nitro-engine/source/NE2D.c
Antonio Niño Díaz 8cb10264bb library: Support setting texture coordinates in sprites
This allows you to use one single texture for multiple images, and to
specify the coordinates that a sprite needs to use so that you don't need
to keep track of them.
2024-03-24 16:14:21 +00:00

526 lines
14 KiB
C

// SPDX-License-Identifier: MIT
//
// Copyright (c) 2008-2022 Antonio Niño Díaz
//
// This file is part of Nitro Engine
#include "NEMain.h"
/// @file NE2D.c
static NE_Sprite **NE_spritepointers = NULL;
static int NE_MAX_SPRITES;
static bool ne_sprite_system_inited = false;
NE_Sprite *NE_SpriteCreate(void)
{
if (!ne_sprite_system_inited)
{
NE_DebugPrint("System not initialized");
return NULL;
}
for (int i = 0; i < NE_MAX_SPRITES; i++)
{
if (NE_spritepointers[i] != NULL)
continue;
NE_Sprite *sprite = calloc(1, sizeof(NE_Sprite));
if (sprite == NULL)
{
NE_DebugPrint("Not enough memory");
return NULL;
}
sprite->visible = true;
sprite->scale = inttof32(1);
sprite->color = NE_White;
sprite->mat = NULL;
sprite->alpha = 31;
NE_spritepointers[i] = sprite;
return sprite;
}
NE_DebugPrint("No free slots");
return NULL;
}
void NE_SpriteSetPos(NE_Sprite *sprite, int x, int y)
{
NE_AssertPointer(sprite, "NULL pointer");
sprite->x = x;
sprite->y = y;
}
void NE_SpriteSetSize(NE_Sprite *sprite, int w, int h)
{
NE_AssertPointer(sprite, "NULL pointer");
sprite->w = w;
sprite->h = h;
}
void NE_SpriteSetRot(NE_Sprite *sprite, int angle)
{
NE_AssertPointer(sprite, "NULL pointer");
sprite->rot_angle = angle;
}
void NE_SpriteSetScaleI(NE_Sprite *sprite, int scale)
{
NE_AssertPointer(sprite, "NULL pointer");
sprite->scale = scale;
}
void NE_SpriteSetMaterial(NE_Sprite *sprite, NE_Material *mat)
{
NE_AssertPointer(sprite, "NULL sprite pointer");
NE_AssertPointer(mat, "NULL material pointer");
sprite->mat = mat;
int mat_w = NE_TextureGetSizeX(mat);
int mat_h = NE_TextureGetSizeY(mat);
sprite->w = mat_w;
sprite->h = mat_h;
sprite->tl = 0;
sprite->tr = mat_w;
sprite->tt = 0;
sprite->tb = mat_h;
}
void NE_SpriteSetMaterialCanvas(NE_Sprite *sprite, int tl, int tt, int tr, int tb)
{
NE_AssertPointer(sprite, "NULL sprite pointer");
NE_AssertPointer(sprite->mat, "Sprite doesn't have a material");
sprite->tl = tl;
sprite->tr = tr;
sprite->tt = tt;
sprite->tb = tb;
}
void NE_SpriteSetPriority(NE_Sprite *sprite, int priority)
{
NE_AssertPointer(sprite, "NULL pointer");
sprite->priority = priority;
}
void NE_SpriteVisible(NE_Sprite *sprite, bool visible)
{
NE_AssertPointer(sprite, "NULL pointer");
sprite->visible = visible;
}
void NE_SpriteSetParams(NE_Sprite *sprite, u8 alpha, u8 id, u32 color)
{
NE_AssertPointer(sprite, "NULL pointer");
NE_AssertMinMax(0, alpha, 31, "Invalid alpha value %d", alpha);
NE_AssertMinMax(0, id, 63, "Invalid polygon ID %d", id);
