#include "sprite.h" #include "datastream.h" #include "font.h" #include "gameobject.h" #include "log.h" #include "openglrender.h" #include "render.h" #include "shader.h" #include "stb_ds.h" #include "texture.h" #include "timer.h" #include #include #include struct TextureOptions TEX_SPRITE = {1, 0, 0}; static struct sprite *sprites; static int first = -1; static sg_shader shader_sprite; static sg_pipeline pip_sprite; static sg_bindings bind_sprite; struct sprite_vert { HMM_Vec2 pos; HMM_Vec2 uv; struct rgba color; }; static sg_shader slice9_shader; static sg_pipeline slice9_pipe; static sg_bindings slice9_bind; static float slice9_points[8] = { 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0 }; struct slice9_vert { HMM_Vec2 pos; struct uv_n uv; unsigned short border[4]; HMM_Vec2 scale; struct rgba color; }; int make_sprite(int go) { struct sprite sprite = { .color = color_white, .size = {1.f, 1.f}, .tex = texture_loadfromfile(NULL), .go = go, .next = -1, .layer = 0, .enabled = 1}; if (first < 0) { arrput(sprites, sprite); arrlast(sprites).id = arrlen(sprites) - 1; return arrlen(sprites) - 1; } else { int slot = first; first = id2sprite(first)->next; *id2sprite(slot) = sprite; return slot; } } void sprite_delete(int id) { struct sprite *sp = id2sprite(id); sp->go = -1; sp->next = first; first = id; } void sprite_enabled(int id, int e) { sprites[id].enabled = e; } struct sprite *id2sprite(int id) { if (id < 0) return NULL; return &sprites[id]; } static sprite_count = 0; void sprite_flush() { sprite_count = 0; } 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, ST_UNIT); } else { fputs(tex_get_path(sprite->tex), f); fputc('\0', f); fwrite(sprite, sizeof(*sprite), 1, f); } } void sprite_draw_all() { sg_apply_pipeline(pip_sprite); sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection)); static struct sprite **layers[5]; for (int i = 0; i < 5; i++) arrfree(layers[i]); for (int i = 0; i < arrlen(sprites); i++) if (sprites[i].go >= 0 && sprites[i].enabled) arrpush(layers[sprites[i].layer], &sprites[i]); for (int i = 4; i >= 0; i--) for (int j = 0; j < arrlen(layers[i]); j++) sprite_draw(layers[i][j]); } void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect frame) { sprite->tex = texture_loadfromfile(path); sprite_setframe(sprite, &frame); } void sprite_settex(struct sprite *sprite, struct Texture *tex) { sprite->tex = tex; sprite_setframe(sprite, &ST_UNIT); } void sprite_initialize() { shader_sprite = sg_compile_shader("shaders/spritevert.glsl", "shaders/spritefrag.glsl", &(sg_shader_desc){ .vs.uniform_blocks[0] = { .size = 64, .layout = SG_UNIFORMLAYOUT_STD140, .uniforms = { [0] = {.name = "proj", .type = SG_UNIFORMTYPE_MAT4}, }}, .fs.images[0] = { .name = "image", .image_type = SG_IMAGETYPE_2D, .sampler_type = SG_SAMPLERTYPE_FLOAT, }, }); pip_sprite = sg_make_pipeline(&(sg_pipeline_desc){ .shader = shader_sprite, .layout = { .attrs = { [0].format = SG_VERTEXFORMAT_FLOAT2, [1].format = SG_VERTEXFORMAT_FLOAT2, [2].format = SG_VERTEXFORMAT_UBYTE4N}}, .primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP, .label = "sprite pipeline", /* .depth = { .write_enabled = true, .compare = SG_COMPAREFUNC_LESS_EQUAL } */ }); bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ .size = sizeof(struct sprite_vert) * 500, .type = SG_BUFFERTYPE_VERTEXBUFFER, .usage = SG_USAGE_STREAM, .label = "sprite vertex buffer", }); slice9_shader = sg_compile_shader("shaders/slice9_v.glsl", "shaders/slice9_f.glsl", &(sg_shader_desc) { .vs.uniform_blocks[0] = { .size = 64, .layout = SG_UNIFORMLAYOUT_STD140, .uniforms = { [0] = {.name = "projection", .type = SG_UNIFORMTYPE_MAT4}, }}, .fs.images[0] = { .name = "image", .image_type = SG_IMAGETYPE_2D, .sampler_type = SG_SAMPLERTYPE_FLOAT }, }); slice9_pipe = sg_make_pipeline(&(sg_pipeline_desc){ .shader = slice9_shader, .layout = { .attrs = { [0].format = SG_VERTEXFORMAT_FLOAT2, [1].format = SG_VERTEXFORMAT_USHORT4N, [2].format = SG_VERTEXFORMAT_FLOAT2, [3].format = SG_VERTEXFORMAT_UBYTE4N }}, .primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP, }); slice9_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ .size = sizeof(struct slice9_vert) * 100, .type = SG_BUFFERTYPE_VERTEXBUFFER, .usage = SG_USAGE_STREAM, }); } /* offset given in texture offset, so -0.5,-0.5 results in it being centered */ void tex_draw(struct Texture *tex, HMM_Vec2 pos, float angle, HMM_Vec2 size, HMM_Vec2 offset, struct glrect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, float wrapscale) { struct sprite_vert verts[4]; HMM_Vec2 sposes[4] = { {0.0,0.0}, {1.0,0.0}, {0.0,1.0}, {1.0,1.0}, }; HMM_Mat2 rot = HMM_RotateM2(angle); HMM_Vec2 t_scale = { tex->width * st_s_w(r) * size.X, tex->height * st_s_h(r) * size.Y }; for (int i = 0; i < 4; i++) { sposes[i] = HMM_AddV2(sposes[i], offset); sposes[i] = HMM_MulV2(sposes[i], t_scale); sposes[i] = HMM_MulM2V2(rot, sposes[i]); sposes[i] = HMM_AddV2(sposes[i], pos); verts[i].pos = sposes[i]; verts[i].color = color; } if (!wrap) { verts[0].uv.X = r.s0; verts[0].uv.Y = r.t1; verts[1].uv.X = r.s1; verts[1].uv.Y = r.t1; verts[2].uv.X = r.s0; verts[2].uv.Y = r.t0; verts[3].uv.X = r.s1; verts[3].uv.Y = r.t0; } else { verts[0].uv = HMM_MulV2((HMM_Vec2){0,0}, size); verts[1].uv = HMM_MulV2((HMM_Vec2){1,0}, size); verts[2].uv = HMM_MulV2((HMM_Vec2){0,1}, size); verts[3].uv = HMM_MulV2((HMM_Vec2){1,1}, size); for (int i = 0; i < 4; i++) verts[i].uv = HMM_AddV2(verts[i].uv, wrapoffset); } bind_sprite.fs_images[0] = tex->id; sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts)); sg_apply_bindings(&bind_sprite); sg_draw(sprite_count * 4, 4, 1); sprite_count++; } void sprite_draw(struct sprite *sprite) { struct gameobject *go = id2go(sprite->go); if (sprite->tex) { cpVect cpos = cpBodyGetPosition(go->body); HMM_Vec2 pos = {cpos.x, cpos.y}; HMM_Vec2 size = {sprite->size.X * go->scale * go->flipx, sprite->size.Y * go->scale * go->flipy}; tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, sprite->frame, sprite->color, 0, pos, 0); } } void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame) { if (!sprite) return; sprite->tex = anim->tex; sprite->frame = anim->st_frames[frame]; } void gui_draw_img(const char *img, HMM_Vec2 pos, HMM_Vec2 scale, float angle, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) { sg_apply_pipeline(pip_sprite); sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj)); struct Texture *tex = texture_loadfromfile(img); HMM_Vec2 offset = {0.f, 0.f}; tex_draw(tex, pos, angle, scale, offset, tex_get_rect(tex), color, wrap, wrapoffset, wrapscale); } void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba color) { sg_apply_pipeline(slice9_pipe); sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj)); struct Texture *tex = texture_loadfromfile(img); struct glrect r = tex_get_rect(tex); struct slice9_vert verts[4]; HMM_Vec2 sposes[4] = { {0.0,0.0}, {1.0,0.0}, {0.0,1.0}, {1.0,1.0}, }; for (int i = 0; i < 4; i++) { verts[i].pos = HMM_MulV2(sposes[i], dimensions); //verts[i].uv =z sposes[i]; verts[i].color = color; } verts[0].uv.u = r.s0 * USHRT_MAX; verts[0].uv.v = r.t1 * USHRT_MAX; verts[1].uv.u = r.s1 * USHRT_MAX; verts[1].uv.v = r.t1 * USHRT_MAX; verts[2].uv.u = r.s0 * USHRT_MAX; verts[2].uv.v = r.t0 * USHRT_MAX; verts[3].uv.u = r.s1 * USHRT_MAX; verts[3].uv.v = r.t0 * USHRT_MAX; bind_sprite.fs_images[0] = tex->id; sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts)); sg_apply_bindings(&bind_sprite); sg_draw(sprite_count * 4, 4, 1); sprite_count++; } void sprite_setframe(struct sprite *sprite, struct glrect *frame) { sprite->frame = *frame; } void video_draw(struct datastream *ds, HMM_Vec2 pos, HMM_Vec2 size, float rotate, struct rgba color) { // 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 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); */ }