ruby2d 0.9.4 → 0.11.1

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Files changed (156) hide show
  1. checksums.yaml +4 -4
  2. data/assets/include/SDL2/SDL.h +4 -1
  3. data/assets/include/SDL2/SDL_assert.h +3 -1
  4. data/assets/include/SDL2/SDL_atomic.h +1 -1
  5. data/assets/include/SDL2/SDL_audio.h +1 -1
  6. data/assets/include/SDL2/SDL_bits.h +1 -1
  7. data/assets/include/SDL2/SDL_blendmode.h +4 -1
  8. data/assets/include/SDL2/SDL_clipboard.h +1 -1
  9. data/assets/include/SDL2/SDL_config.h +1 -1
  10. data/assets/include/SDL2/SDL_config_android.h +7 -3
  11. data/assets/include/SDL2/SDL_config_iphoneos.h +16 -10
  12. data/assets/include/SDL2/SDL_config_macosx.h +40 -14
  13. data/assets/include/SDL2/SDL_config_minimal.h +1 -1
  14. data/assets/include/SDL2/SDL_config_os2.h +26 -8
  15. data/assets/include/SDL2/SDL_config_pandora.h +4 -2
  16. data/assets/include/SDL2/SDL_config_psp.h +2 -1
  17. data/assets/include/SDL2/SDL_config_windows.h +40 -9
  18. data/assets/include/SDL2/SDL_config_winrt.h +5 -2
  19. data/assets/include/SDL2/SDL_config_wiz.h +5 -2
  20. data/assets/include/SDL2/SDL_copying.h +1 -1
  21. data/assets/include/SDL2/SDL_cpuinfo.h +32 -3
  22. data/assets/include/SDL2/SDL_egl.h +4 -1
  23. data/assets/include/SDL2/SDL_endian.h +6 -3
  24. data/assets/include/SDL2/SDL_error.h +38 -2
  25. data/assets/include/SDL2/SDL_events.h +64 -28
  26. data/assets/include/SDL2/SDL_filesystem.h +1 -1
  27. data/assets/include/SDL2/SDL_gamecontroller.h +160 -9
  28. data/assets/include/SDL2/SDL_gesture.h +1 -1
  29. data/assets/include/SDL2/SDL_haptic.h +10 -1
  30. data/assets/include/SDL2/SDL_hints.h +316 -4
  31. data/assets/include/SDL2/SDL_joystick.h +115 -24
  32. data/assets/include/SDL2/SDL_keyboard.h +1 -1
  33. data/assets/include/SDL2/SDL_keycode.h +11 -9
  34. data/assets/include/SDL2/SDL_loadso.h +1 -1
  35. data/assets/include/SDL2/SDL_locale.h +101 -0
  36. data/assets/include/SDL2/SDL_log.h +3 -3
  37. data/assets/include/SDL2/SDL_main.h +1 -1
  38. data/assets/include/SDL2/SDL_messagebox.h +6 -4
  39. data/assets/include/SDL2/SDL_metal.h +117 -0
  40. data/assets/include/SDL2/SDL_misc.h +75 -0
  41. data/assets/include/SDL2/SDL_mouse.h +1 -1
  42. data/assets/include/SDL2/SDL_mutex.h +1 -1
  43. data/assets/include/SDL2/SDL_name.h +1 -1
  44. data/assets/include/SDL2/SDL_opengl.h +1 -1
  45. data/assets/include/SDL2/SDL_opengl_glext.h +3 -0
  46. data/assets/include/SDL2/SDL_opengles.h +1 -1
  47. data/assets/include/SDL2/SDL_opengles2.h +1 -1
  48. data/assets/include/SDL2/SDL_pixels.h +25 -16
  49. data/assets/include/SDL2/SDL_platform.h +1 -1
