Sprite rendered quad
This commit is contained in:
parent
9d93f603f0
commit
8e337db1e5
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@ -301,9 +301,11 @@ game.engine_start = function(s) {
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}
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}
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game.startengine = 0;
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game.startengine = 0;
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var frames = [];
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function process()
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function process()
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{
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{
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var startframe = profile.now();
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var dt = profile.secs(profile.now()) - frame_t;
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var dt = profile.secs(profile.now()) - frame_t;
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frame_t = profile.secs(profile.now());
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frame_t = profile.secs(profile.now());
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@ -357,6 +359,16 @@ function process()
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render.end_pass();
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render.end_pass();
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profile.addreport(profcache, "render frame", st);
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profile.addreport(profcache, "render frame", st);
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frames.push(profile.secs(profile.now()-startframe));
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if (frames.length > 20) frames.shift();
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}
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globalThis.fps = function()
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{
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var sum = 0;
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for (var i = 0; i < frames.length; i++)
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sum += frames[i];
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return frames.length/sum;
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}
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}
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game.timescale = 1;
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game.timescale = 1;
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@ -57,6 +57,8 @@ void model_init() {
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[0].format = SG_VERTEXFORMAT_FLOAT3,
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[0].format = SG_VERTEXFORMAT_FLOAT3,
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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[1].buffer_index = 1,
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[1].buffer_index = 1,
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[2].format = SG_VERTEXFORMAT_FLOAT3,
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[2].buffer_index = 2
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},
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},
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},
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},
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.index_type = SG_INDEXTYPE_UINT16,
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.index_type = SG_INDEXTYPE_UINT16,
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@ -112,14 +114,8 @@ void mesh_add_material(mesh *mesh, cgltf_material *mat)
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mesh->bind.fs.images[0] = texture_from_file(img->uri)->id;
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mesh->bind.fs.images[0] = texture_from_file(img->uri)->id;
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} else
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} else
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mesh->bind.fs.images[0] = texture_from_file("icons/moon.gif")->id;
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mesh->bind.fs.images[0] = texture_from_file("icons/moon.gif")->id;
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mesh->bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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mesh->bind.fs.samplers[0] = std_sampler;
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/*
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cgltf_texture *tex;
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if (tex = mat->normal_texture.texture)
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mesh->bind.fs.images[1] = texture_from_file(tex->image->uri)->id;
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else
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mesh->bind.fs.images[1] = texture_from_file("k")->id;*/
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}
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}
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sg_buffer texcoord_floats(float *f, int verts, int comp)
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sg_buffer texcoord_floats(float *f, int verts, int comp)
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@ -187,6 +183,7 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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}
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}
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free(idxs);
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free(idxs);
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printf("adding material\n");
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mesh_add_material(mesh, prim->material);
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mesh_add_material(mesh, prim->material);
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int has_norm = 0;
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int has_norm = 0;
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@ -209,8 +206,8 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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break;
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break;
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case cgltf_attribute_type_normal:
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case cgltf_attribute_type_normal:
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// has_norm = 1;
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has_norm = 1;
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// mesh->bind.vertex_buffers[2] = normal_floats(vs, verts, comp);
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mesh->bind.vertex_buffers[2] = normal_floats(vs, verts, comp);
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break;
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break;
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case cgltf_attribute_type_tangent:
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case cgltf_attribute_type_tangent:
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@ -238,7 +235,7 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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break;
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break;
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}
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}
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}
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}
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/*
