ruby2d 0.9.3 → 0.11.0
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- checksums.yaml +4 -4
- data/assets/README.md +7 -9
- data/assets/Rakefile +85 -0
- data/assets/include/SDL2/SDL.h +4 -1
- data/assets/include/SDL2/SDL_assert.h +3 -1
- data/assets/include/SDL2/SDL_atomic.h +20 -2
- data/assets/include/SDL2/SDL_audio.h +47 -14
- data/assets/include/SDL2/SDL_bits.h +10 -1
- data/assets/include/SDL2/SDL_blendmode.h +10 -7
- data/assets/include/SDL2/SDL_clipboard.h +1 -1
- data/assets/include/SDL2/SDL_config.h +24 -390
- data/assets/include/SDL2/SDL_config_android.h +182 -0
- data/assets/include/SDL2/SDL_config_iphoneos.h +207 -0
- data/assets/include/SDL2/SDL_config_macosx.h +266 -0
- data/assets/include/SDL2/SDL_config_minimal.h +85 -0
- data/assets/include/SDL2/SDL_config_os2.h +188 -0
- data/assets/include/SDL2/SDL_config_pandora.h +135 -0
- data/assets/include/SDL2/SDL_config_psp.h +165 -0
- data/assets/include/SDL2/SDL_config_windows.h +288 -0
- data/assets/include/SDL2/SDL_config_winrt.h +243 -0
- data/assets/include/SDL2/SDL_config_wiz.h +149 -0
- data/assets/include/SDL2/SDL_copying.h +20 -0
- data/assets/include/SDL2/SDL_cpuinfo.h +119 -8
- data/assets/include/SDL2/SDL_egl.h +4 -1
- data/assets/include/SDL2/SDL_endian.h +6 -3
- data/assets/include/SDL2/SDL_error.h +38 -2
- data/assets/include/SDL2/SDL_events.h +67 -28
- data/assets/include/SDL2/SDL_filesystem.h +1 -1
- data/assets/include/SDL2/SDL_gamecontroller.h +160 -9
- data/assets/include/SDL2/SDL_gesture.h +1 -1
- data/assets/include/SDL2/SDL_haptic.h +10 -1
- data/assets/include/SDL2/SDL_hints.h +460 -17
- data/assets/include/SDL2/SDL_image.h +2 -2
- data/assets/include/SDL2/SDL_joystick.h +115 -24
- data/assets/include/SDL2/SDL_keyboard.h +1 -1
- data/assets/include/SDL2/SDL_keycode.h +11 -9
- data/assets/include/SDL2/SDL_loadso.h +1 -1
- data/assets/include/SDL2/SDL_locale.h +101 -0
- data/assets/include/SDL2/SDL_log.h +3 -3
- data/assets/include/SDL2/SDL_main.h +28 -16
- data/assets/include/SDL2/SDL_messagebox.h +6 -4
- data/assets/include/SDL2/SDL_metal.h +117 -0
- data/assets/include/SDL2/SDL_misc.h +75 -0
- data/assets/include/SDL2/SDL_mouse.h +1 -1
- data/assets/include/SDL2/SDL_mutex.h +1 -1
- data/assets/include/SDL2/SDL_name.h +1 -1
- data/assets/include/SDL2/SDL_opengl.h +1 -1
- data/assets/include/SDL2/SDL_opengl_glext.h +3 -0
- data/assets/include/SDL2/SDL_opengles.h +1 -1
- data/assets/include/SDL2/SDL_opengles2.h +1 -1
- data/assets/include/SDL2/SDL_pixels.h +27 -18
- data/assets/include/SDL2/SDL_platform.h +1 -1
- data/assets/include/SDL2/SDL_power.h +1 -1
- data/assets/include/SDL2/SDL_quit.h +1 -1
- data/assets/include/SDL2/SDL_rect.h +29 -3
- data/assets/include/SDL2/SDL_render.h +230 -3
- data/assets/include/SDL2/SDL_revision.h +2 -2
- data/assets/include/SDL2/SDL_rwops.h +51 -22
- data/assets/include/SDL2/SDL_scancode.h +2 -2
- data/assets/include/SDL2/SDL_sensor.h +28 -12
- data/assets/include/SDL2/SDL_shape.h +1 -1
- data/assets/include/SDL2/SDL_stdinc.h +44 -4
- data/assets/include/SDL2/SDL_surface.h +12 -2
- data/assets/include/SDL2/SDL_system.h +50 -4
- data/assets/include/SDL2/SDL_syswm.h +39 -9
- data/assets/include/SDL2/SDL_test.h +1 -1
- data/assets/include/SDL2/SDL_test_assert.h +1 -1
- data/assets/include/SDL2/SDL_test_common.h +32 -2
- data/assets/include/SDL2/SDL_test_compare.h +1 -1
- data/assets/include/SDL2/SDL_test_crc32.h +1 -1
- data/assets/include/SDL2/SDL_test_font.h +1 -1
- data/assets/include/SDL2/SDL_test_fuzzer.h +1 -1
- data/assets/include/SDL2/SDL_test_harness.h +1 -1
- data/assets/include/SDL2/SDL_test_images.h +1 -1
- data/assets/include/SDL2/SDL_test_log.h +1 -1
- data/assets/include/SDL2/SDL_test_md5.h +1 -1
- data/assets/include/SDL2/SDL_test_memory.h +3 -3
- data/assets/include/SDL2/SDL_test_random.h +1 -1
- data/assets/include/SDL2/SDL_thread.h +34 -11
- data/assets/include/SDL2/SDL_timer.h +1 -1
- data/assets/include/SDL2/SDL_touch.h +17 -1
- data/assets/include/SDL2/SDL_types.h +1 -1
- data/assets/include/SDL2/SDL_version.h +2 -2
- data/assets/include/SDL2/SDL_video.h +11 -5
- data/assets/include/SDL2/SDL_vulkan.h +9 -11
- data/assets/include/SDL2/begin_code.h +8 -9
- data/assets/include/SDL2/close_code.h +4 -1
- data/assets/macos/lib/libFLAC.a +0 -0
- data/assets/macos/lib/libSDL2.a +0 -0
- data/assets/macos/lib/libSDL2_image.a +0 -0
- data/assets/macos/lib/libSDL2_mixer.a +0 -0
- data/assets/macos/lib/libSDL2_ttf.a +0 -0
- data/assets/macos/lib/libfreetype.a +0 -0
- data/assets/macos/lib/libjpeg.a +0 -0
- data/assets/macos/lib/libmpg123.a +0 -0
- data/assets/macos/lib/libogg.a +0 -0
- data/assets/macos/lib/libpng16.a +0 -0
- data/assets/macos/lib/libtiff.a +0 -0
- data/assets/macos/lib/libvorbis.a +0 -0
- data/assets/macos/lib/libvorbisfile.a +0 -0
- data/assets/macos/lib/libwebp.a +0 -0
- data/assets/mingw/bin/SDL2.dll +0 -0
- data/assets/mingw/bin/SDL2_image.dll +0 -0
