ruby2d-rpeck-windows 0.11.1
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- checksums.yaml +7 -0
- data/assets/README.md +22 -0
- data/assets/Rakefile +85 -0
- data/assets/app.icns +0 -0
- data/assets/include/SDL2/SDL.h +138 -0
- data/assets/include/SDL2/SDL_assert.h +293 -0
- data/assets/include/SDL2/SDL_atomic.h +295 -0
- data/assets/include/SDL2/SDL_audio.h +859 -0
- data/assets/include/SDL2/SDL_bits.h +121 -0
- data/assets/include/SDL2/SDL_blendmode.h +123 -0
- data/assets/include/SDL2/SDL_clipboard.h +71 -0
- data/assets/include/SDL2/SDL_config.h +55 -0
- data/assets/include/SDL2/SDL_config_android.h +182 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +207 -0
- data/assets/include/SDL2/SDL_config_macosx.h +266 -0
- data/assets/include/SDL2/SDL_config_minimal.h +85 -0
- data/assets/include/SDL2/SDL_config_os2.h +188 -0
- data/assets/include/SDL2/SDL_config_pandora.h +135 -0
- data/assets/include/SDL2/SDL_config_psp.h +165 -0
- data/assets/include/SDL2/SDL_config_windows.h +288 -0
- data/assets/include/SDL2/SDL_config_winrt.h +243 -0
- data/assets/include/SDL2/SDL_config_wiz.h +149 -0
- data/assets/include/SDL2/SDL_copying.h +20 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +299 -0
- data/assets/include/SDL2/SDL_egl.h +1676 -0
- data/assets/include/SDL2/SDL_endian.h +263 -0
- data/assets/include/SDL2/SDL_error.h +112 -0
- data/assets/include/SDL2/SDL_events.h +827 -0
- data/assets/include/SDL2/SDL_filesystem.h +136 -0
- data/assets/include/SDL2/SDL_gamecontroller.h +541 -0
- data/assets/include/SDL2/SDL_gesture.h +87 -0
- data/assets/include/SDL2/SDL_haptic.h +1247 -0
- data/assets/include/SDL2/SDL_hints.h +1578 -0
- data/assets/include/SDL2/SDL_image.h +161 -0
- data/assets/include/SDL2/SDL_joystick.h +499 -0
- data/assets/include/SDL2/SDL_keyboard.h +217 -0
- data/assets/include/SDL2/SDL_keycode.h +351 -0
- data/assets/include/SDL2/SDL_loadso.h +81 -0
- data/assets/include/SDL2/SDL_locale.h +101 -0
- data/assets/include/SDL2/SDL_log.h +211 -0
- data/assets/include/SDL2/SDL_main.h +180 -0
- data/assets/include/SDL2/SDL_messagebox.h +146 -0
- data/assets/include/SDL2/SDL_metal.h +117 -0
- data/assets/include/SDL2/SDL_misc.h +75 -0
- data/assets/include/SDL2/SDL_mixer.h +651 -0
- data/assets/include/SDL2/SDL_mouse.h +302 -0
- data/assets/include/SDL2/SDL_mutex.h +251 -0
- data/assets/include/SDL2/SDL_name.h +33 -0
- data/assets/include/SDL2/SDL_opengl.h +2183 -0
- data/assets/include/SDL2/SDL_opengl_glext.h +11180 -0
- data/assets/include/SDL2/SDL_opengles.h +39 -0
- data/assets/include/SDL2/SDL_opengles2.h +52 -0
- data/assets/include/SDL2/SDL_opengles2_gl2.h +621 -0
- data/assets/include/SDL2/SDL_opengles2_gl2ext.h +2050 -0
- data/assets/include/SDL2/SDL_opengles2_gl2platform.h +30 -0
- data/assets/include/SDL2/SDL_opengles2_khrplatform.h +282 -0
- data/assets/include/SDL2/SDL_pixels.h +479 -0
- data/assets/include/SDL2/SDL_platform.h +198 -0
- data/assets/include/SDL2/SDL_power.h +75 -0
- data/assets/include/SDL2/SDL_quit.h +58 -0
- data/assets/include/SDL2/SDL_rect.h +174 -0
- data/assets/include/SDL2/SDL_render.h +1158 -0
- data/assets/include/SDL2/SDL_revision.h +2 -0
- data/assets/include/SDL2/SDL_rwops.h +283 -0
- data/assets/include/SDL2/SDL_scancode.h +413 -0
- data/assets/include/SDL2/SDL_sensor.h +267 -0
- data/assets/include/SDL2/SDL_shape.h +144 -0
- data/assets/include/SDL2/SDL_stdinc.h +647 -0
- data/assets/include/SDL2/SDL_surface.h +563 -0
- data/assets/include/SDL2/SDL_system.h +325 -0
- data/assets/include/SDL2/SDL_syswm.h +354 -0
- data/assets/include/SDL2/SDL_test.h +69 -0
- data/assets/include/SDL2/SDL_test_assert.h +105 -0
- data/assets/include/SDL2/SDL_test_common.h +218 -0
- data/assets/include/SDL2/SDL_test_compare.h +69 -0
- data/assets/include/SDL2/SDL_test_crc32.h +124 -0
- data/assets/include/SDL2/SDL_test_font.h +81 -0
- data/assets/include/SDL2/SDL_test_fuzzer.h +384 -0
- data/assets/include/SDL2/SDL_test_harness.h +134 -0
- data/assets/include/SDL2/SDL_test_images.h +78 -0
- data/assets/include/SDL2/SDL_test_log.h +67 -0
- data/assets/include/SDL2/SDL_test_md5.h +129 -0
- data/assets/include/SDL2/SDL_test_memory.h +63 -0
- data/assets/include/SDL2/SDL_test_random.h +115 -0
- data/assets/include/SDL2/SDL_thread.h +366 -0
- data/assets/include/SDL2/SDL_timer.h +115 -0
- data/assets/include/SDL2/SDL_touch.h +102 -0
- data/assets/include/SDL2/SDL_ttf.h +294 -0
- data/assets/include/SDL2/SDL_types.h +29 -0
- data/assets/include/SDL2/SDL_version.h +162 -0
- data/assets/include/SDL2/SDL_video.h +1282 -0
- data/assets/include/SDL2/SDL_vulkan.h +276 -0
- data/assets/include/SDL2/begin_code.h +166 -0
- data/assets/include/SDL2/close_code.h +40 -0
- data/assets/include/glew.h +23686 -0
- data/assets/ios/Assets.xcassets/AppIcon.appiconset/Contents.json +98 -0
- data/assets/ios/Assets.xcassets/Contents.json +6 -0
- data/assets/ios/Base.lproj/LaunchScreen.storyboard +27 -0
- data/assets/ios/Info.plist +43 -0
- data/assets/ios/MRuby.framework/Headers/mrbconf.h +143 -0
- data/assets/ios/MRuby.framework/Headers/mruby/array.h +280 -0
- data/assets/ios/MRuby.framework/Headers/mruby/boxing_nan.h +102 -0
- data/assets/ios/MRuby.framework/Headers/mruby/boxing_no.h +56 -0
- data/assets/ios/MRuby.framework/Headers/mruby/boxing_word.h +144 -0
- data/assets/ios/MRuby.framework/Headers/mruby/class.h +97 -0
- data/assets/ios/MRuby.framework/Headers/mruby/common.h +77 -0
- data/assets/ios/MRuby.framework/Headers/mruby/compile.h +195 -0
- data/assets/ios/MRuby.framework/Headers/mruby/data.h +75 -0
- data/assets/ios/MRuby.framework/Headers/mruby/debug.h +67 -0
- data/assets/ios/MRuby.framework/Headers/mruby/dump.h +196 -0
- data/assets/ios/MRuby.framework/Headers/mruby/error.h +75 -0
- data/assets/ios/MRuby.framework/Headers/mruby/gc.h +91 -0
- data/assets/ios/MRuby.framework/Headers/mruby/hash.h +215 -0
- data/assets/ios/MRuby.framework/Headers/mruby/irep.h +75 -0
