music stop; sprite alpha blending; sprite sorting; change to anim
This commit is contained in:
parent
051d8653fb
commit
6193bceb74
79
Makefile
79
Makefile
|
@ -31,36 +31,35 @@ ifeq ($(CC), x86_64-w64-mingw32-gcc)
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endif
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ifdef NEDITOR
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CFLAGS += -DNO_EDITOR
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CPPFLAGS += -DNO_EDITOR
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endif
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ifdef NFLAC
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CFLAGS += -DNFLAC
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CPPFLAGS += -DNFLAC
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endif
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ifdef NMP3
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CFLAGS += -DNMP3
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CPPFLAGS += -DNMP3
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endif
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ifdef NSVG
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CFLAGS += -DNSVG
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CPPFLAGS += -DNSVG
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endif
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ifdef NQOA
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CFLAGS += -DNQOA
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CPPFLAGS += -DNQOA
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endif
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ifeq ($(DBG),1)
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CFLAGS += -g
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CPPFLAGS += -g
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INFO += _dbg
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LDFLAGS += -g
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else
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CFLAGS += -DNDEBUG
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CPPFLAGS += -DNDEBUG
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LDFLAGS += -s
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endif
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ifeq ($(OPT),small)
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CFLAGS += -Oz -flto -fno-ident -fno-asynchronous-unwind-tables
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CPPFLAGS += -Oz -flto -fno-ident -fno-asynchronous-unwind-tables
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LDFLAGS += -flto
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ifeq ($(CC), emcc)
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@ -70,15 +69,14 @@ ifeq ($(OPT),small)
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INFO := $(addsuffix _small,$(INFO))
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else
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ifeq ($(OPT), 1)
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CFLAGS += -O2 -flto
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LDFLAGS += -flto
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CPPFLAGS += -O2 -flto
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INFO := $(addsuffix _opt,$(INFO))
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else
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CFLAGS += -O0
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CPPFLAGS += -O0
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endif
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endif
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CFLAGS += -DHAVE_CEIL -DCP_USE_CGTYPES=0 -DCP_USE_DOUBLES=0 -DTINYSPLINE_FLOAT_PRECISION -DHAVE_FLOOR -DHAVE_FMOD -DHAVE_LRINT -DHAVE_LRINTF $(includeflag) -MD $(WARNING_FLAGS) -I. -DVER=\"$(VER)\" -DINFO=\"$(INFO)\"
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CPPFLAGS += -DHAVE_CEIL -DCP_USE_CGTYPES=0 -DCP_USE_DOUBLES=0 -DTINYSPLINE_FLOAT_PRECISION -DHAVE_FLOOR -DHAVE_FMOD -DHAVE_LRINT -DHAVE_LRINTF $(includeflag) -MD $(WARNING_FLAGS) -I. -DVER=\"$(VER)\" -DINFO=\"$(INFO)\"
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PKGCMD = tar --directory $(BIN) --exclude="./*.a" --exclude="./obj" -czf $(DISTDIR)/$(DIST) .
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ZIP = .tar.gz
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@ -89,32 +87,32 @@ ifeq ($(ARCH),)
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endif
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STEAMPATH = steam/sdk/redistributable_bin
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DISCORDPATH = discord/lib
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ifdef DISCORD
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LDPATHS += $(DISCORDPATH)/$(ARCH)
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LDLIBS += discord_game_sdk
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CPPFLAGS += -DDISCORD
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endif
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ifdef STEAM
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LDLIBS += steam_api
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LDPATHS += $(STEAMPATH)/$(ARCH)
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endif
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ifeq ($(OS), Windows_NT)
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LDFLAGS += -mwin32 -static -g
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CFLAGS += -mwin32 -g
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LDFLAGS += -mwin32 -static
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CPPFLAGS += -mwin32
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LDLIBS += mingw32 kernel32 d3d11 user32 shell32 dxgi gdi32 ws2_32 ole32 winmm setupapi m
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EXT = .exe
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ARCH := x86_64
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PKGCMD = cd $(BIN); zip -q -r $(MAKEDIR)/$(DISTDIR)/$(DIST) . -x \*.a ./obj/\*
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ZIP = .zip
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UNZIP = unzip -o -q $(DISTDIR)/$(DIST) -d $(DESTDIR)
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ifdef STEAM
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LDPATHS += $(STEAMPATH)/win64
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LDLIBS += steam_api64
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endif