  50. data/assets/include/SDL2/SDL_power.h +1 -1
  51. data/assets/include/SDL2/SDL_quit.h +1 -1
  52. data/assets/include/SDL2/SDL_rect.h +1 -1
  53. data/assets/include/SDL2/SDL_render.h +63 -3
  54. data/assets/include/SDL2/SDL_revision.h +2 -2
  55. data/assets/include/SDL2/SDL_rwops.h +2 -10
  56. data/assets/include/SDL2/SDL_scancode.h +1 -1
  57. data/assets/include/SDL2/SDL_sensor.h +25 -9
  58. data/assets/include/SDL2/SDL_shape.h +1 -1
  59. data/assets/include/SDL2/SDL_stdinc.h +44 -4
  60. data/assets/include/SDL2/SDL_surface.h +11 -2
  61. data/assets/include/SDL2/SDL_system.h +50 -4
  62. data/assets/include/SDL2/SDL_syswm.h +29 -2
  63. data/assets/include/SDL2/SDL_test.h +1 -1
  64. data/assets/include/SDL2/SDL_test_assert.h +1 -1
  65. data/assets/include/SDL2/SDL_test_common.h +14 -1
  66. data/assets/include/SDL2/SDL_test_compare.h +1 -1
  67. data/assets/include/SDL2/SDL_test_crc32.h +1 -1
  68. data/assets/include/SDL2/SDL_test_font.h +1 -1
  69. data/assets/include/SDL2/SDL_test_fuzzer.h +1 -1
  70. data/assets/include/SDL2/SDL_test_harness.h +1 -1
  71. data/assets/include/SDL2/SDL_test_images.h +1 -1
  72. data/assets/include/SDL2/SDL_test_log.h +1 -1
  73. data/assets/include/SDL2/SDL_test_md5.h +1 -1
  74. data/assets/include/SDL2/SDL_test_memory.h +1 -1
  75. data/assets/include/SDL2/SDL_test_random.h +1 -1
  76. data/assets/include/SDL2/SDL_thread.h +34 -11
  77. data/assets/include/SDL2/SDL_timer.h +1 -1
  78. data/assets/include/SDL2/SDL_touch.h +1 -1
  79. data/assets/include/SDL2/SDL_types.h +1 -1
  80. data/assets/include/SDL2/SDL_version.h +2 -2
  81. data/assets/include/SDL2/SDL_video.h +11 -5
  82. data/assets/include/SDL2/SDL_vulkan.h +6 -8
  83. data/assets/include/SDL2/begin_code.h +5 -9
  84. data/assets/include/SDL2/close_code.h +1 -1
  85. data/assets/macos/lib/libFLAC.a +0 -0
  86. data/assets/macos/lib/libSDL2.a +0 -0
  87. data/assets/macos/lib/libSDL2_image.a +0 -0
  88. data/assets/macos/lib/libSDL2_mixer.a +0 -0
  89. data/assets/macos/lib/libSDL2_ttf.a +0 -0
  90. data/assets/macos/lib/libfreetype.a +0 -0
  91. data/assets/macos/lib/libjpeg.a +0 -0
  92. data/assets/macos/lib/libmodplug.a +0 -0
  93. data/assets/macos/lib/libmpg123.a +0 -0
  94. data/assets/macos/lib/libogg.a +0 -0
  95. data/assets/macos/lib/libpng16.a +0 -0
  96. data/assets/macos/lib/libtiff.a +0 -0
  97. data/assets/macos/lib/libvorbis.a +0 -0
  98. data/assets/macos/lib/libvorbisfile.a +0 -0
  99. data/assets/macos/lib/libwebp.a +0 -0
  100. data/assets/mingw/bin/SDL2.dll +0 -0
  101. data/assets/mingw/lib/libSDL2.a +0 -0
  102. data/assets/mingw/lib/libSDL2.dll.a +0 -0