- data/assets/ios/MRuby.framework/Headers/mruby/istruct.h +47 -0
- data/assets/ios/MRuby.framework/Headers/mruby/khash.h +274 -0
- data/assets/ios/MRuby.framework/Headers/mruby/numeric.h +161 -0
- data/assets/ios/MRuby.framework/Headers/mruby/object.h +44 -0
- data/assets/ios/MRuby.framework/Headers/mruby/opcode.h +69 -0
- data/assets/ios/MRuby.framework/Headers/mruby/ops.h +117 -0
- data/assets/ios/MRuby.framework/Headers/mruby/proc.h +131 -0
- data/assets/ios/MRuby.framework/Headers/mruby/range.h +49 -0
- data/assets/ios/MRuby.framework/Headers/mruby/re.h +16 -0
- data/assets/ios/MRuby.framework/Headers/mruby/string.h +444 -0
- data/assets/ios/MRuby.framework/Headers/mruby/throw.h +55 -0
- data/assets/ios/MRuby.framework/Headers/mruby/value.h +309 -0
- data/assets/ios/MRuby.framework/Headers/mruby/variable.h +136 -0
- data/assets/ios/MRuby.framework/Headers/mruby/version.h +110 -0
- data/assets/ios/MRuby.framework/Headers/mruby.h +1282 -0
- data/assets/ios/MRuby.framework/Info.plist +20 -0
- data/assets/ios/MRuby.framework/MRuby +0 -0
- data/assets/ios/MyApp.xcodeproj/project.pbxproj +368 -0
- data/assets/ios/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +7 -0
- data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
- data/assets/ios/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +30 -0
- data/assets/ios/main.c +1 -0
- data/assets/macos/lib/libFLAC.a +0 -0
- data/assets/macos/lib/libSDL2.a +0 -0
- data/assets/macos/lib/libSDL2_image.a +0 -0
- data/assets/macos/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/lib/libfreetype.a +0 -0
- data/assets/macos/lib/libjpeg.a +0 -0
- data/assets/macos/lib/libmodplug.a +0 -0
- data/assets/macos/lib/libmpg123.a +0 -0
- data/assets/macos/lib/libogg.a +0 -0
- data/assets/macos/lib/libpng16.a +0 -0
- data/assets/macos/lib/libtiff.a +0 -0
- data/assets/macos/lib/libvorbis.a +0 -0
- data/assets/macos/lib/libvorbisfile.a +0 -0
- data/assets/macos/lib/libwebp.a +0 -0
- data/assets/mingw/bin/SDL2.dll +0 -0
- data/assets/mingw/bin/SDL2_image.dll +0 -0
- data/assets/mingw/bin/SDL2_mixer.dll +0 -0
- data/assets/mingw/bin/SDL2_ttf.dll +0 -0
- data/assets/mingw/bin/glew32.dll +0 -0
- data/assets/mingw/bin/libFLAC-8.dll +0 -0
- data/assets/mingw/bin/libfreetype-6.dll +0 -0
- data/assets/mingw/bin/libjpeg-9.dll +0 -0
- data/assets/mingw/bin/libmodplug-1.dll +0 -0
- data/assets/mingw/bin/libmpg123-0.dll +0 -0
- data/assets/mingw/bin/libogg-0.dll +0 -0
- data/assets/mingw/bin/libopus-0.dll +0 -0
- data/assets/mingw/bin/libopusfile-0.dll +0 -0
- data/assets/mingw/bin/libpng16-16.dll +0 -0
- data/assets/mingw/bin/libtiff-5.dll +0 -0
- data/assets/mingw/bin/libvorbis-0.dll +0 -0
- data/assets/mingw/bin/libvorbisfile-3.dll +0 -0
- data/assets/mingw/bin/libwebp-7.dll +0 -0
- data/assets/mingw/bin/libwinpthread-1.dll +0 -0
- data/assets/mingw/bin/zlib1.dll +0 -0
- data/assets/mingw/lib/libSDL2.a +0 -0
- data/assets/mingw/lib/libSDL2.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_image.a +0 -0
- data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.a +0 -0
- data/assets/mingw/lib/libSDL2_mixer.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_test.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.a +0 -0
- data/assets/mingw/lib/libSDL2_ttf.dll.a +0 -0
- data/assets/mingw/lib/libSDL2main.a +0 -0
- data/assets/mingw/lib/libglew32.a +0 -0
- data/assets/mingw/lib/libglew32.dll.a +0 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +16 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Back.imagestacklayer/Contents.json +6 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Contents.json +17 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +16 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Front.imagestacklayer/Contents.json +6 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +16 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Large.imagestack/Middle.imagestacklayer/Contents.json +6 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Content.imageset/Contents.json +16 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Back.imagestacklayer/Contents.json +6 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Contents.json +17 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Content.imageset/Contents.json +16 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Front.imagestacklayer/Contents.json +6 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Content.imageset/Contents.json +16 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/App Icon - Small.imagestack/Middle.imagestacklayer/Contents.json +6 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Contents.json +32 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image Wide.imageset/Contents.json +16 -0
- data/assets/tvos/Assets.xcassets/App Icon & Top Shelf Image.brandassets/Top Shelf Image.imageset/Contents.json +16 -0
- data/assets/tvos/Assets.xcassets/Contents.json +6 -0
- data/assets/tvos/Assets.xcassets/LaunchImage.launchimage/Contents.json +22 -0
- data/assets/tvos/Info.plist +30 -0