- data/assets/mingw/bin/libpng16-16.dll +0 -0
- data/assets/mingw/bin/libtiff-5.dll +0 -0
- data/assets/mingw/bin/libwebp-7.dll +0 -0
- data/assets/mingw/lib/libSDL2.a +0 -0
- data/assets/mingw/lib/libSDL2.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_image.a +0 -0
- data/assets/mingw/lib/libSDL2_image.dll.a +0 -0
- data/assets/mingw/lib/libSDL2_test.a +0 -0
- data/assets/mingw/lib/libSDL2main.a +0 -0
- data/bin/ruby2d +1 -0
- data/{assets/linux/simple2d/src/simple2d.c → ext/ruby2d/common.c} +32 -32
- data/{assets/linux/simple2d/src → ext/ruby2d}/controllers.c +17 -17
- data/ext/ruby2d/extconf.rb +36 -58
- data/ext/ruby2d/font.c +35 -0
- data/{assets/linux/simple2d/src → ext/ruby2d}/gl.c +72 -100
- data/ext/ruby2d/gl2.c +86 -0
- data/ext/ruby2d/gl3.c +305 -0
- data/{assets/linux/simple2d/src → ext/ruby2d}/gles.c +22 -81
- data/ext/ruby2d/image.c +58 -0
- data/{assets/linux/simple2d/src → ext/ruby2d}/input.c +8 -8
- data/{assets/linux/simple2d/src → ext/ruby2d}/music.c +30 -17
- data/ext/ruby2d/ruby2d.c +449 -439
- data/ext/ruby2d/ruby2d.h +652 -0
- data/{assets/linux/simple2d/src → ext/ruby2d}/shapes.c +18 -18
- data/ext/ruby2d/sound.c +118 -0
- data/ext/ruby2d/text.c +22 -0
- data/{assets/linux/simple2d/src → ext/ruby2d}/window.c +73 -62
- data/lib/ruby2d/circle.rb +21 -3
- data/lib/ruby2d/cli/build.rb +4 -7
- data/lib/ruby2d/dsl.rb +16 -9
- data/lib/ruby2d/entity.rb +17 -0
- data/lib/ruby2d/font.rb +23 -3
- data/lib/ruby2d/image.rb +35 -7
- data/lib/ruby2d/line.rb +23 -1
- data/lib/ruby2d/music.rb +5 -0
- data/lib/ruby2d/pixel.rb +17 -0
- data/lib/ruby2d/quad.rb +21 -1
- data/lib/ruby2d/rectangle.rb +12 -3
- data/lib/ruby2d/renderable.rb +4 -20
- data/lib/ruby2d/sound.rb +30 -0
- data/lib/ruby2d/sprite.rb +57 -75
- data/lib/ruby2d/square.rb +10 -1
- data/lib/ruby2d/text.rb +55 -12
- data/lib/ruby2d/texture.rb +28 -0
- data/lib/ruby2d/tileset.rb +87 -0
- data/lib/ruby2d/triangle.rb +19 -1
- data/lib/ruby2d/version.rb +1 -1
- data/lib/ruby2d/vertices.rb +84 -0
- data/lib/ruby2d/window.rb +259 -22
- data/lib/ruby2d.rb +6 -1
- metadata +41 -26
- data/assets/include/simple2d.h +0 -735
- data/assets/linux/simple2d/Makefile +0 -257
- data/assets/linux/simple2d/bin/simple2d.sh +0 -1312
- data/assets/linux/simple2d/include/simple2d.h +0 -735
- data/assets/linux/simple2d/src/gl2.c +0 -146
- data/assets/linux/simple2d/src/gl3.c +0 -275
- data/assets/linux/simple2d/src/image.c +0 -138
- data/assets/linux/simple2d/src/sound.c +0 -56
- data/assets/linux/simple2d/src/sprite.c +0 -147
- data/assets/linux/simple2d/src/text.c +0 -129
- data/assets/macos/lib/libsimple2d.a +0 -0
- data/assets/mingw/lib/libsimple2d.a +0 -0
data/ext/ruby2d/gl3.c
ADDED
@@ -0,0 +1,305 @@
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// OpenGL 3.3+
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#include "ruby2d.h"
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// Skip this file if OpenGL ES
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#if !GLES
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static GLuint vbo; // our primary vertex buffer object (VBO)
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static GLuint vboSize; // size of the VBO in bytes
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static GLfloat *vboData; // pointer to the VBO data
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static GLfloat *vboDataCurrent; // pointer to the data for the current vertices
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static GLuint vboDataIndex = 0; // index of the current object being rendered
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static GLuint vboObjCapacity = 7500; // number of objects the VBO can store
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static GLuint verticesTextureIds[7500]; // store the texture_id of each vertices
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static GLuint shaderProgram; // triangle shader program
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static GLuint texShaderProgram; // texture shader program
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/*
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* Applies the projection matrix
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*/
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void R2D_GL3_ApplyProjection(GLfloat orthoMatrix[16]) {
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// Use the program object
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glUseProgram(shaderProgram);
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// Apply the projection matrix to the triangle shader
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glUniformMatrix4fv(
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glGetUniformLocation(shaderProgram, "u_mvpMatrix"),
