ruby2d 0.9.0 → 0.9.1

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@@ -0,0 +1,146 @@
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+ // OpenGL 2.1
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+
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+ #include "../include/simple2d.h"
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+
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+ #if !GLES
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+
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+
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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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+
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+ // Initialize the projection matrix
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+ glMatrixMode(GL_PROJECTION);
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+ glLoadIdentity();
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+
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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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+
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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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+
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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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+
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+ GLenum error = GL_NO_ERROR;
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ glEnable(GL_TEXTURE_2D);
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+
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+ glBindTexture(GL_TEXTURE_2D, texture_id);
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+
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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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+
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+ glDisable(GL_TEXTURE_2D);
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+ }
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+
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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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+
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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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+
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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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+
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+ #endif
@@ -0,0 +1,275 @@
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+ // OpenGL 3.3
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+
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+ #include "../include/simple2d.h"
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+
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+ #if !GLES
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+
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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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+
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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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+
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+ // Use the program object
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+ glUseProgram(shaderProgram);
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+
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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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+
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+ // Use the texture program object
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+ glUseProgram(texShaderProgram);
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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ // Create the shader program object
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+ shaderProgram = glCreateProgram();
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+
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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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+
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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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+
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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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+
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+ // Link the shader program
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+ glLinkProgram(shaderProgram);
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+
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+ // Check if linked
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+ S2D_GL_CheckLinked(shaderProgram, "GL3 shader");
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+
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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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+
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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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+
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+ // Create the texture shader program object
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+ texShaderProgram = glCreateProgram();
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+
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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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+
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+ glAttachShader(texShaderProgram, vertexShader);
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+ glAttachShader(texShaderProgram, texFragmentShader);
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+
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+ glBindFragDataLocation(texShaderProgram, 0, "outColor");
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+
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+ glLinkProgram(texShaderProgram);
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+
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+ // Check if linked
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+ S2D_GL_CheckLinked(texShaderProgram, "GL3 texture shader");
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+
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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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+
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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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+
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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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+
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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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+
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+ return GL_TRUE;
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+ }
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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_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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+
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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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+
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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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+
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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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+
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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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+
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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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+
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+ GLfloat vertices[] =
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+ // vertex coords | colors | x, y texture coords
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+ { v1.x, v1.y, r, g, b, a, tx1, ty1, // Top-left
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+ v2.x, v2.y, r, g, b, a, tx2, ty2, // Top-right
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+ v3.x, v3.y, r, g, b, a, tx3, ty3, // Bottom-right
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+ v4.x, v4.y, r, g, b, a, tx4, ty4 }; // Bottom-left
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+
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+ glUseProgram(texShaderProgram);
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+ glBindTexture(GL_TEXTURE_2D, texture_id);
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+
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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+
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+ glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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+ }
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+
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+
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+ /*
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+ * Draw image
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+ */
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+ void S2D_GL3_DrawImage(S2D_Image *img) {
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+ S2D_GL3_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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+
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+ /*
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+ * Draw sprite
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+ */
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+ void S2D_GL3_DrawSprite(S2D_Sprite *spr) {
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+ S2D_GL3_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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+
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+ /*
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+ * Draw text
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+ */
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+ void S2D_GL3_DrawText(S2D_Text *txt) {
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+ S2D_GL3_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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+
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+ #endif
@@ -0,0 +1,308 @@
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+ // OpenGL ES 2.0
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+
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+ #include "../include/simple2d.h"
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+
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+ #if GLES
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+
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+ // Triangle shader
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+ static GLuint shaderProgram;
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+ static GLuint positionLocation;
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+ static GLuint colorLocation;
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+
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+ // Texture shader
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+ static GLuint texShaderProgram;
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+ static GLuint texPositionLocation;
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+ static GLuint texColorLocation;
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+ static GLuint texCoordLocation;
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+ static GLuint samplerLocation;
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+
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+ static GLushort indices[] =
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+ { 0, 1, 2,
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+ 2, 3, 0 };
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+
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+
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+ /*
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+ * Applies the projection matrix
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+ */
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+ void S2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
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+
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+ // Use the program object
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+ glUseProgram(shaderProgram);
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+
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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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+
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+ // Use the texture program object
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+ glUseProgram(texShaderProgram);
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+
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+ glUniformMatrix4fv(
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+ glGetUniformLocation(texShaderProgram, "u_mvpMatrix"),
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+ 1, GL_FALSE, orthoMatrix
43
+ );
44
+ }
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+
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+
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+ /*
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+ * Initalize OpenGL ES
49
+ */
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+ int S2D_GLES_Init() {
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+
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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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+
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+ // Vertex shader source string
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+ GLchar vertexSource[] =
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+ // uniforms used by the vertex shader
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+ "uniform mat4 u_mvpMatrix;" // projection matrix
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+
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+ // attributes input to the vertex shader
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+ "attribute vec4 a_position;" // position value
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+ "attribute vec4 a_color;" // input vertex color
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+ "attribute vec2 a_texcoord;" // input texture
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+
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+ // varying variables, input to the fragment shader
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+ "varying vec4 v_color;" // output vertex color
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+ "varying vec2 v_texcoord;" // output texture
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+
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+ "void main()"
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+ "{"
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+ " v_color = a_color;"
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+ " v_texcoord = a_texcoord;"
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+ " gl_Position = u_mvpMatrix * a_position;"
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+ "}";
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+
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+ // Fragment shader source string
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+ GLchar fragmentSource[] =
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+ "precision mediump float;"
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+ // input vertex color from vertex shader
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+ "varying vec4 v_color;"
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+
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+ "void main()"
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+ "{"
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+ " gl_FragColor = v_color;"
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+ "}";
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+
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+ // Fragment shader source string for textures
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+ GLchar texFragmentSource[] =
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+ "precision mediump float;"
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+ // input vertex color from vertex shader
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+ "varying vec4 v_color;"
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+ "varying vec2 v_texcoord;"
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+ "uniform sampler2D s_texture;"
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+
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+ "void main()"
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+ "{"
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+ " gl_FragColor = texture2D(s_texture, v_texcoord) * v_color;"
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+ "}";
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+
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+ // Load the vertex and fragment shaders
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+ GLuint vertexShader = S2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GLES Vertex");
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+ GLuint fragmentShader = S2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GLES Fragment");
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+ GLuint texFragmentShader = S2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GLES Texture Fragment");
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+
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+ // Triangle Shader //
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+
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+ // Create the shader program object
109
+ shaderProgram = glCreateProgram();
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+
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+ // Check if program was created successfully
112
+ if (shaderProgram == 0) {
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+ S2D_GL_PrintError("Failed to create shader program");
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+ return GL_FALSE;
115
+ }
116
+
117
+ // Attach the shader objects to the program object
118
+ glAttachShader(shaderProgram, vertexShader);
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+ glAttachShader(shaderProgram, fragmentShader);
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+
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+ // Link the shader program
122
+ glLinkProgram(shaderProgram);
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+
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+ // Check if linked
125
+ S2D_GL_CheckLinked(shaderProgram, "GLES shader");
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+
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+ // Get the attribute locations
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+ positionLocation = glGetAttribLocation(shaderProgram, "a_position");
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+ colorLocation = glGetAttribLocation(shaderProgram, "a_color");
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+
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+ // Texture Shader //
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+
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+ // Create the texture shader program object
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+ texShaderProgram = glCreateProgram();
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+
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+ // 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
+
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+ // 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