- data/assets/tvos/MRuby.framework/Headers/mrbconf.h +143 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/array.h +280 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/boxing_nan.h +102 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/boxing_no.h +56 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/boxing_word.h +144 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/class.h +97 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/common.h +77 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/compile.h +195 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/data.h +75 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/debug.h +67 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/dump.h +196 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/error.h +75 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/gc.h +91 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/hash.h +215 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/irep.h +75 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/istruct.h +47 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/khash.h +274 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/numeric.h +161 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/object.h +44 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/opcode.h +69 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/ops.h +117 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/proc.h +131 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/range.h +49 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/re.h +16 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/string.h +444 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/throw.h +55 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/value.h +309 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/variable.h +136 -0
- data/assets/tvos/MRuby.framework/Headers/mruby/version.h +110 -0
- data/assets/tvos/MRuby.framework/Headers/mruby.h +1282 -0
- data/assets/tvos/MRuby.framework/Info.plist +20 -0
- data/assets/tvos/MRuby.framework/MRuby +0 -0
- data/assets/tvos/MyApp.xcodeproj/project.pbxproj +350 -0
- data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/contents.xcworkspacedata +7 -0
- data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/IDEWorkspaceChecks.plist +8 -0
- data/assets/tvos/MyApp.xcodeproj/project.xcworkspace/xcshareddata/MyApp.xcscmblueprint +30 -0
- data/assets/tvos/main.c +1 -0
- data/bin/ruby2d +142 -0
- data/ext/ruby2d/common.c +185 -0
- data/ext/ruby2d/controllers.c +110 -0
- data/ext/ruby2d/extconf.rb +147 -0
- data/ext/ruby2d/font.c +35 -0
- data/ext/ruby2d/gl.c +398 -0
- data/ext/ruby2d/gl2.c +86 -0
- data/ext/ruby2d/gl3.c +305 -0
- data/ext/ruby2d/gles.c +249 -0
- data/ext/ruby2d/image.c +58 -0
- data/ext/ruby2d/input.c +48 -0
- data/ext/ruby2d/music.c +127 -0
- data/ext/ruby2d/ruby2d.c +1374 -0
- data/ext/ruby2d/ruby2d.h +656 -0
- data/ext/ruby2d/shapes.c +154 -0
- data/ext/ruby2d/sound.c +118 -0
- data/ext/ruby2d/text.c +22 -0
- data/ext/ruby2d/window.c +414 -0
- data/lib/ruby2d/circle.rb +43 -0
- data/lib/ruby2d/cli/build.rb +237 -0
- data/lib/ruby2d/cli/colorize.rb +10 -0
- data/lib/ruby2d/cli/console.rb +65 -0
- data/lib/ruby2d/cli/enable_console.rb +5 -0
- data/lib/ruby2d/cli/launch.rb +50 -0
- data/lib/ruby2d/color.rb +136 -0
- data/lib/ruby2d/dsl.rb +46 -0
- data/lib/ruby2d/entity.rb +17 -0
- data/lib/ruby2d/exceptions.rb +6 -0
- data/lib/ruby2d/font.rb +96 -0
- data/lib/ruby2d/image.rb +58 -0
- data/lib/ruby2d/line.rb +89 -0
- data/lib/ruby2d/music.rb +67 -0
- data/lib/ruby2d/pixel.rb +17 -0
- data/lib/ruby2d/quad.rb +96 -0
- data/lib/ruby2d/rectangle.rb +65 -0
- data/lib/ruby2d/renderable.rb +40 -0
- data/lib/ruby2d/ruby2d.so +0 -0
- data/lib/ruby2d/sound.rb +55 -0
- data/lib/ruby2d/sprite.rb +232 -0
- data/lib/ruby2d/square.rb +37 -0
- data/lib/ruby2d/text.rb +76 -0
- data/lib/ruby2d/texture.rb +28 -0
- data/lib/ruby2d/tileset.rb +87 -0
- data/lib/ruby2d/triangle.rb +82 -0
- data/lib/ruby2d/version.rb +5 -0
- data/lib/ruby2d/vertices.rb +84 -0
- data/lib/ruby2d/window.rb +673 -0
- data/lib/ruby2d.rb +69 -0
- metadata +346 -0
data/ext/ruby2d/gl3.c
ADDED
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// OpenGL 3.3+
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#include "ruby2d.h"
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// Skip this file if OpenGL ES
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#if !GLES
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static GLuint vbo; // our primary vertex buffer object (VBO)
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static GLuint vboSize; // size of the VBO in bytes
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static GLfloat *vboData; // pointer to the VBO data
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static GLfloat *vboDataCurrent; // pointer to the data for the current vertices
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static GLuint vboDataIndex = 0; // index of the current object being rendered
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static GLuint vboObjCapacity = 7500; // number of objects the VBO can store
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static GLuint verticesTextureIds[7500]; // store the texture_id of each vertices
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static GLuint shaderProgram; // triangle shader program
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static GLuint texShaderProgram; // texture shader program
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/*
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* Applies the projection matrix
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*/
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void R2D_GL3_ApplyProjection(GLfloat orthoMatrix[16]) {
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// Use the program object
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glUseProgram(shaderProgram);
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// Apply the projection matrix to the triangle shader
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glUniformMatrix4fv(
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glGetUniformLocation(shaderProgram, "u_mvpMatrix"),
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1, GL_FALSE, orthoMatrix
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);
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// Use the texture program object
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glUseProgram(texShaderProgram);
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// Apply the projection matrix to the texture shader