  103. data/assets/mingw/lib/libSDL2_test.a +0 -0
  104. data/assets/mingw/lib/libSDL2main.a +0 -0
  105. data/bin/ruby2d +1 -0
  106. data/{assets/linux/simple2d/src/simple2d.c → ext/ruby2d/common.c} +32 -32
  107. data/{assets/linux/simple2d/src → ext/ruby2d}/controllers.c +17 -17
  108. data/ext/ruby2d/extconf.rb +37 -59
  109. data/ext/ruby2d/font.c +35 -0
  110. data/{assets/linux/simple2d/src → ext/ruby2d}/gl.c +66 -98
  111. data/ext/ruby2d/gl2.c +86 -0
  112. data/{assets/linux/simple2d/src → ext/ruby2d}/gl3.c +69 -112
  113. data/{assets/linux/simple2d/src → ext/ruby2d}/gles.c +22 -81
  114. data/ext/ruby2d/image.c +58 -0
  115. data/{assets/linux/simple2d/src → ext/ruby2d}/input.c +8 -8
  116. data/{assets/linux/simple2d/src → ext/ruby2d}/music.c +30 -17
  117. data/ext/ruby2d/ruby2d.c +449 -439
  118. data/ext/ruby2d/ruby2d.h +652 -0
  119. data/{assets/linux/simple2d/src → ext/ruby2d}/shapes.c +18 -18
  120. data/{assets/linux/simple2d/src → ext/ruby2d}/sound.c +39 -14
  121. data/ext/ruby2d/text.c +22 -0
  122. data/{assets/linux/simple2d/src → ext/ruby2d}/window.c +63 -63
  123. data/lib/ruby2d/circle.rb +21 -3
  124. data/lib/ruby2d/cli/build.rb +4 -7
  125. data/lib/ruby2d/dsl.rb +16 -9
  126. data/lib/ruby2d/entity.rb +17 -0
  127. data/lib/ruby2d/font.rb +23 -3
  128. data/lib/ruby2d/image.rb +35 -7
  129. data/lib/ruby2d/line.rb +23 -1
  130. data/lib/ruby2d/music.rb +5 -0
  131. data/lib/ruby2d/pixel.rb +17 -0
  132. data/lib/ruby2d/quad.rb +21 -1
  133. data/lib/ruby2d/rectangle.rb +12 -3
  134. data/lib/ruby2d/renderable.rb +4 -20
  135. data/lib/ruby2d/sound.rb +30 -0
  136. data/lib/ruby2d/sprite.rb +57 -75
  137. data/lib/ruby2d/square.rb +10 -1
  138. data/lib/ruby2d/text.rb +55 -12
  139. data/lib/ruby2d/texture.rb +28 -0
  140. data/lib/ruby2d/tileset.rb +87 -0
  141. data/lib/ruby2d/triangle.rb +19 -1
  142. data/lib/ruby2d/version.rb +1 -1
  143. data/lib/ruby2d/vertices.rb +84 -0
  144. data/lib/ruby2d/window.rb +259 -22
  145. data/lib/ruby2d.rb +6 -1
  146. metadata +30 -26
  147. data/assets/include/simple2d.h +0 -757
  148. data/assets/linux/simple2d/Makefile +0 -260
  149. data/assets/linux/simple2d/bin/simple2d.sh +0 -1318
  150. data/assets/linux/simple2d/include/simple2d.h +0 -757
  151. data/assets/linux/simple2d/src/gl2.c +0 -146
  152. data/assets/linux/simple2d/src/image.c +0 -138
  153. data/assets/linux/simple2d/src/sprite.c +0 -147
  154. data/assets/linux/simple2d/src/text.c +0 -129
  155. data/assets/macos/lib/libsimple2d.a +0 -0
  156. data/assets/mingw/lib/libsimple2d.a +0 -0
@@ -1,6 +1,6 @@
1
1
  // OpenGL 3.3+
2
2
 
