sprite)
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{
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for (int i = 0; i < arrlen(sprites); i++)
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if (&sprites[i] == sprite) {
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arrdel(sprites, i);
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return;
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}
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}
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void sprite_draw_all()
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{
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//shader_use(spriteShader);
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for (int i = 0; i < arrlen(sprites); i++)
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sprite_draw(&sprites[i]);
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}
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void sprite_loadtex(struct sprite *sprite, const char *path)
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{
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sprite->tex = texture_loadfromfile(path);
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}
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void sprite_loadanim(struct sprite *sprite, const char *path, struct Anim2D anim)
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{
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sprite->tex = texture_loadfromfile(path);
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sprite->anim = anim;
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sprite->anim.timer = timer_make(sprite->anim.ms, &incrementAnimFrame, sprite);
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/*
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sprite->tex = texture_loadanimfromfile(sprite->tex, path, sprite->anim.frames, sprite->anim.dimensions);
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*/
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}
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void sprite_settex(struct sprite *sprite, struct Texture *tex)
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{
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sprite->tex = tex;
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}
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unsigned int incrementAnimFrame(unsigned int interval, struct sprite *sprite)
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{
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sprite->anim.frame = (sprite->anim.frame + 1) % sprite->anim.frames;
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return interval;
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}
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// TODO: This should be done once for all sprites
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void sprite_initialize()
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{
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uint32_t VBO;
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float vertices[] = {
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// pos
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0.f, 0.f,
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1.0f, 0.0f,
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0.f, 1.f,
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1.f, 1.f
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};
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glGenVertexArrays(1, &quadVAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(quadVAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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void sprite_draw(struct sprite *sprite)
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{
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if (sprite->tex != NULL) {
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//shader_use(spriteShader);
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mfloat_t model[16] = { 0.f };
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mfloat_t r_model[16] = { 0.f };
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mfloat_t s_model[16] = { 0.f };
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memcpy(model, UNITMAT4, sizeof(UNITMAT4));
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memcpy(r_model, UNITMAT4, sizeof(UNITMAT4));
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memcpy(s_model, UNITMAT4, sizeof(UNITMAT4));
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mfloat_t t_move[2] = { 0.f };
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mfloat_t t_scale[2] = { 0.f };
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t_scale[0] = sprite->size[0] * sprite->tex->width * sprite->go->scale;
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t_scale[1] = sprite->size[1] * sprite->tex->height * sprite->go->scale;
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t_move[0] = sprite->pos[0] * t_scale[0];
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t_move[1] = sprite->pos[1] * t_scale[1];
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mat4_translate_vec2(model, t_move);
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mat4_scale_vec2(model, t_scale);
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mat4_rotation_z(r_model, cpBodyGetAngle(sprite->go->body));
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mat4_multiply(model, r_model, model);
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cpVect pos = cpBodyGetPosition(sprite->go->body);
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t_move[0] = pos.x;
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t_move[1] = pos.y;
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mat4_translate_vec2(model, t_move);
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shader_setmat4(spriteShader, "model", model);
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shader_setvec3(spriteShader, "spriteColor", sprite->color);
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//tex_bind(sprite->tex);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sprite->tex->id);
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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}
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void spriteanim_draw(struct sprite *sprite)
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{
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shader_use(animSpriteShader);
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mfloat_t model[16] = { 0.f };
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memcpy(model, UNITMAT4, sizeof(UNITMAT4));
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mat4_translate_vec2(model, sprite->pos);
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mfloat_t msize[2] =
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{ sprite->size[0] * sprite->anim.dimensions[0],
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sprite->size[1] * sprite->anim.dimensions[1] };
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mat4_scale_vec2(model, msize);
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shader_setmat4(animSpriteShader, "model", model);
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shader_setvec3(animSpriteShader, "spriteColor", sprite->color);
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shader_setfloat(animSpriteShader, "frame", sprite->anim.frame);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D_ARRAY, sprite->tex->id);
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void video_draw(struct datastream *stream, mfloat_t position[2], mfloat_t size[2], float rotate, mfloat_t color[3])
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{
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shader_use(vid_shader);
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static mfloat_t model[16];
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memcpy(model, UNITMAT4, sizeof(UNITMAT4));
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mat4_translate_vec2(model, position);
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mat4_scale_vec2(model, size);
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shader_setmat4(vid_shader, "model", model);
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shader_setvec3(vid_shader, "spriteColor", color);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, stream->texture_y);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, stream->texture_cb);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, stream->texture_cr);
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// TODO: video bind VAO
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glBindVertexArray(quadVAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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