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if (!has_norm) {
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if (!has_norm) {
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cgltf_attribute *pa = get_attr_type(prim, cgltf_attribute_type_position);
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cgltf_attribute *pa = get_attr_type(prim, cgltf_attribute_type_position);
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int n = cgltf_accessor_unpack_floats(pa->data, NULL,0);
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int n = cgltf_accessor_unpack_floats(pa->data, NULL,0);
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@ -260,7 +257,7 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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mesh->bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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mesh->bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = face_norms,
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.data.ptr = face_norms,
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.data.size = sizeof(uint32_t) * verts});
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.data.size = sizeof(uint32_t) * verts});
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}*/
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}
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}
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}
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void model_add_cgltf_mesh(model *model, cgltf_mesh *gltf_mesh)
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void model_add_cgltf_mesh(model *model, cgltf_mesh *gltf_mesh)
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@ -221,6 +221,7 @@ typedef union HMM_Vec2 {
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} HMM_Vec2;
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} HMM_Vec2;
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static const HMM_Vec2 v2zero = {0,0};
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static const HMM_Vec2 v2zero = {0,0};
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static const HMM_Vec2 v2one = {1,1};
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typedef union HMM_Vec3 {
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typedef union HMM_Vec3 {
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struct
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struct
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@ -285,7 +285,7 @@ void debugdraw_init()
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.label = "circle vert buffer",
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.label = "circle vert buffer",
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});
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});
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float circleverts[8] = {
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float circleverts[] = {
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-1,-1,
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-1,-1,
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-1,1,
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-1,1,
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1,-1,
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1,-1,
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@ -293,7 +293,7 @@ void debugdraw_init()
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};
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};
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circle_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
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circle_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
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.data = (sg_range){.ptr = circleverts, .size = sizeof(float)*8},
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.data = (sg_range){.ptr = circleverts, .size = sizeof(circleverts)},
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.usage = SG_USAGE_IMMUTABLE,
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.usage = SG_USAGE_IMMUTABLE,
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.label = "circle quarter buffer",
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.label = "circle quarter buffer",
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});
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});
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@ -22,8 +22,6 @@
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struct sFont *use_font;
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struct sFont *use_font;
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#define max_chars 100000
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static sg_shader fontshader;
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static sg_shader fontshader;
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static sg_bindings bind_text;
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static sg_bindings bind_text;
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static sg_pipeline pipe_text;
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static sg_pipeline pipe_text;
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@ -38,19 +36,18 @@ struct text_vert {
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static struct text_vert *text_buffer;
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static struct text_vert *text_buffer;
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void font_init() {
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void font_init() {
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text_buffer = malloc(sizeof(*text_buffer)*max_chars);
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fontshader = sg_make_shader(text_shader_desc(sg_query_backend()));
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fontshader = sg_make_shader(text_shader_desc(sg_query_backend()));
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pipe_text = sg_make_pipeline(&(sg_pipeline_desc){
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pipe_text = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = fontshader,
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.shader = fontshader,
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.layout = {
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.layout = {
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.attrs = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2, /* verts */
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[ATTR_vs_vert].format = SG_VERTEXFORMAT_FLOAT2,
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[0].buffer_index = 1,
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[ATTR_vs_vert].buffer_index = 1,
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[1].format = SG_VERTEXFORMAT_FLOAT2, /* pos */
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[ATTR_vs_pos].format = SG_VERTEXFORMAT_FLOAT2,
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[2].format = SG_VERTEXFORMAT_FLOAT2, /* width and height */
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[ATTR_vs_wh].format = SG_VERTEXFORMAT_FLOAT2,
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[3].format = SG_VERTEXFORMAT_USHORT2N, /* uv pos */
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[ATTR_vs_uv].format = SG_VERTEXFORMAT_USHORT2N,
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[4].format = SG_VERTEXFORMAT_USHORT2N, /* uv width and height */
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[ATTR_vs_st].format = SG_VERTEXFORMAT_USHORT2N,
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[5].format = SG_VERTEXFORMAT_UBYTE4N, /* color */
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[ATTR_vs_vColor].format = SG_VERTEXFORMAT_UBYTE4N,
