void shader_drawbuffer(struct render_buffer * rb, float tx, float ty, float scale) { rs_commit(); RID glid = texture_glid(rb->texid); if (glid == 0) return; shader_texture(glid, 0); render_set(RS->R, VERTEXBUFFER, rb->vbid, 0); float sx = scale; float sy = scale; screen_trans(&sx, &sy); screen_trans(&tx, &ty); float v[4] = { sx, sy, tx, ty }; // we should call shader_adduniform to add "st" uniform first shader_setuniform(PROGRAM_RENDERBUFFER, 0, UNIFORM_FLOAT4, v); shader_program(PROGRAM_RENDERBUFFER, NULL); RS->drawcall++; renderbuffer_commit(rb); render_set(RS->R, VERTEXBUFFER, RS->vertex_buffer, 0); }
void sprite_drawquad(struct pack_picture *picture, const struct srt *srt, const struct sprite_trans *arg) { struct matrix tmp; struct vertex_pack vb[4]; int i,j; if (arg->mat == NULL) { matrix_identity(&tmp); } else { tmp = *arg->mat; } matrix_srt(&tmp, srt); int *m = tmp.m; for (i=0;i<picture->n;i++) { struct pack_quad *q = &picture->rect[i]; int glid = texture_glid(q->texid); if (glid == 0) continue; shader_texture(glid, 0); for (j=0;j<4;j++) { int xx = q->screen_coord[j*2+0]; int yy = q->screen_coord[j*2+1]; float vx = (xx * m[0] + yy * m[2]) / 1024 + m[4]; float vy = (xx * m[1] + yy * m[3]) / 1024 + m[5]; float tx = q->texture_coord[j*2+0]; float ty = q->texture_coord[j*2+1]; screen_trans(&vx,&vy); vb[j].vx = vx; vb[j].vy = vy; vb[j].tx = tx; vb[j].ty = ty; } shader_draw(vb, arg->color, arg->additive); } }
static inline void set_point(float *v, int *m, int xx, int yy,int tx, int ty) { v[0] = (xx * m[0] + yy * m[2]) / 1024 + m[4]; v[1] = (xx * m[1] + yy * m[3]) / 1024 + m[5]; screen_trans(&v[0],&v[1]); v[2] = (float)tx * (1.0f/TEX_WIDTH); v[3] = (float)ty * (1.0f/TEX_HEIGHT); }
static inline void set_point(struct vertex_pack *v, int *m, int xx, int yy,int tx, int ty) { v->vx = (xx * m[0] + yy * m[2]) / 1024 + m[4]; v->vy = (xx * m[1] + yy * m[3]) / 1024 + m[5]; screen_trans(&v->vx,&v->vy); v->tx = (uint16_t)(tx * (65535.0f/TEX_WIDTH)); v->ty = (uint16_t)(ty * (65535.0f/TEX_HEIGHT)); }
static int lshader_st(lua_State *L) { int prog = luaL_checkinteger(L, 1); float x = luaL_checknumber(L, 2); float y = luaL_checknumber(L, 3); float scale = luaL_optnumber(L, 4, 1.0); screen_trans(&x, &y); shader_st(prog, x * SCREEN_SCALE, y * SCREEN_SCALE, scale); return 0; }
void shader_drawbuffer(struct render_buffer * rb, float tx, float ty, float scale) { rs_commit(); int glid = texture_glid(rb->texid); if (glid == 0) return; shader_texture(glid); shader_program(PROGRAM_RENDERBUFFER); RS->drawcall++; glBindBuffer(GL_ARRAY_BUFFER, rb->vbid); float sx = scale; float sy = scale; screen_trans(&sx, &sy); screen_trans(&tx, &ty); struct program *p = &RS->program[RS->current_program]; glUniform4f(p->st, sx, sy, tx, ty); renderbuffer_commit(rb); }
/* int texture table float[16] uint32_t color uint32_t additive */ static int ldraw(lua_State *L) { int tex = (int)luaL_checkinteger(L,1); int texid = texture_glid(tex); if (texid == 0) { lua_pushboolean(L,0); return 1; } luaL_checktype(L, 2, LUA_TTABLE); uint32_t color = 0xffffffff; if (!lua_isnoneornil(L,3)) { color = (uint32_t)lua_tounsigned(L,3); } uint32_t additive = (uint32_t)luaL_optunsigned(L,4,0); shader_program(PROGRAM_PICTURE,additive); shader_texture(texid); int n = lua_rawlen(L, 2); int point = n/4; if (point * 4 != n) { return luaL_error(L, "Invalid polygon"); } #if !defined(_MSC_VER) float vb[n]; #else msvc::dynarray<float> vb(n); #endif int i; for (i=0;i<point;i++) { lua_rawgeti(L, 2, i*2+1); lua_rawgeti(L, 2, i*2+2); lua_rawgeti(L, 2, point*2+i*2+1); lua_rawgeti(L, 2, point*2+i*2+2); float tx = lua_tonumber(L, -4); float ty = lua_tonumber(L, -3); float vx = lua_tonumber(L, -2); float vy = lua_tonumber(L, -1); lua_pop(L,4); screen_trans(&vx,&vy); texture_coord(tex, &tx, &ty); vb[i*4+0] = vx + 1.0f; vb[i*4+1] = vy - 1.0f; vb[i*4+2] = tx; vb[i*4+3] = ty; } if (point == 4) { shader_draw(vb, color); } else { shader_drawpolygon(point, vb, color); } return 0; }
