/* * Pixel Dungeon * Copyright (C) 2012-2015 Oleg Dolya * * Shattered Pixel Dungeon * Copyright (C) 2014-2021 Evan Debenham * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see */ package com.watabou.noosa; import com.badlogic.gdx.Gdx; import com.watabou.glscripts.Script; import com.watabou.glwrap.Attribute; import com.watabou.glwrap.Quad; import com.watabou.glwrap.Uniform; import com.watabou.glwrap.Vertexbuffer; import java.nio.Buffer; import java.nio.FloatBuffer; import java.nio.ShortBuffer; public class NoosaScript extends Script { public Uniform uCamera; public Uniform uModel; public Uniform uTex; public Uniform uColorM; public Uniform uColorA; public Attribute aXY; public Attribute aUV; private Camera lastCamera; public NoosaScript() { super(); compile( shader() ); uCamera = uniform( "uCamera" ); uModel = uniform( "uModel" ); uTex = uniform( "uTex" ); uColorM = uniform( "uColorM" ); uColorA = uniform( "uColorA" ); aXY = attribute( "aXYZW" ); aUV = attribute( "aUV" ); Quad.setupIndices(); Quad.bindIndices(); } @Override public void use() { super.use(); aXY.enable(); aUV.enable(); } public void drawElements( FloatBuffer vertices, ShortBuffer indices, int size ) { ((Buffer)vertices).position( 0 ); aXY.vertexPointer( 2, 4, vertices ); ((Buffer)vertices).position( 2 ); aUV.vertexPointer( 2, 4, vertices ); Quad.releaseIndices(); Gdx.gl20.glDrawElements( Gdx.gl20.GL_TRIANGLES, size, Gdx.gl20.GL_UNSIGNED_SHORT, indices ); Quad.bindIndices(); } public void drawQuad( FloatBuffer vertices ) { ((Buffer)vertices).position( 0 ); aXY.vertexPointer( 2, 4, vertices ); ((Buffer)vertices).position( 2 ); aUV.vertexPointer( 2, 4, vertices ); Gdx.gl20.glDrawElements( Gdx.gl20.GL_TRIANGLES, Quad.SIZE, Gdx.gl20.GL_UNSIGNED_SHORT, 0 ); } public void drawQuad( Vertexbuffer buffer ) { buffer.updateGLData(); buffer.bind(); aXY.vertexBuffer( 2, 4, 0 ); aUV.vertexBuffer( 2, 4, 2 ); buffer.release(); Gdx.gl20.glDrawElements( Gdx.gl20.GL_TRIANGLES, Quad.SIZE, Gdx.gl20.GL_UNSIGNED_SHORT, 0 ); } public void drawQuadSet( FloatBuffer vertices, int size ) { if (size == 0) { return; } ((Buffer)vertices).position( 0 ); aXY.vertexPointer( 2, 4, vertices ); ((Buffer)vertices).position( 2 ); aUV.vertexPointer( 2, 4, vertices ); Gdx.gl20.glDrawElements( Gdx.gl20.GL_TRIANGLES, Quad.SIZE * size, Gdx.gl20.GL_UNSIGNED_SHORT, 0 ); } public void drawQuadSet( Vertexbuffer buffer, int length, int offset ){ if (length == 0) { return; } buffer.updateGLData(); buffer.bind(); aXY.vertexBuffer( 2, 4, 0 ); aUV.vertexBuffer( 2, 4, 2 ); buffer.release(); Gdx.gl20.glDrawElements( Gdx.gl20.GL_TRIANGLES, Quad.SIZE * length, Gdx.gl20.GL_UNSIGNED_SHORT, Quad.SIZE * Short.SIZE/8 * offset ); } public void lighting( float rm, float gm, float bm, float am, float ra, float ga, float ba, float aa ) { uColorM.value4f( rm, gm, bm, am ); uColorA.value4f( ra, ga, ba, aa ); } public void resetCamera() { lastCamera = null; } public void camera( Camera camera ) { if (camera == null) { camera = Camera.main; } if (camera != lastCamera && camera.matrix != null) { lastCamera = camera; uCamera.valueM4( camera.matrix ); if (!camera.fullScreen) { Gdx.gl20.glEnable( Gdx.gl20.GL_SCISSOR_TEST ); //This fixes pixel scaling issues on some hidpi displays (mainly on macOS) // because for some reason all other openGL operations work on virtual pixels // but glScissor operations work on real pixels float xScale = (Gdx.graphics.getBackBufferWidth() / (float)Game.width ); float yScale = (Gdx.graphics.getBackBufferHeight() / (float)Game.height ); Gdx.gl20.glScissor( Math.round(camera.x * xScale), Math.round((Game.height - camera.screenHeight - camera.y) * yScale), Math.round(camera.screenWidth * xScale), Math.round(camera.screenHeight * yScale)); } else { Gdx.gl20.glDisable( Gdx.gl20.GL_SCISSOR_TEST ); } } } public static NoosaScript get() { return Script.use( NoosaScript.class ); } protected String shader() { return SHADER; } private static final String SHADER = //vertex shader "uniform mat4 uCamera;\n" + "uniform mat4 uModel;\n" + "attribute vec4 aXYZW;\n" + "attribute vec2 aUV;\n" + "varying vec2 vUV;\n" + "void main() {\n" + " gl_Position = uCamera * uModel * aXYZW;\n" + " vUV = aUV;\n" + "}\n" + //this symbol separates the vertex and fragment shaders (see Script.compile) "//\n" + //fragment shader //preprocessor directives let us define precision on GLES platforms, and ignore it elsewhere "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "varying vec2 vUV;\n" + "uniform sampler2D uTex;\n" + "uniform vec4 uColorM;\n" + "uniform vec4 uColorA;\n" + "void main() {\n" + " gl_FragColor = texture2D( uTex, vUV ) * uColorM + uColorA;\n" + "}\n"; }