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else ifeq ($(OS), ios)
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TTARGET = arm64-apple-ios13.1
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SYSRT := /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs/iPhoneOS.sdk
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CFLAGS += --target=$(TTARGET) -isysroot $(SYSRT) -DTARGET_OS_IPHONE -x objective-c
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LDFLAGS += --target=$(TTARGET) -isysroot $(SYSRT) -framework Foundation -framework UIKit -framework Metal -framework MetalKit -framework AudioToolbox -framework AVFoundation
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else ifeq ($(CC), emcc)
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OS := Web
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LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2 -pthread -sTOTAL_MEMORY=450MB
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CFLAGS += -pthread
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CPPFLAGS += -pthread
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LDLIBS += pthread quickjs GL openal c m dl
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CC = emcc
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EXT = .html
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@ -125,21 +123,14 @@ else
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OS := Linux
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LDFLAGS += -pthread -rdynamic
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LDLIBS += GL pthread c m dl X11 Xi Xcursor EGL asound
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ifdef STEAM
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LDLIBS += steam_api
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LDPATHS += $(STEAMPATH)/linux64
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endif
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endif
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ifeq ($(UNAME), Darwin)
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OS := macos
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CFLAGS += -arch $(ARCH) -x objective-c
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LDFLAGS += -arch $(ARCH) -framework Cocoa -framework QuartzCore -framework AudioToolbox -framework Metal -framework MetalKit
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ifdef STEAM
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LDPATHS += $(STEAMPATH)/osx
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LDLIBS += steam_api
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endif
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CPPFLAGS += -arch $(ARCH)
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CFLAGS += -x objective-c
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CXXFLAGS += -std=c++11
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LDFLAGS += -framework Cocoa -framework QuartzCore -framework AudioToolbox -framework Metal -framework MetalKit
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endif
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endif
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@ -168,7 +159,7 @@ includeflag := $(addprefix -I, $(includeflag))
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# Adding different SDKs
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ifdef STEAM
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includeflag += -Isteam/sdk/public
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CFLAGS += -DSTEAM
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CPPFLAGS += -DSTEAM
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# BIN += /steam
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endif
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@ -204,7 +195,7 @@ install: $(BIN)/$(NAME)
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$(BIN)/$(NAME): $(BIN)/libengine.a $(BIN)/libquickjs.a
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@echo Linking $(NAME)
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$(LD) $^ $(LDFLAGS) -L$(BIN) $(LDPATHS) $(LDLIBS) -o $@
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$(LD) $^ $(CPPFLAGS) $(LDFLAGS) -L$(BIN) $(LDPATHS) $(LDLIBS) -o $@
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@echo Finished build
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$(DISTDIR)/$(DIST): $(BIN)/$(NAME)
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@ -257,17 +248,17 @@ $(BIN)/libquickjs.a: $(QUICKJS_O)
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$(OBJDIR)/%.o: %.c
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@mkdir -p $(@D)
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@echo Making C object $@
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@$(CC) $(CFLAGS) -c $< -o $@
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@$(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@
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$(OBJDIR)/%.o: %.cpp
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@mkdir -p $(@D)
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@echo Making C++ object $@ with $(CXX)
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@$(CXX) $(CFLAGS) -c $< -o $@
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@$(CXX) $(CPPFLAGS) $(CXXFLAGS) -c $< -o $@
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$(OBJDIR)/%.o: %.m
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@mkdir -p $(@D)
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@echo Making Objective-C object $@
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@$(CC) $(CFLAGS) -c $< -o $@
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@$(CC) $(CPPFLAGS) $(CFLAGS) -c $< -o $@
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shaders: $(SHADERS)
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@echo Making shaders
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@ -33,6 +33,11 @@ Basic boolean flags, set to 0 or 1, to enable or disable features in the build
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## Building for Steam
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-Get the steam SDK
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-Unpack it into a folder named 'steam' at the top level directory
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-Move the steam libs into the lib folders arm64, x86, and x86_64
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-Make with STEAM=1
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Steam uses a C++ based SDK, so a C-only compiler like TCC will not work.