3
- #include "../include/simple2d.h"
3
+ #include "ruby2d.h"
4
4
 
5
5
  // Skip this file if OpenGL ES
6
6
  #if !GLES
@@ -10,18 +10,16 @@ static GLuint vboSize; // size of the VBO in bytes
10
10
  static GLfloat *vboData; // pointer to the VBO data
11
11
  static GLfloat *vboDataCurrent; // pointer to the data for the current vertices
12
12
  static GLuint vboDataIndex = 0; // index of the current object being rendered
13
- static GLuint vboObjCapacity = 2500; // number of objects the VBO can store
13
+ static GLuint vboObjCapacity = 7500; // number of objects the VBO can store
14
+ static GLuint verticesTextureIds[7500]; // store the texture_id of each vertices
14
15
  static GLuint shaderProgram; // triangle shader program
15
16
  static GLuint texShaderProgram; // texture shader program
16
- static GLuint indices[] = // indices for rendering textured quads
17
- { 0, 1, 2,
18
- 2, 3, 0 };
19
17
 
20
18
 
21
19
  /*
22
20
  * Applies the projection matrix
23
21
  */
24
- void S2D_GL3_ApplyProjection(GLfloat orthoMatrix[16]) {
22
+ void R2D_GL3_ApplyProjection(GLfloat orthoMatrix[16]) {
25
23
 
26
24
  // Use the program object
27
25
  glUseProgram(shaderProgram);
@@ -46,7 +44,7 @@ void S2D_GL3_ApplyProjection(GLfloat orthoMatrix[16]) {
46
44
  /*
47
45
  * Initalize OpenGL
48
46
  */
49
- int S2D_GL3_Init() {
47
+ int R2D_GL3_Init() {
50
48
 
51
49
  // Enable transparency
52
50
  glEnable(GL_BLEND);
@@ -106,7 +104,7 @@ int S2D_GL3_Init() {
106
104
  // Create a vertex buffer object and allocate data
107
105
  glGenBuffers(1, &vbo);
108
106
  glBindBuffer(GL_ARRAY_BUFFER, vbo);
109
- vboSize = vboObjCapacity * sizeof(GLfloat) * 24;
107
+ vboSize = vboObjCapacity * sizeof(GLfloat) * 8;
110
108
  vboData = (GLfloat *) malloc(vboSize);
111
109
  vboDataCurrent = vboData;
112
110
 
@@ -116,9 +114,9 @@ int S2D_GL3_Init() {
116
114
  glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
117
115
 
118
116
  // Load the vertex and fragment shaders
119
- GLuint vertexShader = S2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GL3 Vertex");
120
- GLuint fragmentShader = S2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GL3 Fragment");
121
- GLuint texFragmentShader = S2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GL3 Texture Fragment");
117
+ GLuint vertexShader = R2D_GL_LoadShader( GL_VERTEX_SHADER, vertexSource, "GL3 Vertex");
118
+ GLuint fragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, fragmentSource, "GL3 Fragment");
119
+ GLuint texFragmentShader = R2D_GL_LoadShader(GL_FRAGMENT_SHADER, texFragmentSource, "GL3 Texture Fragment");
122
120
 
123
121
  // Triangle Shader //
124
122
 
@@ -127,7 +125,7 @@ int S2D_GL3_Init() {
127
125
 
128
126
  // Check if program was created successfully
129
127
  if (shaderProgram == 0) {
130
- S2D_GL_PrintError("Failed to create shader program");
128
+ R2D_GL_PrintError("Failed to create shader program");
131
129
  return GL_FALSE;
132
130
  }
133
131
 
@@ -142,7 +140,7 @@ int S2D_GL3_Init() {
142
140
  glLinkProgram(shaderProgram);
143
141
 
144
142
  // Check if linked
145
- S2D_GL_CheckLinked(shaderProgram, "GL3 shader");
143
+ R2D_GL_CheckLinked(shaderProgram, "GL3 shader");
146
144
 
147
145
  // Specify the layout of the position vertex data...
148
146
  GLint posAttrib = glGetAttribLocation(shaderProgram, "position");
@@ -161,7 +159,7 @@ int S2D_GL3_Init() {
161
159
 
162
160
  // Check if program was created successfully
163
161
  if (texShaderProgram == 0) {
164
- S2D_GL_PrintError("Failed to create shader program");
162
+ R2D_GL_PrintError("Failed to create shader program");
165
163
  return GL_FALSE;
166
164
  }
167
165
 