sprite->alpha = alpha;
sprite->id = id;
sprite->color = color;
}
void NE_SpriteDelete(NE_Sprite *sprite)
{
if (!ne_sprite_system_inited)
return;
NE_AssertPointer(sprite, "NULL pointer");
for (int i = 0; i < NE_MAX_SPRITES; i++)
{
if (NE_spritepointers[i] != sprite)
continue;
NE_spritepointers[i] = NULL;
free((void *)sprite);
return;
}
NE_DebugPrint("Object not found");
return;
}
void NE_SpriteDeleteAll(void)
{
if (!ne_sprite_system_inited)
return;
for (int i = 0; i < NE_MAX_SPRITES; i++)
NE_SpriteDelete(NE_spritepointers[i]);
}
int NE_SpriteSystemReset(int max_sprites)
{
if (ne_sprite_system_inited)
NE_SpriteSystemEnd();
if (max_sprites < 1)
NE_MAX_SPRITES = NE_DEFAULT_SPRITES;
else
NE_MAX_SPRITES = max_sprites;
NE_spritepointers = calloc(NE_MAX_SPRITES, sizeof(NE_spritepointers));
if (NE_spritepointers == NULL)
{
NE_DebugPrint("Not enough memory");
return -1;
}
ne_sprite_system_inited = true;
return 0;
}
void NE_SpriteSystemEnd(void)
{
if (!ne_sprite_system_inited)
return;
NE_SpriteDeleteAll();
free(NE_spritepointers);
ne_sprite_system_inited = false;
}
void NE_SpriteDraw(const NE_Sprite *sprite)
{
if (!ne_sprite_system_inited)
return;
NE_AssertPointer(sprite, "NULL pointer");
if (!sprite->visible)
return;
if (sprite->rot_angle)
{
MATRIX_PUSH = 0;
NE_2DViewRotateScaleByPositionI(sprite->x + (sprite->w >> 1),
sprite->y + (sprite->h >> 1),
sprite->rot_angle,
sprite->scale);
}
else
{
NE_2DViewScaleByPositionI(sprite->x + (sprite->w >> 1),
sprite->y + (sprite->h >> 1),
sprite->scale);
}
GFX_POLY_FORMAT = POLY_ALPHA(sprite->alpha) | POLY_ID(sprite->id) |
NE_CULL_NONE;
NE_2DDrawTexturedQuadColorCanvas(sprite->x, sprite->y,
sprite->x + sprite->w,
sprite->y + sprite->h,
sprite->priority,
sprite->tl, sprite->tt,
sprite->tr, sprite->tb,
sprite->mat, sprite->color);
if (sprite->rot_angle)
MATRIX_POP = 1;
}
void NE_SpriteDrawAll(void)
{
if (!ne_sprite_system_inited)
return;
for (int i = 0; i < NE_MAX_SPRITES; i++)
{
if (NE_spritepointers[i] == NULL)
continue;
NE_Sprite *sprite = NE_spritepointers[i];
if (!sprite->visible)
continue;
if (sprite->rot_angle)
{
MATRIX_PUSH = 0;
NE_2DViewRotateScaleByPositionI(sprite->x + (sprite->w >> 1),
sprite->y + (sprite->h >> 1),
sprite->rot_angle,
sprite->scale);
}
else
{
NE_2DViewScaleByPositionI(sprite->x + (sprite->w >> 1),
sprite->y + (sprite->h >> 1),
sprite->scale);
}
GFX_POLY_FORMAT = POLY_ALPHA(sprite->alpha) |
POLY_ID(sprite->id) | NE_CULL_NONE;
NE_2DDrawTexturedQuadColorCanvas(sprite->x, sprite->y,
sprite->x + sprite->w,
sprite->y + sprite->h,
sprite->priority,
sprite->tl, sprite->tt,
sprite->tr, sprite->tb,
sprite->mat, sprite->color);
if (sprite->rot_angle)
MATRIX_POP = 1;
}
}
//----------------------------------------------------------
//
// Functions to draw freely in 2D.