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## Building with Discord
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-Get the steam SDK
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-Make with DISCORD=1
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@ -98,6 +98,7 @@ component.sprite.impl = {
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set pos(x) { cmd(37,this.id,x); },
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set layer(x) { cmd(60, this.id, x); },
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get layer() { return undefined; },
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emissive(x) { cmd(170, this.id, x); },
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boundingbox() {
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return cwh2bb([0,0],[0,0]);
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@ -251,7 +252,7 @@ SpriteAnim.find.doc = 'Given a path, find the relevant animation for the file.';
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/* Container to play sprites and anim2ds */
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component.char2d = Object.create(component.sprite);
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Object.assign(component.char2d, {
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component.char2dimpl = {
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boundingbox() {
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var dim = this.acur.dim.slice();
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dim = dim.scale(this.gameobject.scale);
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@ -273,8 +274,7 @@ Object.assign(component.char2d, {
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play_anim(anim) {
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this.acur = anim;
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this.frame = 0;
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this.timer.time = this.acur.frames[this.frame].time;
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this.timer.start();
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this.gameobject.delay(this.advance.bind(this), this.acur.frames[this.frame].time);
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this.setsprite();
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},
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@ -303,9 +303,7 @@ Object.assign(component.char2d, {
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advance() {
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this.frame = (this.frame + 1) % this.acur.frames.length;
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this.setsprite();
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if (this.frame === 0 && !this.acur.loop)
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this.timer.pause();
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this.gameobject.delay(this.advance.bind(this), this.acur.frames[this.frame].time);
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},
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devance() {
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@ -329,7 +327,6 @@ Object.assign(component.char2d, {
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},
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kill() {
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this.timer.kill();
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cmd(9, this.id);
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},
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@ -351,7 +348,9 @@ Object.assign(component.char2d, {
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}
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Object.hide(this, 'acur');
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},
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});
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};
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Object.assign(component.char2d, component.char2dimpl);
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component.char2d.doc = {
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doc: "An animation player for sprites.",
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@ -109,6 +109,10 @@ var gameobject = {
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return this.level.world2this(this.worldpos());
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},
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get draw_layer() { return cmd(171, this.body); },
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set draw_layer(x) { cmd(172, this.body, x); },
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get elasticity() { return cmd(107,this.body); },
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set elasticity(x) { cmd(106,this.body,x); },
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@ -130,10 +134,6 @@ var gameobject = {
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set phys(x) { set_body(1, this.body, x); },
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get phys() { return q_body(0,this.body); },
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// set mask(x) { cmd(41, this.body, x); },
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// get mask() { return cmd(43, this.body); },
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// set category(x) { cmd(40, this.body, x); },
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// get category() { return cmd(42, this.body); },
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get velocity() { return q_body(3, this.body); },
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set velocity(x) { set_body(9, this.body, x); },
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// get damping() { return cmd(157,this.body); },
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@ -226,9 +226,9 @@ var gameobject = {
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delete this[obj.toString()];
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},
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},
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draw_layer: 1,
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components: {},
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objects: {},
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level: undefined,
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@ -345,6 +345,7 @@ var gameobject = {
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max_angularvelocity: Infinity,
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mass:1,
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layer:0,
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draw_layer:0,
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worldpos() { return [0,0]; },
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save:true,