@@ -176,7 +174,7 @@ int S2D_GL3_Init() {
176
174
  glLinkProgram(texShaderProgram);
177
175
 
178
176
  // Check if linked
179
- S2D_GL_CheckLinked(texShaderProgram, "GL3 texture shader");
177
+ R2D_GL_CheckLinked(texShaderProgram, "GL3 texture shader");
180
178
 
181
179
  // Specify the layout of the position vertex data...
182
180
  posAttrib = glGetAttribLocation(texShaderProgram, "position");
@@ -206,18 +204,40 @@ int S2D_GL3_Init() {
206
204
  /*
207
205
  * Render the vertex buffer and reset it
208
206
  */
209
- void S2D_GL3_FlushBuffers() {
210
-
211
- // Use the triangle shader program
212
- glUseProgram(shaderProgram);
213
-
207
+ void R2D_GL3_FlushBuffers() {
214
208
  // Bind to the vertex buffer object and update its data
215
209
  glBindBuffer(GL_ARRAY_BUFFER, vbo);
210
+
216
211
  glBufferData(GL_ARRAY_BUFFER, vboSize, NULL, GL_DYNAMIC_DRAW);
217
- glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * vboDataIndex * 24, vboData);
212
+ glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(GLfloat) * vboDataIndex * 8, vboData);
213
+
214
+ GLuint verticesOffset = 0;
215
+ GLuint lastTextureId = verticesTextureIds[0];
216
+
217
+ for (GLuint i = 0; i <= vboDataIndex; i++) {
218
+ if(lastTextureId != verticesTextureIds[i] || i == vboDataIndex) {
219
+ // A texture ID of 0 represents no texture (render a triangle)
220
+ if(lastTextureId == 0) {
221
+
222
+ // Use the triangle shader program
223
+ glUseProgram(shaderProgram);
224
+
225
+ // A number other than 0 represents a texture_id
226
+ } else {
227
+
228
+ // Use the texture shader program
229
+ glUseProgram(texShaderProgram);
230
+
231
+ // Bind the texture using the provided ID
232
+ glBindTexture(GL_TEXTURE_2D, lastTextureId);
233
+ }
218
234
 
219
- // Render all the triangles in the buffer
220
- glDrawArrays(GL_TRIANGLES, 0, (GLsizei)(vboDataIndex * 3));
235
+ glDrawArrays(GL_TRIANGLES, verticesOffset, i - verticesOffset);
236
+
237
+ lastTextureId = verticesTextureIds[i];
238
+ verticesOffset = i;
239
+ }
240
+ }
221
241
 
222
242
  // Reset the buffer object index and data pointer
223
243
  vboDataIndex = 0;
@@ -228,7 +248,7 @@ void S2D_GL3_FlushBuffers() {
228
248
  /*
229
249
  * Draw triangle
230
250
  */
231
- void S2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
251
+ void R2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
232
252
  GLfloat r1, GLfloat g1, GLfloat b1, GLfloat a1,
233
253
  GLfloat x2, GLfloat y2,
234
254
  GLfloat r2, GLfloat g2, GLfloat b2, GLfloat a2,
@@ -236,10 +256,10 @@ void S2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
236
256
  GLfloat r3, GLfloat g3, GLfloat b3, GLfloat a3) {
237
257
 
238
258
  // If buffer is full, flush it
239
- if (vboDataIndex >= vboObjCapacity) S2D_GL3_FlushBuffers();
259
+ if (vboDataIndex + 3 >= vboObjCapacity) R2D_GL3_FlushBuffers();
240
260
 
241
261
  // Set the triangle data into a formatted array
242
- GLfloat vertices[] =
262
+ GLfloat vertices[24] =
243
263
  { x1, y1, r1, g1, b1, a1, 0, 0,
244
264
  x2, y2, r2, g2, b2, a2, 0, 0,
245
265
  x3, y3, r3, g3, b3, a3, 0, 0 };
@@ -248,101 +268,38 @@ void S2D_GL3_DrawTriangle(GLfloat x1, GLfloat y1,
248
268
  memcpy(vboDataCurrent, vertices, sizeof(vertices));
249
269
 