/* int texture table float[16] uint32_t color uint32_t additive */ static int ldraw(lua_State *L) { int tex = (int)luaL_checkinteger(L,1); int texid = texture_glid(tex); if (texid == 0) { lua_pushboolean(L,0); return 1; } luaL_checktype(L, 2, LUA_TTABLE); uint32_t color = 0xffffffff; if (!lua_isnoneornil(L,3)) { color = (uint32_t)lua_tounsigned(L,3); } uint32_t additive = (uint32_t)luaL_optunsigned(L,4,0); shader_program(PROGRAM_PICTURE); shader_texture(texid); int n = lua_rawlen(L, 2); int point = n/4; if (point * 4 != n) { return luaL_error(L, "Invalid polygon"); } ARRAY(struct vertex_pack, vb, point); int i; for (i=0;i<point;i++) { lua_rawgeti(L, 2, i*2+1); lua_rawgeti(L, 2, i*2+2); lua_rawgeti(L, 2, point*2+i*2+1); lua_rawgeti(L, 2, point*2+i*2+2); float tx = lua_tonumber(L, -4); float ty = lua_tonumber(L, -3); float vx = lua_tonumber(L, -2); float vy = lua_tonumber(L, -1); uint16_t u,v; lua_pop(L,4); screen_trans(&vx,&vy); texture_coord(tex, tx, ty, &u, &v); vb[i].vx = vx + 1.0f; vb[i].vy = vy - 1.0f; vb[i].tx = u; vb[i].ty = v; } if (point == 4) { shader_draw(vb, color, additive); } else { shader_drawpolygon(point, vb, color, additive); } return 0; }
void sprite_drawquad(struct pack_picture *picture, struct pack_picture *mask, const struct srt *srt, const struct sprite_trans *arg) { struct matrix tmp; float vb[16]; int i,j; if (arg->mat == NULL) { matrix_identity(&tmp); } else { tmp = *arg->mat; } matrix_srt(&tmp, srt); int *m = tmp.m; for (i=0;i<picture->n;i++) { struct pack_quad *q = &picture->rect[i]; int glid = texture_glid(q->texid); if (glid == 0) continue; shader_texture(glid); for (j=0;j<4;j++) { int xx = q->screen_coord[j*2+0]; int yy = q->screen_coord[j*2+1]; float vx = (xx * m[0] + yy * m[2]) / 1024 + m[4]; float vy = (xx * m[1] + yy * m[3]) / 1024 + m[5]; float tx = q->texture_coord[j*2+0]; float ty = q->texture_coord[j*2+1]; screen_trans(&vx,&vy); texture_coord(q->texid, &tx, &ty); vb[j*4+0] = vx; vb[j*4+1] = vy; vb[j*4+2] = tx; vb[j*4+3] = ty; } if(!enable_visible_test || !screen_is_poly_invisible(vb,4,4)) { if (mask != NULL) { float tx = mask->rect[0].texture_coord[0]; float ty = mask->rect[0].texture_coord[1]; texture_coord(mask->rect[0].texid, &tx, &ty); float delta_tx = tx - vb[2]; float delta_ty = ty - vb[3]; shader_mask(delta_tx, delta_ty); } shader_draw(vb, arg->color); } } }
void sprite_drawpolygon(struct pack_polygon *poly, const struct srt *srt, const struct sprite_trans *arg) { struct matrix tmp; int i,j; if (arg->mat == NULL) { matrix_identity(&tmp); } else { tmp = *arg->mat; } matrix_srt(&tmp, srt); int *m = tmp.m; for (i=0;i<poly->n;i++) { struct pack_poly *p = &poly->poly[i]; int glid = texture_glid(p->texid); if (glid == 0) continue; shader_texture(glid); int pn = p->n; ARRAY(float, vb, 4 * pn); for (j=0;j<pn;j++) { int xx = p->screen_coord[j*2+0]; int yy = p->screen_coord[j*2+1]; float vx = (xx * m[0] + yy * m[2]) / 1024 + m[4]; float vy = (xx * m[1] + yy * m[3]) / 1024 + m[5]; float tx = p->texture_coord[j*2+0]; float ty = p->texture_coord[j*2+1]; screen_trans(&vx,&vy); texture_coord(p->texid, &tx, &ty); vb[j*4+0] = vx; vb[j*4+1] = vy; vb[j*4+2] = tx; vb[j*4+3] = ty; } shader_drawpolygon(pn, vb, arg->color); } }