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