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glUniformMatrix4fv(
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glGetUniformLocation(texShaderProgram, "u_mvpMatrix"),
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1, GL_FALSE, orthoMatrix
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);
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}
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/*
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* Initalize OpenGL
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*/
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int R2D_GL3_Init() {
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|
49
|
+
// Enable transparency
|
50
|
+
glEnable(GL_BLEND);
|
51
|
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
52
|
+
|
53
|
+
// Vertex shader source string
|
54
|
+
GLchar vertexSource[] =
|
55
|
+
"#version 150 core\n" // shader version
|
56
|
+
|
57
|
+
"uniform mat4 u_mvpMatrix;" // projection matrix
|
58
|
+
|
59
|
+
// Input attributes to the vertex shader
|
60
|
+
"in vec4 position;" // position value
|
61
|
+
"in vec4 color;" // vertex color
|
62
|
+
"in vec2 texcoord;" // texture coordinates
|
63
|
+
|
64
|
+
// Outputs to the fragment shader
|
65
|
+
"out vec4 Color;" // vertex color
|
66
|
+
"out vec2 Texcoord;" // texture coordinates
|
67
|
+
|
68
|
+
"void main() {"
|
69
|
+
// Send the color and texture coordinates right through to the fragment shader
|
70
|
+
" Color = color;"
|
71
|
+
" Texcoord = texcoord;"
|
72
|
+
// Transform the vertex position using the projection matrix
|
73
|
+
" gl_Position = u_mvpMatrix * position;"
|
74
|
+
"}";
|
75
|
+
|
76
|
+
// Fragment shader source string
|
77
|
+
GLchar fragmentSource[] =
|
78
|
+
"#version 150 core\n" // shader version
|
79
|
+
"in vec4 Color;" // input color from vertex shader
|
80
|
+
"out vec4 outColor;" // output fragment color
|
81
|
+
|
82
|
+
"void main() {"
|
83
|
+
" outColor = Color;" // pass the color right through
|
84
|
+
"}";
|
85
|
+
|
86
|
+
// Fragment shader source string for textures
|
87
|
+
GLchar texFragmentSource[] =
|
88
|
+
"#version 150 core\n" // shader version
|
89
|
+
"in vec4 Color;" // input color from vertex shader
|
90
|
+
"in vec2 Texcoord;" // input texture coordinates
|
91
|
+
"out vec4 outColor;" // output fragment color
|
92
|
+
"uniform sampler2D tex;" // 2D texture unit
|
93
|
+
|
94
|
+
"void main() {"
|
95
|
+
// Apply the texture unit, texture coordinates, and color
|
96
|
+
" outColor = texture(tex, Texcoord) * Color;"
|
97
|
+
"}";
|
98
|
+
|
99
|
+
// Create a vertex array object
|
100
|
+
GLuint vao;
|
101
|
+
glGenVertexArrays(1, &vao);
|
102
|
+
glBindVertexArray(vao);
|
103
|
+
|
104
|
+
// Create a vertex buffer object and allocate data
|
105
|
+
glGenBuffers(1, &vbo);
|
106
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
107
|
+
vboSize = vboObjCapacity * sizeof(GLfloat) * 8;
|
108
|
+
vboData = (GLfloat *) malloc(vboSize);
|
109
|
+
vboDataCurrent = vboData;
|
110
|
+
|
111
|
+
// Create an element buffer object
|
112
|
+
GLuint ebo;
|
113
|
+
glGenBuffers(1, &ebo);
|
114
|
+
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
|
115
|
+
|
116
|
+
// Load the vertex and fragment shaders
|
117
|
+
GLuint vertexShader = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GL3 Vertex");
|
118
|
+
GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GL3 Fragment");
|
119
|
+
GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GL3 Texture Fragment");
|
120
|
+
|
121
|
+
// Triangle Shader //
|
122
|
+
|
123
|
+
// Create the shader program object
|
124
|
+
shaderProgram = glCreateProgram();
|
125
|
+
|
126
|
+
// Check if program was created successfully
|
127
|
+
if (shaderProgram == 0) {
|
128
|
+
R2D_GL_PrintError("Failed to create shader program");
|
129
|
+
return GL_FALSE;
|
130
|
+
}
|
131
|
+
|
132
|
+
// Attach the shader objects to the program object
|
133
|
+
glAttachShader(shaderProgram, vertexShader);
|
134
|
+
glAttachShader(shaderProgram, fragmentShader);
|
135
|
+
|
136
|
+
// Bind the output color variable to the fragment shader color number
|
137
|
+
glBindFragDataLocation(shaderProgram, 0, "outColor");
|
138
|
+
|
139
|
+
// Link the shader program
|
140
|
+
glLinkProgram(shaderProgram);
|
141
|
+
|
142
|
+
// Check if linked
|
143
|
+
R2D_GL_CheckLinked(shaderProgram, "GL3 shader");
|
144
|
+
|
145
|
+
// Specify the layout of the position vertex data...
|
146
|
+
GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
|
147
|
+
glEnableVertexAttribArray(posAttrib);
|
148
|
+
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
|
149
|
+
|
150
|
+
// ...and the color vertex data
|
151
|
+
GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
|
152
|
+
glEnableVertexAttribArray(colAttrib);
|
153
|
+
glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
|
154
|
+
|
155
|
+
// Texture Shader //
|
156
|
+
|
157
|
+
// Create the texture shader program object
|
158
|
+
texShaderProgram = glCreateProgram();
|
159
|
+
|
160
|
+
// Check if program was created successfully
|
161
|
+
if (texShaderProgram == 0) {
|
162
|
+
R2D_GL_PrintError("Failed to create shader program");
|
163
|
+
return GL_FALSE;
|
164
|
+
}
|
165
|
+
|
166
|
+
// Attach the shader objects to the program object
|
167
|
+
glAttachShader(texShaderProgram, vertexShader);
|
168
|
+
glAttachShader(texShaderProgram, texFragmentShader);
|
169
|
+
|
170
|
+
// Bind the output color variable to the fragment shader color number
|
171
|
+
glBindFragDataLocation(texShaderProgram, 0, "outColor");
|
172
|
+
|
173
|
+
// Link the shader program
|
174
|
+
glLinkProgram(texShaderProgram);
|
175
|
+
|
176
|
+
// Check if linked
|
177
|
+
R2D_GL_CheckLinked(texShaderProgram, "GL3 texture shader");
|
178
|
+
|
179
|
+
// Specify the layout of the position vertex data...
