ruby2d 0.9.0 → 0.9.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- checksums.yaml +4 -4
- data/assets/README.md +1 -0
- data/assets/linux/simple2d/Makefile +250 -0
- data/assets/linux/simple2d/bin/simple2d.sh +1249 -0
- data/assets/linux/simple2d/include/simple2d.h +735 -0
- data/assets/linux/simple2d/src/controllers.c +110 -0
- data/assets/linux/simple2d/src/gl.c +426 -0
- data/assets/linux/simple2d/src/gl2.c +146 -0
- data/assets/linux/simple2d/src/gl3.c +275 -0
- data/assets/linux/simple2d/src/gles.c +308 -0
- data/assets/linux/simple2d/src/image.c +138 -0
- data/assets/linux/simple2d/src/input.c +48 -0
- data/assets/linux/simple2d/src/music.c +114 -0
- data/assets/linux/simple2d/src/shapes.c +154 -0
- data/assets/linux/simple2d/src/simple2d.c +185 -0
- data/assets/linux/simple2d/src/sound.c +56 -0
- data/assets/linux/simple2d/src/sprite.c +147 -0
- data/assets/linux/simple2d/src/text.c +129 -0
- data/assets/linux/simple2d/src/window.c +403 -0
- data/ext/ruby2d/extconf.rb +110 -29
- data/lib/ruby2d/version.rb +1 -1
- metadata +19 -2
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// OpenGL 2.1
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#include "../include/simple2d.h"
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#if !GLES
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/*
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* Applies the projection matrix
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*/
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void S2D_GL2_ApplyProjection(int w, int h) {
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// Initialize the projection matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// Multiply the current matrix with the orthographic matrix
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glOrtho(0.f, w, h, 0.f, -1.f, 1.f);
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// Initialize the model-view matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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/*
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* Initalize OpenGL
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*/
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int S2D_GL2_Init() {
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GLenum error = GL_NO_ERROR;
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// Enable transparency
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Check for errors
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error = glGetError();
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if (error != GL_NO_ERROR) {
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S2D_GL_PrintError("OpenGL initialization failed");
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return 1;
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} else {
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return 0;
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}
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}
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/*
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* Draw triangle
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*/
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void S2D_GL2_DrawTriangle(GLfloat x1, GLfloat y1,
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GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
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GLfloat x2, GLfloat y2,
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GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
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GLfloat x3, GLfloat y3,
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GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
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glBegin(GL_TRIANGLES);
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glColor4f(r1, g1, b1, a1); glVertex2f(x1, y1);
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glColor4f(r2, g2, b2, a2); glVertex2f(x2, y2);
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glColor4f(r3, g3, b3, a3); glVertex2f(x3, y3);
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glEnd();
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}
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/*
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* Draw texture
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*/
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static void S2D_GL2_DrawTexture(int x, int y, int w, int h,
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GLfloat angle, GLfloat rx, GLfloat ry,
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GLfloat r, GLfloat g, GLfloat b, GLfloat a,
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GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
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GLfloat tx3, GLfloat ty3, GLfloat tx4, GLfloat ty4,
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GLuint texture_id) {
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S2D_GL_Point v1 = { .x = x, .y = y };
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S2D_GL_Point v2 = { .x = x + w, .y = y };
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S2D_GL_Point v3 = { .x = x + w, .y = y + h };
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S2D_GL_Point v4 = { .x = x, .y = y + h };
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// Rotate vertices
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if (angle != 0) {
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v1 = S2D_RotatePoint(v1, angle, rx, ry);