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@ -137,6 +137,18 @@ HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir)
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return HMM_MulM3V3(m, (HMM_Vec3){dir.x, dir.y, 1}).XY;
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}
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos)
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{
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return HMM_MulM4V4(m, (HMM_Vec4){pos.X, pos.Y, pos.Z, 1}).XYZ;
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}
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HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir)
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{
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m.Columns[4] = (HMM_Vec4){0,0,0,1};
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return mat3_t_pos(m, dir);
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}
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HMM_Vec2 goscale(struct gameobject *go, HMM_Vec2 pos)
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{
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return HMM_MulV2(go->scale.XY, pos);
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@ -301,6 +313,7 @@ int MakeGameobject() {
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.mass = 1.f,
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.next = -1,
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.sensor = 0,
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.drawlayer = 0,
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.shape_cbs = NULL,
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.gravity = 1,
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.cgravity = (HMM_Vec2){0,0},
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@ -46,6 +46,7 @@ typedef struct gameobject {
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HMM_Mat3 transform;
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struct gameobject *master;
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transform2d t; /* The local transformation of this object */
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float drawlayer;
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} gameobject;
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extern struct gameobject *gameobjects;
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@ -77,6 +78,9 @@ HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
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/* Transform a direction via the matrix - does not take into account translation of matrix */
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HMM_Vec2 mat_t_dir(HMM_Mat3 m, HMM_Vec2 dir);
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HMM_Vec3 mat3_t_pos(HMM_Mat4 m, HMM_Vec3 pos);
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HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir);
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struct gameobject *get_gameobject_from_id(int id);
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struct gameobject *id2go(int id);
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int id_from_gameobject(struct gameobject *go);
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@ -1181,6 +1181,15 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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case 169:
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ret = num2js(js2go(argv[1])->timescale);
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break;
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case 170:
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id2sprite(js2int(argv[1]))->emissive = js2color(argv[2]);
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break;
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case 171:
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ret = num2js(js2go(argv[1])->drawlayer);
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break;
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case 172:
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js2go(argv[1])->drawlayer = js2number(argv[2]);
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break;
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}
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if (str)
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@ -13,5 +13,6 @@ struct dsp_midi_song {
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void play_song(const char *midi, const char *sf);
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void dsp_midi_fillbuf(struct dsp_midi_song *song, void *out, int n);
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void music_stop();
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#endif
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@ -30,6 +30,7 @@ struct sprite_vert {
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HMM_Vec2 pos;
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HMM_Vec2 uv;
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struct rgba color;
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struct rgba emissive;
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};
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static int num_spriteverts = 5000;
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@ -54,6 +55,7 @@ struct slice9_vert {
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int make_sprite(int go) {
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struct sprite sprite = {
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.color = color_white,
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.emissive = {0,0,0,0},
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.size = {1.f, 1.f},
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.tex = texture_loadfromfile(NULL),
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.go = go,
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@ -115,21 +117,30 @@ void sprite_io(struct sprite *sprite, FILE *f, int read) {
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}
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}
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int sprite_sort(int *a, int *b)
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{
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struct gameobject *goa = id2go(sprites[*a].go);
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struct gameobject *gob = id2go(sprites[*b].go);
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if (goa->drawlayer == gob->drawlayer) return 0;
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if (goa->drawlayer > gob->drawlayer) return 1;
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return -1;
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}
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void sprite_draw_all() {