|
180
|
+
posAttrib = glGetAttribLocation(texShaderProgram, "position");
|
181
|
+
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
|
182
|
+
glEnableVertexAttribArray(posAttrib);
|
183
|
+
|
184
|
+
// ...and the color vertex data...
|
185
|
+
colAttrib = glGetAttribLocation(texShaderProgram, "color");
|
186
|
+
glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
|
187
|
+
glEnableVertexAttribArray(colAttrib);
|
188
|
+
|
189
|
+
// ...and the texture coordinates
|
190
|
+
GLint texAttrib = glGetAttribLocation(texShaderProgram, "texcoord");
|
191
|
+
glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(6 * sizeof(GLfloat)));
|
192
|
+
glEnableVertexAttribArray(texAttrib);
|
193
|
+
|
194
|
+
// Clean up
|
195
|
+
glDeleteShader(vertexShader);
|
196
|
+
glDeleteShader(fragmentShader);
|
197
|
+
glDeleteShader(texFragmentShader);
|
198
|
+
|
199
|
+
// If successful, return true
|
200
|
+
return GL_TRUE;
|
201
|
+
}
|
202
|
+
|
203
|
+
|
204
|
+
/*
|
205
|
+
* Render the vertex buffer and reset it
|
206
|
+
*/
|
207
|
+
void R2D_GL3_FlushBuffers() {
|
208
|
+
// Bind to the vertex buffer object and update its data
|
209
|
+
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
210
|
+
|
211
|
+
glBufferData(GL_ARRAY_BUFFER, vboSize, NULL, GL_DYNAMIC_DRAW);
|
212
|
+
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * vboDataIndex * 8, vboData);
|
213
|
+
|
214
|
+
GLuint verticesOffset = 0;
|
215
|
+
GLuint lastTextureId = verticesTextureIds[0];
|
216
|
+
|
217
|
+
for (GLuint i = 0; i <= vboDataIndex; i++) {
|
218
|
+
if(lastTextureId != verticesTextureIds[i] || i == vboDataIndex) {
|
219
|
+
// A texture ID of 0 represents no texture (render a triangle)
|
220
|
+
if(lastTextureId == 0) {
|
221
|
+
|
222
|
+
// Use the triangle shader program
|
223
|
+
glUseProgram(shaderProgram);
|
224
|
+
|
225
|
+
// A number other than 0 represents a texture_id
|
226
|
+
} else {
|
227
|
+
|
228
|
+
// Use the texture shader program
|
229
|
+
glUseProgram(texShaderProgram);
|
230
|
+
|
231
|
+
// Bind the texture using the provided ID
|
232
|
+
glBindTexture(GL_TEXTURE_2D, lastTextureId);
|
233
|
+
}
|
234
|
+
|
235
|
+
glDrawArrays(GL_TRIANGLES, verticesOffset, i - verticesOffset);
|
236
|
+
|
237
|
+
lastTextureId = verticesTextureIds[i];
|
238
|
+
verticesOffset = i;
|
239
|
+
}
|
240
|
+
}
|
241
|
+
|
242
|
+
// Reset the buffer object index and data pointer
|
243
|
+
vboDataIndex = 0;
|
244
|
+
vboDataCurrent = vboData;
|
245
|
+
}
|
246
|
+
|
247
|
+
|
248
|
+
/*
|
249
|
+
* Draw triangle
|
250
|
+
*/
|
251
|
+
void R2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
|
252
|
+
GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
|
253
|
+
GLfloat x2, GLfloat y2,
|
254
|
+
GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
|
255
|
+
GLfloat x3, GLfloat y3,
|
256
|
+
GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
|
257
|
+
|
258
|
+
// If buffer is full, flush it
|
259
|
+
if (vboDataIndex + 3 >= vboObjCapacity) R2D_GL3_FlushBuffers();
|
260
|
+
|
261
|
+
// Set the triangle data into a formatted array
|
262
|
+
GLfloat vertices[24] =
|
263
|
+
{ x1, y1, r1, g1, b1, a1, 0, 0,
|
264
|
+
x2, y2, r2, g2, b2, a2, 0, 0,
|
265
|
+
x3, y3, r3, g3, b3, a3, 0, 0 };
|
266
|
+
|
267
|
+
// Copy the vertex data into the current position of the buffer
|
268
|
+
memcpy(vboDataCurrent, vertices, sizeof(vertices));
|
269
|
+
|
270
|
+
// Increment the buffer object index and the vertex data pointer for next use
|
271
|
+
verticesTextureIds[vboDataIndex] = verticesTextureIds[vboDataIndex + 1] = verticesTextureIds[vboDataIndex + 2] = 0;
|
272
|
+
vboDataIndex += 3;
|
273
|
+
vboDataCurrent = (GLfloat *)((char *)vboDataCurrent + (sizeof(GLfloat) * 24));
|
274
|
+
}
|
275
|
+
|
276
|
+
|
277
|
+
/*
|
278
|
+
* Draw a texture (New method with vertices pre-calculated)
|
279
|
+
*/
|
280
|
+
void R2D_GL3_DrawTexture(GLfloat coordinates[], GLfloat texture_coordinates[], GLfloat color[], int texture_id) {
|
281
|
+
// If buffer is full, flush it
|
282
|
+
if (vboDataIndex + 6 >= vboObjCapacity) R2D_GL3_FlushBuffers();
|
283
|
+
|
284
|
+
// There are 6 vertices for a square as we are rendering two Triangles to make up our square:
|
285
|
+
// Triangle one: Top left, Top right, Bottom right
|
286
|
+
// Triangle two: Bottom right, Bottom left, Top left
|
287
|
+
GLfloat vertices[48] = {
|
288
|
+