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v2 = S2D_RotatePoint(v2, angle, rx, ry);
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v3 = S2D_RotatePoint(v3, angle, rx, ry);
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v4 = S2D_RotatePoint(v4, angle, rx, ry);
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}
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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glBegin(GL_QUADS);
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glColor4f(r, g, b, a);
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glTexCoord2f(tx1, ty1); glVertex2f(v1.x, v1.y);
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glTexCoord2f(tx2, ty2); glVertex2f(v2.x, v2.y);
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glTexCoord2f(tx3, ty3); glVertex2f(v3.x, v3.y);
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glTexCoord2f(tx4, ty4); glVertex2f(v4.x, v4.y);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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/*
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* Draw image
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*/
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void S2D_GL2_DrawImage(S2D_Image *img) {
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S2D_GL2_DrawTexture(
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img->x, img->y, img->width, img->height,
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img->rotate, img->rx, img->ry,
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img->color.r, img->color.g, img->color.b, img->color.a,
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0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
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img->texture_id
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);
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}
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/*
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* Draw sprite
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*/
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void S2D_GL2_DrawSprite(S2D_Sprite *spr) {
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S2D_GL2_DrawTexture(
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spr->x, spr->y, spr->width, spr->height,
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spr->rotate, spr->rx, spr->ry,
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spr->color.r, spr->color.g, spr->color.b, spr->color.a,
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spr->tx1, spr->ty1, spr->tx2, spr->ty2, spr->tx3, spr->ty3, spr->tx4, spr->ty4,
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spr->img->texture_id
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);
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}
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/*
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* Draw text
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*/
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void S2D_GL2_DrawText(S2D_Text *txt) {
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S2D_GL2_DrawTexture(
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txt->x, txt->y, txt->width, txt->height,
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txt->rotate, txt->rx, txt->ry,
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txt->color.r, txt->color.g, txt->color.b, txt->color.a,
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0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
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txt->texture_id
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);
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}
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#endif
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// OpenGL 3.3
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#include "../include/simple2d.h"
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#if !GLES
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static GLuint shaderProgram;
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static GLuint texShaderProgram;
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static GLuint indices[] =
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{ 0, 1, 2,
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2, 3, 0 };
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/*
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* Applies the projection matrix
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*/
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void S2D_GL3_ApplyProjection(GLfloat orthoMatrix[16]) {
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// Use the program object
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glUseProgram(shaderProgram);
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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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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 S2D_GL3_Init() {
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// Enable transparency
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Vertex shader source string
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GLchar vertexSource[] =
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"#version 150 core\n"
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"uniform mat4 u_mvpMatrix;"
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"in vec4 position;"