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},
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},
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.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE
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.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE
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},
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},
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@ -59,27 +56,16 @@ void font_init() {
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.label = "text",
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.label = "text",
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});
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});
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float text_verts[8] = {
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bind_text.vertex_buffers[1] = sprite_quad;
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0,0,
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0,1,
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1,0,
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1,1
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};
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bind_text.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
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.data = SG_RANGE(text_verts),
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.usage = SG_USAGE_IMMUTABLE,
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.label = "text rectangle buffer",
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});
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bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(struct text_vert)*max_chars,
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.size = sizeof(struct text_vert),
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_STREAM,
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.usage = SG_USAGE_STREAM,
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.label = "text buffer"
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.label = "text buffer"
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});
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});
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bind_text.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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bind_text.fs.samplers[0] = std_sampler;
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}
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}
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void font_free(font *f)
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void font_free(font *f)
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@ -192,8 +178,6 @@ struct sFont *MakeFont(const char *fontfile, int height) {
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return newfont;
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return newfont;
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}
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}
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static int curchar = 0;
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void draw_underline_cursor(HMM_Vec2 pos, float scale, struct rgba color)
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void draw_underline_cursor(HMM_Vec2 pos, float scale, struct rgba color)
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{
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{
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pos.Y -= 2;
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pos.Y -= 2;
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@ -218,24 +202,29 @@ void draw_char_box(struct Character c, HMM_Vec2 cursor, float scale, struct rgba
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}
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}
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void text_flush(HMM_Mat4 *proj) {
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void text_flush(HMM_Mat4 *proj) {
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if (curchar == 0) return;
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if (arrlen(text_buffer) == 0) return;
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sg_range verts;
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sg_range verts;
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verts.ptr = text_buffer;
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verts.ptr = text_buffer;
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verts.size = sizeof(struct text_vert) * curchar;
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verts.size = sizeof(struct text_vert) * arrlen(text_buffer);
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int offset = sg_append_buffer(bind_text.vertex_buffers[0], &verts);
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if (sg_query_buffer_will_overflow(bind_text.vertex_buffers[0], verts.size))
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bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = verts.size,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_STREAM,
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.label = "text buffer"
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});
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sg_append_buffer(bind_text.vertex_buffers[0], &verts);
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bind_text.vertex_buffer_offsets[0] = offset;
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sg_apply_pipeline(pipe_text);
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sg_apply_pipeline(pipe_text);
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sg_apply_bindings(&bind_text);
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sg_apply_bindings(&bind_text);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(*proj));
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(*proj));
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sg_draw(0, 4, curchar);
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sg_draw(0, 4, arrlen(text_buffer));
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curchar = 0;
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arrsetlen(text_buffer, 0);
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}
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}
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void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgba color) {
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void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgba color) {
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if (curchar-10 >= max_chars)
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return;
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struct rgba colorbox = {0,0,0,255};
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struct rgba colorbox = {0,0,0,255};
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struct text_vert vert;
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struct text_vert vert;
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@ -255,8 +244,7 @@ void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgb
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vert.st.v = c.rect.h*USHRT_MAX;
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vert.st.v = c.rect.h*USHRT_MAX;
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vert.color = color;
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vert.color = color;
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memcpy(text_buffer + curchar, &vert, sizeof(struct text_vert));