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1, GL_FALSE, orthoMatrix
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);
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// Use the texture program object
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glUseProgram(texShaderProgram);
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// Apply the projection matrix to the texture shader
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glUniformMatrix4fv(
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glGetUniformLocation(texShaderProgram, "u_mvpMatrix"),
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1, GL_FALSE, orthoMatrix
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);
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}
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/*
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* Initalize OpenGL
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*/
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int R2D_GL3_Init() {
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// 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" // shader version
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"uniform mat4 u_mvpMatrix;" // projection matrix
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// Input attributes to the vertex shader
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"in vec4 position;" // position value
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"in vec4 color;" // vertex color
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"in vec2 texcoord;" // texture coordinates
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// Outputs to the fragment shader
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"out vec4 Color;" // vertex color
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"out vec2 Texcoord;" // texture coordinates
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"void main() {"
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// Send the color and texture coordinates right through to the fragment shader
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" Color = color;"
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" Texcoord = texcoord;"
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// Transform the vertex position using the projection matrix
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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" // shader version
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"in vec4 Color;" // input color from vertex shader
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"out vec4 outColor;" // output fragment color
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"void main() {"
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" outColor = Color;" // pass the color right through
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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" // shader version
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"in vec4 Color;" // input color from vertex shader
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"in vec2 Texcoord;" // input texture coordinates
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"out vec4 outColor;" // output fragment color
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"uniform sampler2D tex;" // 2D texture unit
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"void main() {"
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// Apply the texture unit, texture coordinates, and color
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" outColor = texture(tex, Texcoord) * Color;"
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"}";
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// Create a 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 a vertex buffer object and allocate data
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glGenBuffers(1, &vbo);
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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vboSize = vboObjCapacity * sizeof(GLfloat) * 8;
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vboData = (GLfloat *) malloc(vboSize);
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vboDataCurrent = vboData;
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// Create an element buffer object
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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 = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GL3 Vertex");
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GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GL3 Fragment");
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GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GL3 Texture Fragment");
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// Triangle Shader //