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"in vec4 color;"
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"in vec2 texcoord;"
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"out vec4 Color;"
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"out vec2 Texcoord;"
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"void main() {"
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" Color = color;"
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" Texcoord = texcoord;"
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" gl_Position = u_mvpMatrix * position;"
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"}";
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// Fragment shader source string
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GLchar fragmentSource[] =
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"#version 150 core\n"
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"in vec4 Color;"
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"out vec4 outColor;"
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"void main() {"
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" outColor = Color;"
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"}";
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// Fragment shader source string for textures
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GLchar texFragmentSource[] =
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"#version 150 core\n"
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"in vec4 Color;"
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"in vec2 Texcoord;"
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"out vec4 outColor;"
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"uniform sampler2D tex;"
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"void main() {"
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" outColor = texture(tex, Texcoord) * Color;"
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"}";
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// Create Vertex Array Object
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GLuint vao;
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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// Create Vertex Buffer Object
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GLuint vbo;
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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// Create an element array
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GLuint ebo;
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glGenBuffers(1, &ebo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
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// Load the vertex and fragment shaders
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GLuint vertexShader = S2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GL3 Vertex");
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GLuint fragmentShader = S2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GL3 Fragment");
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GLuint texFragmentShader = S2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GL3 Texture Fragment");
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// Create the shader program object
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shaderProgram = glCreateProgram();
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// Check if program was created successfully
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if (shaderProgram == 0) {
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S2D_GL_PrintError("Failed to create shader program");
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return GL_FALSE;
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}
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// Attach the shader objects to the program object
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glAttachShader(shaderProgram, vertexShader);
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glAttachShader(shaderProgram, fragmentShader);
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// Bind the varying out variables to the fragment shader color number
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glBindFragDataLocation(shaderProgram, 0, "outColor");
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// Link the shader program
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glLinkProgram(shaderProgram);
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// Check if linked
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S2D_GL_CheckLinked(shaderProgram, "GL3 shader");
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// Specify the layout of the vertex data
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GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
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glEnableVertexAttribArray(posAttrib);
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GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
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glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
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glEnableVertexAttribArray(colAttrib);
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// Create the texture shader program object
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texShaderProgram = glCreateProgram();
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// Check if program was created successfully
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if (texShaderProgram == 0) {