coordinates[0], coordinates[1], color[0], color[1], color[2], color[3], texture_coordinates[0], texture_coordinates[1],
|
289
|
+
coordinates[2], coordinates[3], color[0], color[1], color[2], color[3], texture_coordinates[2], texture_coordinates[3],
|
290
|
+
coordinates[4], coordinates[5], color[0], color[1], color[2], color[3], texture_coordinates[4], texture_coordinates[5],
|
291
|
+
coordinates[4], coordinates[5], color[0], color[1], color[2], color[3], texture_coordinates[4], texture_coordinates[5],
|
292
|
+
coordinates[6], coordinates[7], color[0], color[1], color[2], color[3], texture_coordinates[6], texture_coordinates[7],
|
293
|
+
coordinates[0], coordinates[1], color[0], color[1], color[2], color[3], texture_coordinates[0], texture_coordinates[1],
|
294
|
+
};
|
295
|
+
|
296
|
+
// Copy the vertex data into the current position of the buffer
|
297
|
+
memcpy(vboDataCurrent, vertices, sizeof(vertices));
|
298
|
+
|
299
|
+
verticesTextureIds[vboDataIndex] = verticesTextureIds[vboDataIndex + 1] = verticesTextureIds[vboDataIndex + 2] = verticesTextureIds[vboDataIndex + 3] = verticesTextureIds[vboDataIndex + 4] = verticesTextureIds[vboDataIndex + 5] = texture_id;
|
300
|
+
vboDataIndex += 6;
|
301
|
+
vboDataCurrent = (GLfloat *)((char *)vboDataCurrent + (sizeof(GLfloat) * 48));
|
302
|
+
}
|
303
|
+
|
304
|
+
|
305
|
+
#endif
|
data/ext/ruby2d/gles.c
ADDED
@@ -0,0 +1,249 @@
|
|
1
|
+
// OpenGL ES 2.0
|
2
|
+
|
3
|
+
#include "ruby2d.h"
|
4
|
+
|
5
|
+
#if GLES
|
6
|
+
|
7
|
+
// Triangle shader
|
8
|
+
static GLuint shaderProgram;
|
9
|
+
static GLuint positionLocation;
|
10
|
+
static GLuint colorLocation;
|
11
|
+
|
12
|
+
// Texture shader
|
13
|
+
static GLuint texShaderProgram;
|
14
|
+
static GLuint texPositionLocation;
|
15
|
+
static GLuint texColorLocation;
|
16
|
+
static GLuint texCoordLocation;
|
17
|
+
static GLuint samplerLocation;
|
18
|
+
|
19
|
+
static GLushort indices[] =
|
20
|
+
{ 0, 1, 2,
|
21
|
+
2, 3, 0 };
|
22
|
+
|
23
|
+
|
24
|
+
/*
|
25
|
+
* Applies the projection matrix
|
26
|
+
*/
|
27
|
+
void R2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
|
28
|
+
|
29
|
+
// Use the program object
|
30
|
+
glUseProgram(shaderProgram);
|
31
|
+
|
32
|
+
glUniformMatrix4fv(
|
33
|
+
glGetUniformLocation(shaderProgram, "u_mvpMatrix"),
|
34
|
+
1, GL_FALSE, orthoMatrix
|
35
|
+
);
|
36
|
+
|
37
|
+
// Use the texture program object
|
38
|
+
glUseProgram(texShaderProgram);
|
39
|
+
|
40
|
+
glUniformMatrix4fv(
|
41
|
+
glGetUniformLocation(texShaderProgram, "u_mvpMatrix"),
|
42
|
+
1, GL_FALSE, orthoMatrix
|
43
|
+
);
|
44
|
+
}
|
45
|
+
|
46
|
+
|
47
|
+
/*
|
48
|
+
* Initalize OpenGL ES
|
49
|
+
*/
|
50
|
+
int R2D_GLES_Init() {
|
51
|
+
|
52
|
+
// Enable transparency
|
53
|
+
glEnable(GL_BLEND);
|
54
|
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
55
|
+
|
56
|
+
// Vertex shader source string
|
57
|
+
GLchar vertexSource[] =
|
58
|
+
// uniforms used by the vertex shader
|
59
|
+
"uniform mat4 u_mvpMatrix;" // projection matrix
|
60
|
+
|
61
|
+
// attributes input to the vertex shader
|
62
|
+
"attribute vec4 a_position;" // position value
|
63
|
+
"attribute vec4 a_color;" // input vertex color
|
64
|
+
"attribute vec2 a_texcoord;" // input texture
|
65
|
+
|
66
|
+
// varying variables, input to the fragment shader
|
67
|
+
"varying vec4 v_color;" // output vertex color
|
68
|
+
"varying vec2 v_texcoord;" // output texture
|
69
|
+
|
70
|
+
"void main()"
|
71
|
+
"{"
|
72
|
+
" v_color = a_color;"
|
73
|
+
" v_texcoord = a_texcoord;"
|
74
|
+
" gl_Position = u_mvpMatrix * a_position;"
|
75
|
+
"}";
|
76
|
+
|
77
|
+
// Fragment shader source string
|
78
|
+
GLchar fragmentSource[] =
|
79
|
+
"precision mediump float;"
|
80
|
+
// input vertex color from vertex shader
|
81
|
+
"varying vec4 v_color;"
|
82
|
+
|
83
|
+
"void main()"
|
84
|
+
"{"
|
85
|
+
" gl_FragColor = v_color;"
|
86
|
+
"}";
|
87
|
+
|
88
|
+
// Fragment shader source string for textures
|
89
|
+
GLchar texFragmentSource[] =
|
90
|
+
"precision mediump float;"
|
91
|
+
// input vertex color from vertex shader
|
92
|
+
"varying vec4 v_color;"
|
93
|
+
"varying vec2 v_texcoord;"
|
94
|
+
"uniform sampler2D s_texture;"
|
95
|
+
|
96
|
+
"void main()"
|
97
|
+
"{"
|
98
|
+
" gl_FragColor = texture2D(s_texture, v_texcoord) * v_color;"
|
99
|
+
"}";
|
100
|
+
|
101
|
+
// Load the vertex and fragment shaders
|
102
|
+