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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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R2D_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 output color variable 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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R2D_GL_CheckLinked(shaderProgram, "GL3 shader");
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// Specify the layout of the position vertex data...
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GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
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glEnableVertexAttribArray(posAttrib);
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glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), 0);
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// ...and the color vertex data
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GLint colAttrib = glGetAttribLocation(shaderProgram, "color");
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glEnableVertexAttribArray(colAttrib);
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glVertexAttribPointer(colAttrib, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (void*)(2 * sizeof(GLfloat)));
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// Texture Shader //
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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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R2D_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(texShaderProgram, vertexShader);
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glAttachShader(texShaderProgram, texFragmentShader);
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// Bind the output color variable to the fragment shader color number
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glBindFragDataLocation(texShaderProgram, 0, "outColor");
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// Link the shader program
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glLinkProgram(texShaderProgram);
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// Check if linked
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R2D_GL_CheckLinked(texShaderProgram, "GL3 texture shader");
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// Specify the layout of the position 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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// ...and the color vertex data...
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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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// ...and the texture coordinates
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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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// If successful, return true
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return GL_TRUE;
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}
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/*
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* Render the vertex buffer and reset it
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*/
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void R2D_GL3_FlushBuffers() {
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// Bind to the vertex buffer object and update its data
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glBindBuffer(GL_ARRAY_BUFFER, vbo);
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glBufferData(GL_ARRAY_BUFFER, vboSize, NULL, GL_DYNAMIC_DRAW);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * vboDataIndex * 8, vboData);
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+
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GLuint verticesOffset = 0;
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GLuint lastTextureId = verticesTextureIds[0];
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+
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for (GLuint i = 0; i <= vboDataIndex; i++) {
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if(lastTextureId != verticesTextureIds[i] || i == vboDataIndex) {
|
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// A texture ID of 0 represents no texture (render a triangle)
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if(lastTextureId == 0) {
|
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+
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// Use the triangle shader program
|
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glUseProgram(shaderProgram);
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+
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// A number other than 0 represents a texture_id
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} else {