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S2D_GL_PrintError("Failed to create shader program");
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return GL_FALSE;
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}
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glAttachShader(texShaderProgram, vertexShader);
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glAttachShader(texShaderProgram, texFragmentShader);
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glBindFragDataLocation(texShaderProgram, 0, "outColor");
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glLinkProgram(texShaderProgram);
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// Check if linked
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S2D_GL_CheckLinked(texShaderProgram, "GL3 texture shader");
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// Specify the layout of the vertex data
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posAttrib = glGetAttribLocation(texShaderProgram, "position");
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
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glEnableVertexAttribArray(posAttrib);
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colAttrib = glGetAttribLocation(texShaderProgram, "color");
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glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
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glEnableVertexAttribArray(colAttrib);
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GLint texAttrib = glGetAttribLocation(texShaderProgram, "texcoord");
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glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(6 * sizeof(GLfloat)));
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glEnableVertexAttribArray(texAttrib);
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// Clean up
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glDeleteShader(vertexShader);
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glDeleteShader(fragmentShader);
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glDeleteShader(texFragmentShader);
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return GL_TRUE;
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}
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/*
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* Draw triangle
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*/
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void S2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
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GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
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GLfloat x2, GLfloat y2,
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GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
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GLfloat x3, GLfloat y3,
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GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
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GLfloat vertices[] =
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{ x1, y1, r1, g1, b1, a1, 0, 0,
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x2, y2, r2, g2, b2, a2, 0, 0,
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x3, y3, r3, g3, b3, a3, 0, 0 };
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glUseProgram(shaderProgram);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glDrawArrays(GL_TRIANGLES, 0, 3);
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}
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/*
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* Draw a texture
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*/
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static void S2D_GL3_DrawTexture(int x, int y, int w, int h,
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GLfloat angle, GLfloat rx, GLfloat ry,
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GLfloat r, GLfloat g, GLfloat b, GLfloat a,
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GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
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GLfloat tx3, GLfloat ty3, GLfloat tx4, GLfloat ty4,
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GLuint texture_id) {
|
203
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+
|
204
|
+
S2D_GL_Point v1 = { .x = x, .y = y };
|
205
|
+
S2D_GL_Point v2 = { .x = x + w, .y = y };
|
206
|
+
S2D_GL_Point v3 = { .x = x + w, .y = y + h };
|
207
|
+
S2D_GL_Point v4 = { .x = x, .y = y + h };
|
208
|
+
|
209
|
+
// Rotate vertices
|
210
|
+
if (angle != 0) {
|
211
|
+
v1 = S2D_RotatePoint(v1, angle, rx, ry);
|
212
|
+
v2 = S2D_RotatePoint(v2, angle, rx, ry);
|
213
|
+
v3 = S2D_RotatePoint(v3, angle, rx, ry);
|
214
|
+
v4 = S2D_RotatePoint(v4, angle, rx, ry);
|
215
|
+
}
|
216
|
+
|
217
|
+
GLfloat vertices[] =
|
218
|
+
// vertex coords | colors | x, y texture coords
|
219
|
+
{ v1.x, v1.y, r, g, b, a, tx1, ty1, // Top-left
|
220
|
+
v2.x, v2.y, r, g, b, a, tx2, ty2, // Top-right
|
221
|
+
v3.x, v3.y, r, g, b, a, tx3, ty3, // Bottom-right
|
222
|
+
v4.x, v4.y, r, g, b, a, tx4, ty4 }; // Bottom-left
|
223
|
+
|
224
|
+
glUseProgram(texShaderProgram);
|
225
|
+
glBindTexture(GL_TEXTURE_2D, texture_id);
|
226
|
+
|
227
|
+
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
228
|
+
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
229
|
+
|
230
|
+
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
231
|
+
}
|
232
|
+
|
233
|
+
|
234
|
+
/*
|
235
|
+
* Draw image
|
236
|
+
*/
|
237
|
+
