prosperon/source/engine/sprite.c

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C
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#include "sprite.h"
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#include "timer.h"
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#include "render.h"
#include "openglrender.h"
#include "texture.h"
#include "shader.h"
#include "datastream.h"
#include "gameobject.h"
#include <string.h>
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#include "stb_ds.h"
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#include "log.h"
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#include "font.h"
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struct TextureOptions TEX_SPRITE = { 1, 0, 0 };
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static struct sprite *sprites;
static int first = -1;
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static uint32_t VBO;
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int make_sprite(int go)
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{
struct sprite sprite = {
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.color = {1.f, 1.f, 1.f},
.size = {1.f, 1.f},
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.tex = texture_loadfromfile("ph.png"),
.go = go,
.next = -1 };
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int ret;
if (first<0) {
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arrput(sprites, sprite);
arrlast(sprites).id = arrlen(sprites)-1;
return arrlen(sprites)-1;
} else {
int slot = first;
first = id2sprite(first)->next;
*id2sprite(slot) = sprite;
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return slot;
}
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}
void sprite_delete(int id)
{
struct sprite *sp = id2sprite(id);
sp->go = -1;
sp->next = first;
first = id;
}
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struct sprite *id2sprite(int id) {
return &sprites[id];
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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];
if (read) {
//fscanf(f, "%s", &path);
for (int i = 0; i < 100; i++) {
path[i] = fgetc(f);
if (path[i] == '\0') break;
}
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fread(sprite, sizeof(*sprite), 1, f);
sprite_loadtex(sprite, path);
} else {
fputs(tex_get_path(sprite->tex), f);
fputc('\0', f);
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fwrite(sprite, sizeof(*sprite), 1, f);
}
}
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void sprite_draw_all()
{
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//shader_use(spriteShader);
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for (int i = 0; i < arrlen(sprites); i++) {
if (sprites[i].go >= 0) sprite_draw(&sprites[i]);
}
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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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}
void sprite_settex(struct sprite *sprite, struct Texture *tex)
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{
sprite->tex = tex;
}
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static uint32_t VAO = 0;
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void sprite_initialize()
{
glGenBuffers(1, &VBO);
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glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, NULL);
glEnableVertexAttribArray(0);
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}
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struct glrect sprite_get_rect(struct sprite *sprite) {
if (sprite->tex->opts.animation) {
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} else {
return tex_get_rect(sprite->tex);
}
}
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void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], float offset[2], struct glrect r) {
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mfloat_t model[16] = { 0.f };
mfloat_t r_model[16] = { 0.f };
mfloat_t s_model[16] = { 0.f };
memcpy(model, UNITMAT4, sizeof(UNITMAT4));
memcpy(r_model, UNITMAT4, sizeof(UNITMAT4));
memcpy(s_model, UNITMAT4, sizeof(UNITMAT4));
mfloat_t t_scale[2] = { tex->width * st_s_w(r), tex->height * st_s_h(r) };
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mfloat_t t_offset[2] = { offset[0] * t_scale[0], offset[1] * t_scale[1] };
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mat4_translate_vec2(model, t_offset);
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mat4_scale_vec2(model, t_scale);
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mat4_rotation_z(r_model, angle);
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mat4_multiply(model, r_model, model);
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mat4_translate_vec2(model, pos);
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float white[3] = { 1.f, 1.f, 1.f };
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shader_setmat4(spriteShader, "model", model);
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shader_setvec3(spriteShader, "spriteColor", white);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
float vertices[] = {
0.f, 0.f, r.s0, r.t1,
size[0], 0.f, r.s1, r.t1,
0.f, size[1], r.s0, r.t0,
size[0], size[1], r.s1, r.t0
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};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
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glBindVertexArray(VAO);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glBindVertexArray(0);
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}
void sprite_draw(struct sprite *sprite)
{
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struct gameobject *go = id2go(sprite->go);
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if (sprite->tex) {
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cpVect cpos = cpBodyGetPosition(go->body);
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float pos[2] = {cpos.x, cpos.y};
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float size[2] = { sprite->size[0] * go->scale * go->flipx, sprite->size[1] * go->scale * go->flipy };
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if (sprite->tex->opts.animation) {
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tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, anim_get_rect(&sprite->anim));
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} else {
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tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, tex_get_rect(sprite->tex));
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}
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}
}
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void gui_draw_img(const char *img, float x, float y) {
shader_use(spriteShader);
struct Texture *tex = texture_loadfromfile(img);
float pos[2] = {x, y};
float size[2] = {1.f, 1.f};
float offset[2] = { 0.f, 0.f };
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tex_draw(tex, pos, 0.f, size, offset, tex_get_rect(tex));
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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];
memcpy(model, UNITMAT4, sizeof(UNITMAT4));
mat4_translate_vec2(model, position);
mat4_scale_vec2(model, size);
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shader_setmat4(vid_shader, "model", model);
shader_setvec3(vid_shader, "spriteColor", color);
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glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, stream->texture_y);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, stream->texture_cb);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, stream->texture_cr);
// TODO: video bind VAO
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}