GLuint vertexShader = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GLES Vertex");
|
103
|
+
GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GLES Fragment");
|
104
|
+
GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GLES Texture Fragment");
|
105
|
+
|
106
|
+
// Triangle Shader //
|
107
|
+
|
108
|
+
// Create the shader program object
|
109
|
+
shaderProgram = glCreateProgram();
|
110
|
+
|
111
|
+
// Check if program was created successfully
|
112
|
+
if (shaderProgram == 0) {
|
113
|
+
R2D_GL_PrintError("Failed to create shader program");
|
114
|
+
return GL_FALSE;
|
115
|
+
}
|
116
|
+
|
117
|
+
// Attach the shader objects to the program object
|
118
|
+
glAttachShader(shaderProgram, vertexShader);
|
119
|
+
glAttachShader(shaderProgram, fragmentShader);
|
120
|
+
|
121
|
+
// Link the shader program
|
122
|
+
glLinkProgram(shaderProgram);
|
123
|
+
|
124
|
+
// Check if linked
|
125
|
+
R2D_GL_CheckLinked(shaderProgram, "GLES shader");
|
126
|
+
|
127
|
+
// Get the attribute locations
|
128
|
+
positionLocation = glGetAttribLocation(shaderProgram, "a_position");
|
129
|
+
colorLocation = glGetAttribLocation(shaderProgram, "a_color");
|
130
|
+
|
131
|
+
// Texture Shader //
|
132
|
+
|
133
|
+
// Create the texture shader program object
|
134
|
+
texShaderProgram = glCreateProgram();
|
135
|
+
|
136
|
+
// Check if program was created successfully
|
137
|
+
if (texShaderProgram == 0) {
|
138
|
+
R2D_GL_PrintError("Failed to create shader program");
|
139
|
+
return GL_FALSE;
|
140
|
+
}
|
141
|
+
|
142
|
+
// Attach the shader objects to the program object
|
143
|
+
glAttachShader(texShaderProgram, vertexShader);
|
144
|
+
glAttachShader(texShaderProgram, texFragmentShader);
|
145
|
+
|
146
|
+
// Link the shader program
|
147
|
+
glLinkProgram(texShaderProgram);
|
148
|
+
|
149
|
+
// Check if linked
|
150
|
+
R2D_GL_CheckLinked(texShaderProgram, "GLES texture shader");
|
151
|
+
|
152
|
+
// Get the attribute locations
|
153
|
+
texPositionLocation = glGetAttribLocation(texShaderProgram, "a_position");
|
154
|
+
texColorLocation = glGetAttribLocation(texShaderProgram, "a_color");
|
155
|
+
texCoordLocation = glGetAttribLocation(texShaderProgram, "a_texcoord");
|
156
|
+
|
157
|
+
// Get the sampler location
|
158
|
+
samplerLocation = glGetUniformLocation(texShaderProgram, "s_texture");
|
159
|
+
|
160
|
+
// Clean up
|
161
|
+
glDeleteShader(vertexShader);
|
162
|
+
glDeleteShader(fragmentShader);
|
163
|
+
glDeleteShader(texFragmentShader);
|
164
|
+
|
165
|
+
return GL_TRUE;
|
166
|
+
}
|
167
|
+
|
168
|
+
|
169
|
+
/*
|
170
|
+
* Draw triangle
|
171
|
+
*/
|
172
|
+
void R2D_GLES_DrawTriangle(GLfloat x1, GLfloat y1,
|
173
|
+
GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
|
174
|
+
GLfloat x2, GLfloat y2,
|
175
|
+
GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
|
176
|
+
GLfloat x3, GLfloat y3,
|
177
|
+
GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
|
178
|
+
|
179
|
+
GLfloat vertices[] =
|
180
|
+
{ x1, y1, 0.f,
|
181
|
+
x2, y2, 0.f,
|
182
|
+
x3, y3, 0.f };
|
183
|
+
|
184
|
+
GLfloat colors[] =
|
185
|
+
{ r1, g1, b1, a1,
|
186
|
+
r2, g2, b2, a2,
|
187
|
+
r3, g3, b3, a3 };
|
188
|
+
|
189
|
+
glUseProgram(shaderProgram);
|
190
|
+
|
191
|
+
// Load the vertex position
|
192
|
+
glVertexAttribPointer(positionLocation, 3, GL_FLOAT, GL_FALSE, 0, vertices);
|
193
|
+
glEnableVertexAttribArray(positionLocation);
|
194
|
+
|
195
|
+
// Load the colors
|
196
|
+
glVertexAttribPointer(colorLocation, 4, GL_FLOAT, GL_FALSE, 0, colors);
|
197
|
+
glEnableVertexAttribArray(colorLocation);
|
198
|
+
|
199
|
+
// draw
|
200
|
+
glDrawArrays(GL_TRIANGLES, 0, 3);
|
201
|
+
}
|
202
|
+
|
203
|
+
|
204
|
+
/*
|
205
|
+
* Draw a texture (New method with vertices pre-calculated)
|
206
|
+
*/
|
207
|
+
void R2D_GLES_DrawTexture(GLfloat coordinates[], GLfloat texture_coordinates[], GLfloat color[], int texture_id);
|
208
|
+
GLfloat vertices[] =
|
209
|
+
// x, y coords | x, y texture coords
|
210
|
+
{
|
211
|
+
coordinates[0], coordinates[1], 0.f, texture_coordinates[0], texture_coordinates[1],
|
212
|
+
coordinates[2], coordinates[3], 0.f, texture_coordinates[2], texture_coordinates[3],
|
213
|
+
coordinates[4], coordinates[5], 0.f, texture_coordinates[4], texture_coordinates[5],
|
214
|
+
coordinates[6], coordinates[7], 0.f, texture_coordinates[6], texture_coordinates[7] };
|
215
|
+
|
216
|
+
GLfloat colors[] =
|
217
|
+