void S2D_GL3_DrawImage(S2D_Image *img) {
|
238
|
+
S2D_GL3_DrawTexture(
|
239
|
+
img->x, img->y, img->width, img->height,
|
240
|
+
img->rotate, img->rx, img->ry,
|
241
|
+
img->color.r, img->color.g, img->color.b, img->color.a,
|
242
|
+
0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
|
243
|
+
img->texture_id
|
244
|
+
);
|
245
|
+
}
|
246
|
+
|
247
|
+
|
248
|
+
/*
|
249
|
+
* Draw sprite
|
250
|
+
*/
|
251
|
+
void S2D_GL3_DrawSprite(S2D_Sprite *spr) {
|
252
|
+
S2D_GL3_DrawTexture(
|
253
|
+
spr->x, spr->y, spr->width, spr->height,
|
254
|
+
spr->rotate, spr->rx, spr->ry,
|
255
|
+
spr->color.r, spr->color.g, spr->color.b, spr->color.a,
|
256
|
+
spr->tx1, spr->ty1, spr->tx2, spr->ty2, spr->tx3, spr->ty3, spr->tx4, spr->ty4,
|
257
|
+
spr->img->texture_id
|
258
|
+
);
|
259
|
+
}
|
260
|
+
|
261
|
+
|
262
|
+
/*
|
263
|
+
* Draw text
|
264
|
+
*/
|
265
|
+
void S2D_GL3_DrawText(S2D_Text *txt) {
|
266
|
+
S2D_GL3_DrawTexture(
|
267
|
+
txt->x, txt->y, txt->width, txt->height,
|
268
|
+
txt->rotate, txt->rx, txt->ry,
|
269
|
+
txt->color.r, txt->color.g, txt->color.b, txt->color.a,
|
270
|
+
0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
|
271
|
+
txt->texture_id
|
272
|
+
);
|
273
|
+
}
|
274
|
+
|
275
|
+
#endif
|
@@ -0,0 +1,308 @@
|
|
1
|
+
// OpenGL ES 2.0
|
2
|
+
|
3
|
+
#include "../include/simple2d.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 S2D_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 S2D_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 = S2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GLES Vertex");
|
103
|
+
GLuint fragmentShader = S2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GLES Fragment");
|
104
|
+
GLuint texFragmentShader = S2D_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
|
+
S2D_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
|
+
S2D_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
|
+
S2D_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
|
+
S2D_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 S2D_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
|
206
|
+
*/
|
207
|
+
static void S2D_GLES_DrawTexture(int x, int y, int w, int h,
|
208
|
+
GLfloat angle, GLfloat rx, GLfloat ry,
|
209
|
+
GLfloat r, GLfloat g, GLfloat b, GLfloat a,
|
210
|
+
GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
|
211
|
+
GLfloat tx3, GLfloat ty3, GLfloat tx4, GLfloat ty4,
|
212
|
+
GLuint texture_id) {
|
213
|
+
|
214
|
+
S2D_GL_Point v1 = { .x = x, .y = y };
|
215
|
+
S2D_GL_Point v2 = { .x = x + w, .y = y };
|
216
|
+
S2D_GL_Point v3 = { .x = x + w, .y = y + h };
|
217
|
+
S2D_GL_Point v4 = { .x = x, .y = y + h };
|
218
|
+
|
219
|
+
// Rotate vertices
|
220
|
+
if (angle != 0) {
|
221
|
+
v1 = S2D_RotatePoint(v1, angle, rx, ry);
|
222
|
+
v2 = S2D_RotatePoint(v2, angle, rx, ry);
|
223
|
+
v3 = S2D_RotatePoint(v3, angle, rx, ry);
|
224
|
+
v4 = S2D_RotatePoint(v4, angle, rx, ry);
|
225
|
+
}
|
226
|
+
|
227
|
+
GLfloat vertices[] =
|
228
|
+
// x, y coords | x, y texture coords
|
229
|
+
{ v1.x, v1.y, 0.f, tx1, ty1,
|
230
|
+
v2.x, v2.y, 0.f, tx2, ty2,
|
231
|
+
v3.x, v3.y, 0.f, tx3, ty3,
|
232
|
+
v4.x, v4.y, 0.f, tx4, ty4 };
|
233
|
+
|
234
|
+
GLfloat colors[] =
|
235
|
+
{ r, g, b, a,
|
236
|
+
r, g, b, a,
|
237
|
+
r, g, b, a,
|
238
|
+
r, g, b, a };
|
239
|
+
|
240
|
+
glUseProgram(texShaderProgram);
|
241
|
+
|
242
|
+
// Load the vertex position
|
243
|
+
glVertexAttribPointer(texPositionLocation, 3, GL_FLOAT, GL_FALSE,
|
244
|
+
5 * sizeof(GLfloat), vertices);
|
245
|
+
glEnableVertexAttribArray(texPositionLocation);
|
246
|
+
|
247
|
+
// Load the colors
|
248
|
+
glVertexAttribPointer(texColorLocation, 4, GL_FLOAT, GL_FALSE, 0, colors);
|
249
|
+
glEnableVertexAttribArray(texColorLocation);
|
250
|
+
|
251
|
+
// Load the texture coordinate
|
252
|
+
glVertexAttribPointer(texCoordLocation, 2, GL_FLOAT, GL_FALSE,
|
253
|
+
5 * sizeof(GLfloat), &vertices[3]);
|
254
|
+
glEnableVertexAttribArray(texCoordLocation);
|
255
|
+
|
256
|
+
// Bind the texture
|
257
|
+
glActiveTexture(GL_TEXTURE0);
|
258
|
+
glBindTexture(GL_TEXTURE_2D, texture_id);
|
259
|
+
|
260
|
+
// Set the sampler texture unit to 0
|
261
|
+
glUniform1i(samplerLocation, 0);
|
262
|
+
|
263
|
+
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
|
264
|
+
}
|
265
|
+
|
266
|
+
|
267
|
+
/*
|
268
|
+
* Draw image
|
269
|
+
*/
|
270
|
+
void S2D_GLES_DrawImage(S2D_Image *img) {
|
271
|
+
S2D_GLES_DrawTexture(
|
272
|
+
img->x, img->y, img->width, img->height,
|
273
|
+
img->rotate, img->rx, img->ry,
|
274
|
+
img->color.r, img->color.g, img->color.b, img->color.a,
|
275
|
+
0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
|
276
|
+
img->texture_id
|
277
|
+
);
|
278
|
+
}
|
279
|
+
|
280
|
+
|
281
|
+
/*
|
282
|
+
* Draw sprite
|
283
|
+
*/
|
284
|
+
void S2D_GLES_DrawSprite(S2D_Sprite *spr) {
|
285
|
+
S2D_GLES_DrawTexture(
|
286
|
+
spr->x, spr->y, spr->width, spr->height,
|
287
|
+
spr->rotate, spr->rx, spr->ry,
|
288
|
+
spr->color.r, spr->color.g, spr->color.b, spr->color.a,
|
289
|
+
spr->tx1, spr->ty1, spr->tx2, spr->ty2, spr->tx3, spr->ty3, spr->tx4, spr->ty4,
|
290
|
+
spr->img->texture_id
|
291
|
+
);
|
292
|
+
}
|
293
|
+
|
294
|
+
|
295
|
+
/*
|
296
|
+
* Draw text
|
297
|
+
*/
|
298
|
+
void S2D_GLES_DrawText(S2D_Text *txt) {
|
299
|
+
S2D_GLES_DrawTexture(
|
300
|
+
txt->x, txt->y, txt->width, txt->height,
|
301
|
+
txt->rotate, txt->rx, txt->ry,
|
302
|
+
txt->color.r, txt->color.g, txt->color.b, txt->color.a,
|
303
|
+
0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
|
304
|
+
txt->texture_id
|
305
|
+
);
|
306
|
+
}
|
307
|
+
|
308
|
+
#endif
|