#include "sprite.h" #include "timer.h" #include "render.h" #include "openglrender.h" #include "texture.h" #include "shader.h" #include "datastream.h" #include "gameobject.h" #include #include "stb_ds.h" #include "log.h" struct TextureOptions TEX_SPRITE = { 1, 0, 0 }; struct sprite *sprites; static uint32_t quadVAO; struct sprite *make_sprite(struct gameobject *go) { if (arrcap(sprites) == 0) arrsetcap(sprites, 100); struct sprite sprite = { .color = {1.f, 1.f, 1.f}, .size = {1.f, 1.f}, .tex = texture_loadfromfile("ph.png"), .index = arrlen(sprites) }; sprite_init(&sprite, go); arrput(sprites, sprite); return &arrlast(sprites); } void sprite_init(struct sprite *sprite, struct gameobject *go) { sprite->go = go; YughInfo("Added sprite address %p to sprite array %p.", sprite, &arrlast(sprites)); } void sprite_io(struct sprite *sprite, FILE *f, int read) { 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; } fread(sprite, sizeof(*sprite), 1, f); sprite_loadtex(sprite, path); } else { fputs(tex_get_path(sprite->tex), f); fputc('\0', f); fwrite(sprite, sizeof(*sprite), 1, f); } } void sprite_delete(struct sprite *sprite) { YughInfo("Attempting to delete sprite, address is %p.", sprite); YughInfo("Number of sprites is %d.", arrlen(sprites)); for (int i = 0; i < arrlen(sprites); i++) { YughInfo("Address of try sprite is %p.", &sprites[i]); if (&sprites[i] == sprite) { YughInfo("Deleted a sprite."); arrdel(sprites, i); return; } } } void sprite_draw_all() { //shader_use(spriteShader); for (int i = 0; i < arrlen(sprites); i++) sprite_draw(&sprites[i]); } void sprite_loadtex(struct sprite *sprite, const char *path) { sprite->tex = texture_loadfromfile(path); } void sprite_loadanim(struct sprite *sprite, const char *path, struct Anim2D anim) { sprite->tex = texture_loadfromfile(path); sprite->anim = anim; sprite->anim.timer = timer_make(sprite->anim.ms, &incrementAnimFrame, sprite); /* sprite->tex = texture_loadanimfromfile(sprite->tex, path, sprite->anim.frames, sprite->anim.dimensions); */ } void sprite_settex(struct sprite *sprite, struct Texture *tex) { sprite->tex = tex; } unsigned int incrementAnimFrame(unsigned int interval, struct sprite *sprite) { sprite->anim.frame = (sprite->anim.frame + 1) % sprite->anim.frames; return interval; } // TODO: This should be done once for all sprites void sprite_initialize() { uint32_t VBO; float vertices[] = { // pos 0.f, 0.f, 1.0f, 0.0f, 0.f, 1.f, 1.f, 1.f }; glGenVertexArrays(1, &quadVAO); glGenBuffers(1, &VBO); glBindVertexArray(quadVAO); glBindBuffer(GL_ARRAY_BUFFER, VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), &vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, NULL); glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } void sprite_draw(struct sprite *sprite) { if (sprite->tex != NULL) { //shader_use(spriteShader); 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_move[2] = { 0.f }; mfloat_t t_scale[2] = { 0.f }; t_scale[0] = sprite->size[0] * sprite->tex->width * sprite->go->scale; t_scale[1] = sprite->size[1] * sprite->tex->height * sprite->go->scale; t_move[0] = sprite->pos[0] * t_scale[0]; t_move[1] = sprite->pos[1] * t_scale[1]; mat4_translate_vec2(model, t_move); mat4_scale_vec2(model, t_scale); mat4_rotation_z(r_model, cpBodyGetAngle(sprite->go->body)); mat4_multiply(model, r_model, model); cpVect pos = cpBodyGetPosition(sprite->go->body); t_move[0] = pos.x; t_move[1] = pos.y; mat4_translate_vec2(model, t_move); shader_setmat4(spriteShader, "model", model); shader_setvec3(spriteShader, "spriteColor", sprite->color); //tex_bind(sprite->tex); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, sprite->tex->id); glBindVertexArray(quadVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } } void spriteanim_draw(struct sprite *sprite) { shader_use(animSpriteShader); mfloat_t model[16] = { 0.f }; memcpy(model, UNITMAT4, sizeof(UNITMAT4)); mat4_translate_vec2(model, sprite->pos); mfloat_t msize[2] = { sprite->size[0] * sprite->anim.dimensions[0], sprite->size[1] * sprite->anim.dimensions[1] }; mat4_scale_vec2(model, msize); shader_setmat4(animSpriteShader, "model", model); shader_setvec3(animSpriteShader, "spriteColor", sprite->color); shader_setfloat(animSpriteShader, "frame", sprite->anim.frame); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, sprite->tex->id); glBindVertexArray(quadVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } void video_draw(struct datastream *stream, mfloat_t position[2], mfloat_t size[2], float rotate, mfloat_t color[3]) { shader_use(vid_shader); static mfloat_t model[16]; memcpy(model, UNITMAT4, sizeof(UNITMAT4)); mat4_translate_vec2(model, position); mat4_scale_vec2(model, size); shader_setmat4(vid_shader, "model", model); shader_setvec3(vid_shader, "spriteColor", color); 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 glBindVertexArray(quadVAO); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); }