//
//----------------------------------------------------------
// Internal use. See NETexture.c
int __NE_TextureGetRawX(const NE_Material *tex);
int __NE_TextureGetRawY(const NE_Material *tex);
//--------------------------------------------
void NE_2DViewInit(void)
{
GFX_VIEWPORT = 0 | (0 << 8) | (255 << 16) | (191 << 24);
// The projection matrix actually thinks that the size of the DS is
// (256 << factor) x (192 << factor). After this, we scale the MODELVIEW
// matrix to match this scale factor.
//
// This way, it is possible to draw on the screen by using numbers up to 256
// x 192, but internally the DS has more digits when it does transformations
// like a rotation. Not having this factor results in noticeable flickering,
// specially in some emulators.
//
// Unfortunately, applying this factor reduces the accuracy of the Y
// coordinate a lot (nothing is noticeable in the X coordinate). Any factor
// over 4 starts showing a noticeable accuracy loss: some sprites start
// being slightly distorted, with missing some horizontal lines as the
// height is reduced. When the number is higher, like 12, the Y coordinate
// is significantly compressed. When the number is even higher, like 18, the
// polygons disappear because too much accuracy has been lost.
//
// The current solution is to compromise, and use a factor of 2, which
// doesn't cause any distortion, and solves most of the flickering. Ideally
// we would use 0 to simplify the calculations, but we want to reduce the
// flickering.
//
// On hardware, the difference in flickering between 0 and 2 isn't too
// noticeable, but it is noticeable. In DeSmuMe it is very noticeable.
// In my tests, Y axis distortion starts to happen with a factor of 4, so a
// factor of 2 should be safe and reduce enough flickering.
MATRIX_CONTROL = GL_PROJECTION;
MATRIX_IDENTITY = 0;
int factor = 2;
glOrthof32(0, 256 << factor, 192 << factor, 0, inttof32(1), inttof32(-1));
MATRIX_CONTROL = GL_MODELVIEW;
MATRIX_IDENTITY = 0;
MATRIX_SCALE = inttof32(1 << factor);
MATRIX_SCALE = inttof32(1 << factor);
MATRIX_SCALE = inttof32(1);
NE_PolyFormat(31, 0, 0, NE_CULL_NONE, 0);
}
void NE_2DViewRotateScaleByPositionI(int x, int y, int rotz, int scale)
{
NE_ViewMoveI(x, y, 0);
MATRIX_SCALE = scale;
MATRIX_SCALE = scale;
MATRIX_SCALE = inttof32(1);
glRotateZi(rotz << 6);
NE_ViewMoveI(-x, -y, 0);
}
void NE_2DViewRotateByPosition(int x, int y, int rotz)
{
NE_ViewMoveI(x, y, 0);
glRotateZi(rotz << 6);
NE_ViewMoveI(-x, -y, 0);
}
void NE_2DViewScaleByPositionI(int x, int y, int scale)
{
NE_ViewMoveI(x, y, 0);
MATRIX_SCALE = scale;
MATRIX_SCALE = scale;
MATRIX_SCALE = inttof32(1);
NE_ViewMoveI(-x, -y, 0);
}
void NE_2DDrawQuad(s16 x1, s16 y1, s16 x2, s16 y2, s16 z, u32 color)
{
GFX_BEGIN = GL_QUADS;
GFX_TEX_FORMAT = 0;
GFX_COLOR = color;
GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
GFX_VERTEX16 = z;
GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
}
void NE_2DDrawQuadGradient(s16 x1, s16 y1, s16 x2, s16 y2, s16 z, u32 color1,
u32 color2, u32 color3, u32 color4)
{
GFX_BEGIN = GL_QUADS;
GFX_TEX_FORMAT = 0;
GFX_COLOR = color1;
GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
GFX_VERTEX16 = z;
