Files
shattered-pixel-dungeon-web…/SPD-classes/src/main/java/com/watabou/noosa/NoosaScript.java
2024-01-16 14:54:39 -05:00

221 lines
5.5 KiB
Java

/*
* Pixel Dungeon
* Copyright (C) 2012-2015 Oleg Dolya
*
* Shattered Pixel Dungeon
* Copyright (C) 2014-2024 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 <http://www.gnu.org/licenses/>
*/
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()-Game.bottomInset) / (float)Game.height );
Gdx.gl20.glScissor(
Math.round(camera.x * xScale),
Math.round((Game.height - camera.screenHeight - camera.y) * yScale) + Game.bottomInset,
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";
}