250
270
  // Increment the buffer object index and the vertex data pointer for next use
251
- vboDataIndex++;
271
+ verticesTextureIds[vboDataIndex] = verticesTextureIds[vboDataIndex + 1] = verticesTextureIds[vboDataIndex + 2] = 0;
272
+ vboDataIndex += 3;
252
273
  vboDataCurrent = (GLfloat *)((char *)vboDataCurrent + (sizeof(GLfloat) * 24));
253
274
  }
254
275
 
255
276
 
256
277
  /*
257
- * Draw a texture
278
+ * Draw a texture (New method with vertices pre-calculated)
258
279
  */
259
- static void S2D_GL3_DrawTexture(int x, int y, int w, int h,
260
- GLfloat angle, GLfloat rx, GLfloat ry,
261
- GLfloat r, GLfloat g, GLfloat b, GLfloat a,
262
- GLfloat tx1, GLfloat ty1, GLfloat tx2, GLfloat ty2,
263
- GLfloat tx3, GLfloat ty3, GLfloat tx4, GLfloat ty4,
264
- GLuint texture_id) {
265
-
266
- // Currently, textures are not buffered, so we have to flush all buffers so
267
- // textures get rendered in the correct Z order
268
- S2D_GL3_FlushBuffers();
269
-
270
- // Set up the vertex points
271
- S2D_GL_Point v1 = { .x = x, .y = y };
272
- S2D_GL_Point v2 = { .x = x + w, .y = y };
273
- S2D_GL_Point v3 = { .x = x + w, .y = y + h };
274
- S2D_GL_Point v4 = { .x = x, .y = y + h };
275
-
276
- // Rotate vertices
277
- if (angle != 0) {
278
- v1 = S2D_RotatePoint(v1, angle, rx, ry);
279
- v2 = S2D_RotatePoint(v2, angle, rx, ry);
280
- v3 = S2D_RotatePoint(v3, angle, rx, ry);
281
- v4 = S2D_RotatePoint(v4, angle, rx, ry);
282
- }
283
-
284
- // Set the textured quad data into a formatted array
285
- GLfloat vertices[] =
286
- // vertex coords | colors | x, y texture coords
287
- { v1.x, v1.y, r, g, b, a, tx1, ty1, // Top-left
288
- v2.x, v2.y, r, g, b, a, tx2, ty2, // Top-right
289
- v3.x, v3.y, r, g, b, a, tx3, ty3, // Bottom-right
290
- v4.x, v4.y, r, g, b, a, tx4, ty4 }; // Bottom-left
291
-
292
- // Use the texture shader program
293
- glUseProgram(texShaderProgram);
294
-
295
- // Bind the texture using the provided ID
296
- glBindTexture(GL_TEXTURE_2D, texture_id);
297
-
298
- // Create and Initialize the vertex data and array indices
299
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
300
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
301
-
302
- // Render the textured quad
303
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
304
- }
305
-
306
-
307
- /*
308
- * Draw image
309
- */
310
- void S2D_GL3_DrawImage(S2D_Image *img) {
311
- S2D_GL3_DrawTexture(
312
- img->x, img->y, img->width, img->height,
313
- img->rotate, img->rx, img->ry,
314
- img->color.r, img->color.g, img->color.b, img->color.a,
315
- 0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
316
- img->texture_id
317
- );
318
- }
280
+ void R2D_GL3_DrawTexture(GLfloat coordinates[], GLfloat texture_coordinates[], GLfloat color[], int texture_id) {
281
+ // If buffer is full, flush it
282
+ if (vboDataIndex + 6 >= vboObjCapacity) R2D_GL3_FlushBuffers();
283
+
284
+ // There are 6 vertices for a square as we are rendering two Triangles to make up our square:
285
+ // Triangle one: Top left, Top right, Bottom right
286
+ // Triangle two: Bottom right, Bottom left, Top left
287
+ GLfloat vertices[48] = {
288
+ coordinates[0], coordinates[1], color[0], color[1], color[2], color[3], texture_coordinates[0], texture_coordinates[1],
289
+ coordinates[2], coordinates[3], color[0], color[1], color[2], color[3], texture_coordinates[2], texture_coordinates[3],
290
+ coordinates[4], coordinates[5], color[0], color[1], color[2], color[3], texture_coordinates[4], texture_coordinates[5],
291
+ coordinates[4], coordinates[5], color[0], color[1], color[2], color[3], texture_coordinates[4], texture_coordinates[5],
292
+ coordinates[6], coordinates[7], color[0], color[1], color[2], color[3], texture_coordinates[6], texture_coordinates[7],
293
+ coordinates[0], coordinates[1], color[0], color[1], color[2], color[3], texture_coordinates[0], texture_coordinates[1],
294
+ };
319
295
 
