/* 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_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); } }