prosperon/source/engine/sprite.c

231 lines
5.5 KiB
C

#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 <string.h>
#include "stb_ds.h"
struct TextureOptions TEX_SPRITE = { 1, 0, 0 };
struct sprite *sprites;
static uint32_t quadVAO;
struct sprite *make_sprite(struct mGameObject *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);
return &arrlast(sprites);
}
void sprite_init(struct sprite *sprite, struct mGameObject *go)
{
sprite->go = go;
arrput(sprites, *sprite);
}
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)
{
for (int i = 0; i < arrlen(sprites); i++)
if (&sprites[i] == 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);
}