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+
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// Use the texture shader program
|
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glUseProgram(texShaderProgram);
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+
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// Bind the texture using the provided ID
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glBindTexture(GL_TEXTURE_2D, lastTextureId);
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}
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+
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+
glDrawArrays(GL_TRIANGLES, verticesOffset, i - verticesOffset);
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+
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+
lastTextureId = verticesTextureIds[i];
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+
verticesOffset = i;
|
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+
}
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+
}
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+
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// Reset the buffer object index and data pointer
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vboDataIndex = 0;
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vboDataCurrent = vboData;
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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 R2D_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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|
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GLfloat x3, GLfloat y3,
|
256
|
+
GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
|
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+
|
258
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+
// If buffer is full, flush it
|
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+
if (vboDataIndex + 3 >= vboObjCapacity) R2D_GL3_FlushBuffers();
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+
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+
// Set the triangle data into a formatted array
|
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+
GLfloat vertices[24] =
|
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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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// Copy the vertex data into the current position of the buffer
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+
memcpy(vboDataCurrent, vertices, sizeof(vertices));
|
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+
|
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|
+
// Increment the buffer object index and the vertex data pointer for next use
|
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|
+
verticesTextureIds[vboDataIndex] = verticesTextureIds[vboDataIndex + 1] = verticesTextureIds[vboDataIndex + 2] = 0;
|
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+
vboDataIndex += 3;
|
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|
+
vboDataCurrent = (GLfloat *)((char *)vboDataCurrent + (sizeof(GLfloat) * 24));
|
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|
+
}
|
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|
+
|
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|
+
|
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|
+
/*
|
278
|
+
* Draw a texture (New method with vertices pre-calculated)
|
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|
+
*/
|
280
|
+
void R2D_GL3_DrawTexture(GLfloat coordinates[], GLfloat texture_coordinates[], GLfloat color[], int texture_id) {
|
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|
+
// If buffer is full, flush it
|
282
|
+
if (vboDataIndex + 6 >= vboObjCapacity) R2D_GL3_FlushBuffers();
|
283
|
+
|
284
|
+
// There are 6 vertices for a square as we are rendering two Triangles to make up our square:
|
285
|
+
// Triangle one: Top left, Top right, Bottom right
|
286
|
+
// Triangle two: Bottom right, Bottom left, Top left
|
287
|
+
GLfloat vertices[48] = {
|
288
|
+
coordinates[0], coordinates[1], color[0], color[1], color[2], color[3], texture_coordinates[0], texture_coordinates[1],
|
289
|
+
coordinates[2], coordinates[3], color[0], color[1], color[2], color[3], texture_coordinates[2], texture_coordinates[3],
|
290
|
+
coordinates[4], coordinates[5], color[0], color[1], color[2], color[3], texture_coordinates[4], texture_coordinates[5],
|
291
|
+
coordinates[4], coordinates[5], color[0], color[1], color[2], color[3], texture_coordinates[4], texture_coordinates[5],
|
292
|
+
coordinates[6], coordinates[7], color[0], color[1], color[2], color[3], texture_coordinates[6], texture_coordinates[7],
|
293
|
+
coordinates[0], coordinates[1], color[0], color[1], color[2], color[3], texture_coordinates[0], texture_coordinates[1],
|
294
|
+
};
|
295
|
+
|
296
|
+