296
+ // Copy the vertex data into the current position of the buffer
297
+ memcpy(vboDataCurrent, vertices, sizeof(vertices));
320
298
 
321
- /*
322
- * Draw sprite
323
- */
324
- void S2D_GL3_DrawSprite(S2D_Sprite *spr) {
325
- S2D_GL3_DrawTexture(
326
- spr->x, spr->y, spr->width, spr->height,
327
- spr->rotate, spr->rx, spr->ry,
328
- spr->color.r, spr->color.g, spr->color.b, spr->color.a,
329
- spr->tx1, spr->ty1, spr->tx2, spr->ty2, spr->tx3, spr->ty3, spr->tx4, spr->ty4,
330
- spr->img->texture_id
331
- );
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));
332
302
  }
333
303
 
334
304
 
335
- /*
336
- * Draw text
337
- */
338
- void S2D_GL3_DrawText(S2D_Text *txt) {
339
- S2D_GL3_DrawTexture(
340
- txt->x, txt->y, txt->width, txt->height,
341
- txt->rotate, txt->rx, txt->ry,
342
- txt->color.r, txt->color.g, txt->color.b, txt->color.a,
343
- 0.f, 0.f, 1.f, 0.f, 1.f, 1.f, 0.f, 1.f,
344
- txt->texture_id
345
- );
346
- }
347
-
348
305
  #endif
@@ -1,6 +1,6 @@
1
1
  // OpenGL ES 2.0
2
2
 