GFX_COLOR = color4;
GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
GFX_COLOR = color3;
GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
GFX_COLOR = color2;
GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
}
void NE_2DDrawTexturedQuad(s16 x1, s16 y1, s16 x2, s16 y2, s16 z,
const NE_Material *mat)
{
NE_AssertPointer(mat, "NULL pointer");
NE_Assert(mat->texindex != NE_NO_TEXTURE, "No texture");
int x = NE_TextureGetSizeX(mat), y = NE_TextureGetSizeY(mat);
NE_MaterialUse(mat);
GFX_BEGIN = GL_QUADS;
GFX_TEX_COORD = TEXTURE_PACK(0, 0);
GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
GFX_VERTEX16 = z;
GFX_TEX_COORD = TEXTURE_PACK(0, inttot16(y));
GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), inttot16(y));
GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), 0);
GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
}
void NE_2DDrawTexturedQuadColor(s16 x1, s16 y1, s16 x2, s16 y2, s16 z,
const NE_Material *mat, u32 color)
{
NE_AssertPointer(mat, "NULL pointer");
NE_Assert(mat->texindex != NE_NO_TEXTURE, "No texture");
int x = NE_TextureGetSizeX(mat), y = NE_TextureGetSizeY(mat);
NE_MaterialUse(mat);
GFX_COLOR = color;
GFX_BEGIN = GL_QUADS;
GFX_TEX_COORD = TEXTURE_PACK(0, 0);
GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
GFX_VERTEX16 = z;
GFX_TEX_COORD = TEXTURE_PACK(0, inttot16(y));
GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), inttot16(y));
GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), 0);
GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
}
void NE_2DDrawTexturedQuadGradient(s16 x1, s16 y1, s16 x2, s16 y2, s16 z,
const NE_Material *mat, u32 color1,
u32 color2, u32 color3, u32 color4)
{
NE_AssertPointer(mat, "NULL pointer");
NE_Assert(mat->texindex != NE_NO_TEXTURE, "No texture");
int x = NE_TextureGetSizeX(mat), y = NE_TextureGetSizeY(mat);
NE_MaterialUse(mat);
GFX_BEGIN = GL_QUADS;
GFX_COLOR = color1;
GFX_TEX_COORD = TEXTURE_PACK(0, 0);
GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
GFX_VERTEX16 = z;
GFX_COLOR = color4;
GFX_TEX_COORD = TEXTURE_PACK(0, inttot16(y));
GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
GFX_COLOR = color3;
GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), inttot16(y));
GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
GFX_COLOR = color2;
GFX_TEX_COORD = TEXTURE_PACK(inttot16(x), 0);
GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
}
void NE_2DDrawTexturedQuadColorCanvas(s16 x1, s16 y1, s16 x2, s16 y2, s16 z,
int tl, int tt, int tr, int tb,
const NE_Material *mat, u32 color)
{
NE_AssertPointer(mat, "NULL pointer");
NE_Assert(mat->texindex != NE_NO_TEXTURE, "No texture");
NE_MaterialUse(mat);
GFX_COLOR = color;
GFX_BEGIN = GL_QUADS;
GFX_TEX_COORD = TEXTURE_PACK(inttot16(tl), inttot16(tt));
GFX_VERTEX16 = (y1 << 16) | (x1 & 0xFFFF); // Up-left
GFX_VERTEX16 = z;
GFX_TEX_COORD = TEXTURE_PACK(inttot16(tl), inttot16(tb));
GFX_VERTEX_XY = (y2 << 16) | (x1 & 0xFFFF); // Down-left
GFX_TEX_COORD = TEXTURE_PACK(inttot16(tr), inttot16(tb));
GFX_VERTEX_XY = (y2 << 16) | (x2 & 0xFFFF); // Down-right
GFX_TEX_COORD = TEXTURE_PACK(inttot16(tr), inttot16(tt));
GFX_VERTEX_XY = (y1 << 16) | (x2 & 0xFFFF); // Up-right
}