// Copy the vertex data into the current position of the buffer
|
297
|
+
memcpy(vboDataCurrent, vertices, sizeof(vertices));
|
298
|
+
|
299
|
+
verticesTextureIds[vboDataIndex] = verticesTextureIds[vboDataIndex + 1] = verticesTextureIds[vboDataIndex + 2] = verticesTextureIds[vboDataIndex + 3] = verticesTextureIds[vboDataIndex + 4] = verticesTextureIds[vboDataIndex + 5] = texture_id;
|
300
|
+
vboDataIndex += 6;
|
301
|
+
vboDataCurrent = (GLfloat *)((char *)vboDataCurrent + (sizeof(GLfloat) * 48));
|
302
|
+
}
|
303
|
+
|
304
|
+
|
305
|
+
#endif
|
@@ -1,6 +1,6 @@
|
|
1
1
|
// OpenGL ES 2.0
|
2
2
|
|
3
|
-
#include "
|
3
|
+
#include "ruby2d.h"
|
4
4
|
|
5
5
|
#if GLES
|
6
6
|
|
@@ -24,7 +24,7 @@ static GLushort indices[] =
|
|
24
24
|
/*
|
25
25
|
* Applies the projection matrix
|
26
26
|
*/
|
27
|
-
void
|
27
|
+
void R2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
|
28
28
|
|
29
29
|
// Use the program object
|
30
30
|
glUseProgram(shaderProgram);
|
@@ -47,7 +47,7 @@ void S2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
|
|
47
47
|
/*
|
48
48
|
* Initalize OpenGL ES
|
49
49
|
*/
|
50
|
-
int
|
50
|
+
int R2D_GLES_Init() {
|
51
51
|
|
52
52
|
// Enable transparency
|
53
53
|
glEnable(GL_BLEND);
|
@@ -99,9 +99,9 @@ int S2D_GLES_Init() {
|
|
99
99
|
"}";
|
100
100
|
|
101
101
|
// Load the vertex and fragment shaders
|
102
|
-
GLuint vertexShader =
|
103
|
-
GLuint fragmentShader =
|
104
|
-
GLuint texFragmentShader =
|
102
|
+
GLuint vertexShader = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GLES Vertex");
|
103
|
+
GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GLES Fragment");
|
104
|
+
GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GLES Texture Fragment");
|
105
105
|
|
106
106
|
// Triangle Shader //
|
107
107
|
|
@@ -110,7 +110,7 @@ int S2D_GLES_Init() {
|
|
110
110
|
|
111
111
|
// Check if program was created successfully
|
112
112
|
if (shaderProgram == 0) {
|
113
|
-
|
113
|
+
R2D_GL_PrintError("Failed to create shader program");
|
114
114
|
return GL_FALSE;
|
115
115
|
}
|
116
116
|
|
@@ -122,7 +122,7 @@ int S2D_GLES_Init() {
|
|
122
122
|
glLinkProgram(shaderProgram);
|
123
123
|
|
124
124
|
// Check if linked
|
125
|
-
|
125
|
+
R2D_GL_CheckLinked(shaderProgram, "GLES shader");
|
126
126
|
|
127
127
|
// Get the attribute locations
|
128
128
|
positionLocation = glGetAttribLocation(shaderProgram, "a_position");
|
@@ -135,7 +135,7 @@ int S2D_GLES_Init() {
|
|
135
135
|
|
136
136
|
// Check if program was created successfully
|
137
137
|
if (texShaderProgram == 0) {
|
138
|
-
|
138
|
+
R2D_GL_PrintError("Failed to create shader program");
|
139
139
|
return GL_FALSE;
|
140
140
|
}
|
141
141
|
|
@@ -147,7 +147,7 @@ int S2D_GLES_Init() {
|
|
147
147
|
glLinkProgram(texShaderProgram);
|
148
148
|
|
149
149
|
// Check if linked
|
150
|
-
|
150
|
+
R2D_GL_CheckLinked(texShaderProgram, "GLES texture shader");
|
151
151
|
|
152
152
|
// Get the attribute locations
|
153
153
|
texPositionLocation = glGetAttribLocation(texShaderProgram, "a_position");
|
@@ -169,7 +169,7 @@ int S2D_GLES_Init() {
|
|
169
169
|
/*
|
170
170
|
* Draw triangle
|
171
171
|
*/
|
172
|
-
void
|
172
|
+
void R2D_GLES_DrawTriangle(GLfloat x1, GLfloat y1,
|
173
173
|
GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
|
174
174
|
GLfloat x2, GLfloat y2,
|
175
175
|
GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
|
@@ -202,40 +202,22 @@ void S2D_GLES_DrawTriangle(GLfloat x1, GLfloat y1,
|
|
202
202
|
|
203
203
|
|
204
204
|
/*
|
205
|
-
* Draw a texture
|
205
|
+
* Draw a texture (New method with vertices pre-calculated)
|
206
206
|
*/
|
207
|
-
|
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
|
-
|
207
|
+
void R2D_GLES_DrawTexture(GLfloat coordinates[], GLfloat texture_coordinates[], GLfloat color[], int texture_id);
|
227
208
|
GLfloat vertices[] =
|
228
209
|
// x, y coords | x, y texture coords
|
229
|
-
|
230
|
-
|
231
|
-
|
232
|
-
|
210
|
+
{
|
211
|
+
coordinates[0], coordinates[1], 0.f, texture_coordinates[0], texture_coordinates[1],
|
212
|
+
coordinates[2], coordinates[3], 0.f, texture_coordinates[2], texture_coordinates[3],
|
213
|
+
coordinates[4], coordinates[5], 0.f, texture_coordinates[4], texture_coordinates[5],
|
214
|
+
coordinates[6], coordinates[7], 0.f, texture_coordinates[6], texture_coordinates[7] };
|
233
215
|
|
234
216
|
GLfloat colors[] =
|
235
|
-
{
|
236
|
-
|
237
|
-
|
238
|
-
|
217
|
+
{ color[0], color[1], color[2], color[3],
|
218
|
+
color[0], color[1], color[2], color[3],
|
219
|
+
color[0], color[1], color[2], color[3],
|
220
|
+
color[0], color[1], color[2], color[3] };
|
239
221
|
|
240
222
|
glUseProgram(texShaderProgram);
|
241
223
|
|
@@ -264,45 +246,4 @@ static void S2D_GLES_DrawTexture(int x, int y, int w, int h,
|
|
264
246
|
}
|
265
247
|
|
266
248
|
|
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
249
|
#endif
|