{ color[0], color[1], color[2], color[3],
|
218
|
+
color[0], color[1], color[2], color[3],
|
219
|
+
color[0], color[1], color[2], color[3],
|
220
|
+
color[0], color[1], color[2], color[3] };
|
221
|
+
|
222
|
+
glUseProgram(texShaderProgram);
|
223
|
+
|
224
|
+
// Load the vertex position
|
225
|
+
glVertexAttribPointer(texPositionLocation, 3, GL_FLOAT, GL_FALSE,
|
226
|
+
5 * sizeof(GLfloat), vertices);
|
227
|
+
glEnableVertexAttribArray(texPositionLocation);
|
228
|
+
|
229
|
+
// Load the colors
|
230
|
+
glVertexAttribPointer(texColorLocation, 4, GL_FLOAT, GL_FALSE, 0, colors);
|
231
|
+
glEnableVertexAttribArray(texColorLocation);
|
232
|
+
|
233
|
+
// Load the texture coordinate
|
234
|
+
glVertexAttribPointer(texCoordLocation, 2, GL_FLOAT, GL_FALSE,
|
235
|
+
5 * sizeof(GLfloat), &vertices[3]);
|
236
|
+
glEnableVertexAttribArray(texCoordLocation);
|
237
|
+
|
238
|
+
// Bind the texture
|
239
|
+
glActiveTexture(GL_TEXTURE0);
|
240
|
+
glBindTexture(GL_TEXTURE_2D, texture_id);
|
241
|
+
|
242
|
+
// Set the sampler texture unit to 0
|
243
|
+
glUniform1i(samplerLocation, 0);
|
244
|
+
|
245
|
+
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
|
246
|
+
}
|
247
|
+
|
248
|
+
|
249
|
+
#endif
|
data/ext/ruby2d/image.c
ADDED
@@ -0,0 +1,58 @@
|
|
1
|
+
// image.c
|
2
|
+
|
3
|
+
#include "ruby2d.h"
|
4
|
+
|
5
|
+
|
6
|
+
SDL_Surface *R2D_CreateImageSurface(const char *path) {
|
7
|
+
R2D_Init();
|
8
|
+
|
9
|
+
// Check if image file exists
|
10
|
+
if (!R2D_FileExists(path)) {
|
11
|
+
R2D_Error("R2D_CreateImageSurface", "Image file `%s` not found", path);
|
12
|
+
return NULL;
|
13
|
+
}
|
14
|
+
|
15
|
+
// Load image from file as SDL_Surface
|
16
|
+
SDL_Surface *surface = IMG_Load(path);
|
17
|
+
|
18
|
+
int bits_per_color = surface->format->Amask == 0 ?
|
19
|
+
surface->format->BitsPerPixel / 3 :
|
20
|
+
surface->format->BitsPerPixel / 4;
|
21
|
+
|
22
|
+
if (bits_per_color < 8) {
|
23
|
+
R2D_Log(R2D_WARN, "`%s` has less than 8 bits per color and will likely not render correctly", path, bits_per_color);
|
24
|
+
}
|
25
|
+
|
26
|
+
return surface;
|
27
|
+
}
|
28
|
+
|
29
|
+
void R2D_ImageConvertToRGB(SDL_Surface *surface) {
|
30
|
+
Uint32 r = surface->format->Rmask;
|
31
|
+
Uint32 g = surface->format->Gmask;
|
32
|
+
Uint32 a = surface->format->Amask;
|
33
|
+
|
34
|
+
if (r&0xFF000000 || r&0xFF0000) {
|
35
|
+
char *p = (char *)surface->pixels;
|
36
|
+
int bpp = surface->format->BytesPerPixel;
|
37
|
+
int w = surface->w;
|
38
|
+
int h = surface->h;
|
39
|
+
char tmp;
|
40
|
+
for (int i = 0; i < bpp * w * h; i += bpp) {
|
41
|
+
if (a&0xFF) {
|
42
|
+
tmp = p[i];
|
43
|
+
p[i] = p[i+3];
|
44
|
+
p[i+3] = tmp;
|
45
|
+
}
|
46
|
+
if (g&0xFF0000) {
|
47
|
+
tmp = p[i+1];
|
48
|
+
p[i+1] = p[i+2];
|
49
|
+
p[i+2] = tmp;
|
50
|
+
}
|
51
|
+
if (r&0xFF0000) {
|
52
|
+
tmp = p[i];
|
53
|
+
p[i] = p[i+2];
|
54
|
+
p[i+2] = tmp;
|
55
|
+
}
|
56
|
+
}
|
57
|
+
}
|
58
|
+
}
|
data/ext/ruby2d/input.c
ADDED
@@ -0,0 +1,48 @@
|
|
1
|
+
// input.c
|
2
|
+
|
3
|
+
#include "ruby2d.h"
|
4
|
+
|
5
|
+
|
6
|
+
/*
|
7
|
+
* Get the mouse coordinates relative to the viewport
|
8
|
+
*/
|
9
|
+
void R2D_GetMouseOnViewport(R2D_Window *window, int wx, int wy, int *x, int *y) {
|
10
|
+
|
11
|
+
double scale; // viewport scale factor
|
12
|
+
int w, h; // width and height of scaled viewport
|
13
|
+
|
14
|
+
switch (window->viewport.mode) {
|
15
|
+
|
16
|
+
case R2D_FIXED: case R2D_EXPAND:
|
17
|
+
*x = wx / (window->orig_width / (double)window->viewport.width);
|
18
|
+
*y = wy / (window->orig_height / (double)window->viewport.height);
|
19
|
+
break;
|
20
|
+
|
21
|
+
case R2D_SCALE:
|
22
|
+
R2D_GL_GetViewportScale(window, &w, &h, &scale);
|
23
|
+
*x = wx * 1 / scale - (window->width - w) / (2.0 * scale);
|
24
|
+
*y = wy * 1 / scale - (window->height - h) / (2.0 * scale);
|
25
|
+
break;
|
26
|
+
|
27
|
+
case R2D_STRETCH:
|
28
|
+
*x = wx * window->viewport.width / (double)window->width;
|
29
|
+
*y = wy * window->viewport.height / (double)window->height;
|
30
|
+
break;
|
31
|
+
}
|
32
|
+
}
|
33
|
+
|
34
|
+
|
35
|
+
/*
|
36
|
+
* Show the cursor over the window
|
37
|
+
*/
|
38
|
+
void R2D_ShowCursor() {
|
39
|
+
SDL_ShowCursor(SDL_ENABLE);
|
40
|
+
}
|
41
|
+
|
42
|
+
|
43
|
+
/*
|
44
|
+
* Hide the cursor over the window
|
45
|
+
*/
|
46
|
+
void R2D_HideCursor() {
|
47
|
+
SDL_ShowCursor(SDL_DISABLE);
|
48
|
+
}
|