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sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection));
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static struct sprite **layers[5];
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||||
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for (int i = 0; i < 5; i++)
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arrfree(layers[i]);
|
||||
static int *layers;
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||||
if (layers) arrfree(layers);
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||||
for (int i = 0; i < arrlen(sprites); i++)
|
||||
if (sprites[i].go >= 0 && sprites[i].enabled) arrpush(layers[sprites[i].layer], &sprites[i]);
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||||
if (sprites[i].go >= 0 && sprites[i].enabled) arrpush(layers, i);
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||||
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||||
if (arrlen(layers) == 0) return;
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if (arrlen(layers) > 1)
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qsort(layers, arrlen(layers), sizeof(*layers), sprite_sort);
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for (int i = 4; i >= 0; i--)
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for (int j = 0; j < arrlen(layers[i]); j++)
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sprite_draw(layers[i][j]);
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for (int i = 0; i < arrlen(layers); i++)
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sprite_draw(&sprites[layers[i]]);
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}
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void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect frame) {
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@ -151,9 +162,11 @@ void sprite_initialize() {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_FLOAT2,
|
||||
[2].format = SG_VERTEXFORMAT_UBYTE4N}},
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||||
[2].format = SG_VERTEXFORMAT_UBYTE4N,
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[3].format = SG_VERTEXFORMAT_UBYTE4N}},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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.label = "sprite pipeline",
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.colors[0].blend = blend_trans,
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.depth = {
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||||
.write_enabled = true,
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||||
.compare = SG_COMPAREFUNC_LESS_EQUAL,
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@ -192,7 +205,7 @@ void sprite_initialize() {
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}
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||||
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/* offset given in texture offset, so -0.5,-0.5 results in it being centered */
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||||
void tex_draw(struct Texture *tex, HMM_Mat3 m, struct glrect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, float wrapscale) {
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void tex_draw(struct Texture *tex, HMM_Mat3 m, struct glrect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba emissive) {
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struct sprite_vert verts[4];
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||||
|
||||
HMM_Vec2 sposes[4] = {
|
||||
|
@ -208,9 +221,9 @@ void tex_draw(struct Texture *tex, HMM_Mat3 m, struct glrect r, struct rgba colo
|
|||
};
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
HMM_Vec3 v = HMM_MulM3V3(m, (HMM_Vec3){sposes[i].X, sposes[i].Y, 1.0});
|
||||
verts[i].pos = (HMM_Vec2){v.X, v.Y};
|
||||
verts[i].pos = mat_t_pos(m, sposes[i]);
|
||||
verts[i].color = color;
|
||||
verts[i].emissive = emissive;
|
||||
}
|
||||
|
||||
if (!wrap) {
|
||||
|
@ -257,7 +270,7 @@ void sprite_draw(struct sprite *sprite) {
|
|||
|
||||
HMM_Mat3 sm = HMM_MulM3(ss, ts);
|
||||
m = HMM_MulM3(m, sm);
|
||||
tex_draw(sprite->tex, m, sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, 0);
|
||||
tex_draw(sprite->tex, m, sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, 0, sprite->emissive);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -275,7 +288,7 @@ void gui_draw_img(const char *img, HMM_Vec2 pos, HMM_Vec2 scale, float angle, in
|
|||
t.pos = pos;
|
||||
t.angle = angle;
|
||||
t.scale = scale;
|
||||
tex_draw(tex, transform2d2mat(t), tex_get_rect(tex), color, wrap, wrapoffset, wrapscale);
|
||||
tex_draw(tex, transform2d2mat(t), tex_get_rect(tex), color, wrap, wrapoffset, wrapscale, (struct rgba){0,0,0,0});
|
||||
}
|
||||
|
||||
void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba color)
|
||||
|
|
|
@ -15,6 +15,7 @@ struct sprite {
|
|||
HMM_Vec2 size;
|
||||
float rotation;
|
||||
struct rgba color;
|
||||
struct rgba emissive;
|
||||
int go; /* id of gameobject */
|
||||
struct Texture *tex;
|
||||
struct glrect frame;
|
||||
|
|
|
@ -36,6 +36,10 @@
|
|||
#include "steamffi.h"
|
||||
#endif
|
||||
|
||||
#ifdef DISCORD
|
||||
#include "discord.h"
|
||||
#endif
|
||||
|
||||
#include "string.h"
|
||||
|
||||
#include "render.h"
|
||||
|
@ -349,6 +353,22 @@ int main(int argc, char **argv) {
|
|||
|
||||
#ifdef STEAM
|
||||
steaminit();
|
||||
#endif
|
||||
|
||||
#ifdef DISCORD
|
||||
struct IDiscordCore *core;
|
||||
DiscordCreate(DISCORD_VERSION, &(struct DiscordCreateParams){
|
||||
.client_id = 1176355046590533714,
|
||||
.flags = DiscordCreateFlags_Default
|
||||
}, &core);
|
||||
struct IDiscordUserManager *dum;
|
||||
struct IDiscordActivityManager *dam;
|
||||
dam = core->get_activity_manager(core);
|
||||
|
||||
struct DiscordActivity da;
|
||||
sprintf(da.state, "Playing Solo Pinball");
|
||||
sprintf(da.details, "COMPetitive");
|
||||
dam->update_activity(dam, &da, NULL, NULL);
|
||||
#endif
|
||||
|
||||
stm_setup(); /* time */
|
||||
|
|
|
@ -2,15 +2,18 @@
|
|||
in vec2 vertex;
|
||||
in vec2 uv;
|
||||
in vec4 vc;
|
||||
in vec4 emissive;
|
||||
|
||||
out vec2 texcoords;
|
||||
out vec4 fcolor;
|
||||
out vec4 femissive;
|
||||
|
||||
uniform vs_p { mat4 proj; };
|
||||
|
||||
void main()
|
||||
{
|
||||
fcolor = vc;
|
||||
femissive = emissive;
|
||||
texcoords = uv;
|
||||
gl_Position = proj * vec4(vertex, 0.0, 1.0);
|
||||
}
|
||||
|
@ -19,6 +22,7 @@ void main()
|
|||
@fs fs
|
||||
in vec2 texcoords;
|
||||
in vec4 fcolor;
|
||||
in vec4 femissive;
|
||||
out vec4 color;
|
||||
|
||||
uniform texture2D image;
|
||||
|
@ -31,7 +35,8 @@ void main()
|
|||
if (color.a <= 0.1f)
|
||||
discard;
|
||||
|
||||
color *=fcolor;
|
||||
color *= fcolor;
|
||||
color.xyz = mix(color.xyz, femissive.xyz, femissive.a);
|
||||
}
|
||||
@end
|
||||
|
||||
|
|
Loading…
Reference in a new issue