ruby2d 0.9.0 → 0.9.1
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- 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) {
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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
|