예제 #1
0
파일: shader.c 프로젝트: 1414648814/ejoy2d
void 
material_apply(int prog, struct material *m) {
	struct program * p = m->p;
	if (p != &RS->program[prog])
		return;
	if (p->material == m && !m->reset) {
		return;
	}
	m->reset = false;
	p->material = m;
	p->reset_uniform = true;
	int i;
	for (i=0;i<p->uniform_number;i++) {
		if (m->uniform_enable[i]) {
			struct uniform * u = &p->uniform[i];
			if (u->loc >=0) {
				render_shader_setuniform(RS->R, u->loc, u->type, m->uniform + u->offset);
			}
		}
	}
	for (i=0;i<p->texture_number;i++) {
		int tex = m->texture[i];
		if (tex >= 0) {
			RID glid = texture_glid(tex);
			if (glid) {
				shader_texture(glid, i);
			}
		}
	}
}
예제 #2
0
파일: lsprite.c 프로젝트: lvshaco/ejoy2d
static int
lnewdfont(lua_State *L) {
	int width = luaL_checkinteger(L, 1);
	int height = luaL_checkinteger(L, 2);
	int format = luaL_checkinteger(L, 3);
	int id = luaL_checkinteger(L, 4);
	
	lua_createtable(L, 0, 1);
	size_t size = dfont_data_size(width, height);
	void * d = lua_newuserdata(L, size);
	dfont_init(d, width, height);
	lua_setfield(L, -2, "__obj");
	
	const char* err = texture_load(id, (enum TEXTURE_FORMAT)format, width, height, NULL, 0);
	if (err) {
		return luaL_error(L, err);
	}
	
	RID tex = texture_glid(id);
	render_texture_update(R, tex, width, height, NULL, 0, 0);
	lua_pushinteger(L, id);
	lua_setfield(L, -2, "texture");
	
	return 1;
}
예제 #3
0
파일: shader.c 프로젝트: 1414648814/ejoy2d
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);
}
예제 #4
0
파일: sprite.c 프로젝트: JCGit/ejoy2d
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);
	}
}
예제 #5
0
파일: lshader.c 프로젝트: fedly/ejoy2d
/*
	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;
}
예제 #6
0
파일: lshader.c 프로젝트: catinred2/dawn
/*
	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;
}
예제 #7
0
파일: sprite.c 프로젝트: 109383670/ejoy2d
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);
        }
	}
}
예제 #8
0
파일: sprite.c 프로젝트: 109383670/ejoy2d
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);
	}
}
예제 #9
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);
}
예제 #10
0
파일: lsprite.c 프로젝트: lvshaco/ejoy2d
static int
ldfont_insert(lua_State *L) {
	struct dfont *df = get_dfont(L);
	if (!df) {
		return luaL_error(L, "invalid dfont table");
	}
	
	lua_getfield(L, 1, "texture");
	int tid = luaL_checkinteger(L, -1);
	lua_pop(L, 1);
	RID tex = texture_glid(tid);
	
	int id = luaL_checkinteger(L, 2);
	int rect_size = luaL_checkinteger(L, 3);
	int w = luaL_checkinteger(L, 4);
	int h = luaL_checkinteger(L, 5);
	void* buff = lua_touserdata(L, 6);
	
	const struct dfont_rect * rect = dfont_lookup(df, id, rect_size, 0);
	if (rect==NULL) {
		rect = dfont_insert(df, id, rect_size, w, h, 0);
		if (rect) {
			render_texture_subupdate(R, tex, buff, rect->x, rect->y, rect->w, rect->h);
		}
	}
	
	if (rect) {
		lua_pushinteger(L, rect->x);
		lua_pushinteger(L, rect->y);
		lua_pushinteger(L, rect->w);
		lua_pushinteger(L, rect->h);
		return 4;
	} else {
		return 0;
	}
}