3
- #include "../include/simple2d.h"
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 S2D_GLES_ApplyProjection(GLfloat orthoMatrix[16]) {
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 S2D_GLES_Init() {
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 = 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");
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
- S2D_GL_PrintError("Failed to create shader program");
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
- S2D_GL_CheckLinked(shaderProgram, "GLES shader");
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
- S2D_GL_PrintError("Failed to create shader program");
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
- S2D_GL_CheckLinked(texShaderProgram, "GLES texture shader");
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 S2D_GLES_DrawTriangle(GLfloat x1, GLfloat y1,
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
- 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
-
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
- { 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 };
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
- { r, g, b, a,
236
- r, g, b, a,
237
- r, g, b, a,
238
- r, g, b, a };
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
@@ -0,0 +1,58 @@
1
+ // image.c
2
+
3
+ #include "ruby2d.h"
4
+
5
+
6
+ SDL_Surface *R2D_CreateImageSurface(const char *path) {
7
+ R2D_Init();
8
+
9
+ // Check if image file exists
10
+ if (!R2D_FileExists(path)) {
11
+ R2D_Error("R2D_CreateImageSurface", "Image file `%s` not found", path);
12
+ return NULL;
13
+ }
14
+
15
+ // Load image from file as SDL_Surface
16
+ SDL_Surface *surface = IMG_Load(path);
17
+
18
+ int bits_per_color = surface->format->Amask == 0 ?
19
+ surface->format->BitsPerPixel / 3 :
20
+ surface->format->BitsPerPixel / 4;
21
+
22
+ if (bits_per_color < 8) {
23
+ R2D_Log(R2D_WARN, "`%s` has less than 8 bits per color and will likely not render correctly", path, bits_per_color);
24
+ }
25
+
26
+ return surface;
27
+ }
28
+
29
+ void R2D_ImageConvertToRGB(SDL_Surface *surface) {
30
+ Uint32 r = surface->format->Rmask;
31
+ Uint32 g = surface->format->Gmask;
32
+ Uint32 a = surface->format->Amask;
33
+
34
+ if (r&0xFF000000 || r&0xFF0000) {
35
+ char *p = (char *)surface->pixels;
36
+ int bpp = surface->format->BytesPerPixel;
37
+ int w = surface->w;
38
+ int h = surface->h;
39
+ char tmp;
40
+ for (int i = 0; i < bpp * w * h; i += bpp) {
41
+ if (a&0xFF) {
42
+ tmp = p[i];
43
+ p[i] = p[i+3];
44
+ p[i+3] = tmp;
45
+ }
46
+ if (g&0xFF0000) {
47
+ tmp = p[i+1];
48
+ p[i+1] = p[i+2];
49
+ p[i+2] = tmp;
50
+ }
51
+ if (r&0xFF0000) {
52
+ tmp = p[i];
53
+ p[i] = p[i+2];
54
+ p[i+2] = tmp;
55
+ }
56
+ }
57
+ }
58
+ }
@@ -1,30 +1,30 @@
1
1
  // input.c
2
2
 
3
- #include "../include/simple2d.h"
3
+ #include "ruby2d.h"
4
4
 
5
5
 
6
6
  /*
7
7
  * Get the mouse coordinates relative to the viewport
8
8
  */
9
- void S2D_GetMouseOnViewport(S2D_Window *window, int wx, int wy, int *x, int *y) {
9
+ void R2D_GetMouseOnViewport(R2D_Window *window, int wx, int wy, int *x, int *y) {
10
10
 
11
11
  double scale; // viewport scale factor
12
12
  int w, h; // width and height of scaled viewport
13
13
 
14
14
  switch (window->viewport.mode) {
15
15
 
16
- case S2D_FIXED: case S2D_EXPAND:
16
+ case R2D_FIXED: case R2D_EXPAND:
17
17
  *x = wx / (window->orig_width / (double)window->viewport.width);
18
18
  *y = wy / (window->orig_height / (double)window->viewport.height);
19
19
  break;
20
20
 
21
- case S2D_SCALE:
22
- S2D_GL_GetViewportScale(window, &w, &h, &scale);
21
+ case R2D_SCALE:
22
+ R2D_GL_GetViewportScale(window, &w, &h, &scale);
23
23
  *x = wx * 1 / scale - (window->width - w) / (2.0 * scale);
24
24
  *y = wy * 1 / scale - (window->height - h) / (2.0 * scale);
25
25
  break;
26
26
 
27
- case S2D_STRETCH:
27
+ case R2D_STRETCH:
28
28
  *x = wx * window->viewport.width / (double)window->width;
29
29
  *y = wy * window->viewport.height / (double)window->height;
30
30
  break;
@@ -35,7 +35,7 @@ void S2D_GetMouseOnViewport(S2D_Window *window, int wx, int wy, int *x, int *y)
35
35
  /*
36
36
  * Show the cursor over the window
37
37
  */
38
- void S2D_ShowCursor() {
38
+ void R2D_ShowCursor() {
39
39
  SDL_ShowCursor(SDL_ENABLE);
40
40
  }
41
41
 
@@ -43,6 +43,6 @@ void S2D_ShowCursor() {
43
43
  /*
44
44
  * Hide the cursor over the window
45
45
  */
46
- void S2D_HideCursor() {
46
+ void R2D_HideCursor() {
47
47
  SDL_ShowCursor(SDL_DISABLE);
48
48
  }