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arrput(text_buffer, vert);
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curchar++;
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}
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}
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const char *esc_color(const char *c, struct rgba *color, struct rgba defc)
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const char *esc_color(const char *c, struct rgba *color, struct rgba defc)
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@ -569,7 +569,6 @@ JSC_GETSET(emitter, grow_for, number)
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JSC_GETSET(emitter, shrink_for, number)
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JSC_GETSET(emitter, shrink_for, number)
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JSC_GETSET(emitter, max, number)
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JSC_GETSET(emitter, max, number)
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JSC_GETSET(emitter, explosiveness, number)
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JSC_GETSET(emitter, explosiveness, number)
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JSC_GETSET(emitter, go, gameobject)
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JSC_GETSET(emitter, bounce, number)
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JSC_GETSET(emitter, bounce, number)
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JSC_GETSET(emitter, collision_mask, bitmask)
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JSC_GETSET(emitter, collision_mask, bitmask)
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JSC_GETSET(emitter, die_after_collision, boolean)
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JSC_GETSET(emitter, die_after_collision, boolean)
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@ -611,7 +610,6 @@ JSC_CCALL(render_end_pass,
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sg_end_pass();
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sg_end_pass();
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sg_commit();
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sg_commit();
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debug_newframe();
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debug_newframe();
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sprite_newframe();
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)
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)
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JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
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JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
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JSC_CCALL(render_set_camera, useproj = projection)
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JSC_CCALL(render_set_camera, useproj = projection)
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@ -1055,7 +1053,6 @@ static const JSCFunctionListEntry js_emitter_funcs[] = {
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CGETSET_ADD(emitter, shrink_for),
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CGETSET_ADD(emitter, shrink_for),
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CGETSET_ADD(emitter, max),
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CGETSET_ADD(emitter, max),
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CGETSET_ADD(emitter, explosiveness),
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CGETSET_ADD(emitter, explosiveness),
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CGETSET_ADD(emitter, go),
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CGETSET_ADD(emitter, bounce),
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CGETSET_ADD(emitter, bounce),
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CGETSET_ADD(emitter, collision_mask),
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CGETSET_ADD(emitter, collision_mask),
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CGETSET_ADD(emitter, die_after_collision),
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CGETSET_ADD(emitter, die_after_collision),
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@ -1320,11 +1317,11 @@ static const JSCFunctionListEntry js_pshape_funcs[] = {
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JSC_GETSET(sprite, color, color)
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JSC_GETSET(sprite, color, color)
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JSC_GETSET(sprite, emissive, color)
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JSC_GETSET(sprite, emissive, color)
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JSC_GETSET(sprite, parallax, number)
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JSC_GETSET(sprite, pos, vec2)
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JSC_GETSET(sprite, pos, vec2)
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JSC_GETSET(sprite, scale, vec2)
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JSC_GETSET(sprite, scale, vec2)
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JSC_GETSET(sprite, angle, number)
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JSC_GETSET(sprite, angle, number)
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JSC_GETSET(sprite, frame, rect)
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JSC_GETSET(sprite, spriteoffset, vec2)
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JSC_GETSET(sprite, spritesize, vec2)
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JSC_CCALL(sprite_draw, sprite_draw(js2sprite(this), js2gameobject(argv[0])))
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JSC_CCALL(sprite_draw, sprite_draw(js2sprite(this), js2gameobject(argv[0])))
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static const JSCFunctionListEntry js_sprite_funcs[] = {
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static const JSCFunctionListEntry js_sprite_funcs[] = {
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@ -1333,8 +1330,8 @@ static const JSCFunctionListEntry js_sprite_funcs[] = {
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CGETSET_ADD(sprite,angle),
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CGETSET_ADD(sprite,angle),
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CGETSET_ADD(sprite,color),
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CGETSET_ADD(sprite,color),
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CGETSET_ADD(sprite,emissive),
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CGETSET_ADD(sprite,emissive),
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CGETSET_ADD(sprite,parallax),
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CGETSET_ADD(sprite, spriteoffset),
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CGETSET_ADD(sprite,frame),
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CGETSET_ADD(sprite, spritesize),
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MIST_FUNC_DEF(sprite, draw, 1)
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MIST_FUNC_DEF(sprite, draw, 1)
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};
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};
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@ -46,11 +46,11 @@ void particle_init()
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.layout = {
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.layout = {
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.attrs = {
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.attrs = {
|
||||||
[1].format = SG_VERTEXFORMAT_FLOAT2,
|
[1].format = SG_VERTEXFORMAT_FLOAT2,
|
||||||
[2].format = SG_VERTEXFORMAT_FLOAT,
|
[2].format = SG_VERTEXFORMAT_FLOAT,
|
||||||
[3].format = SG_VERTEXFORMAT_FLOAT2,
|
[3].format = SG_VERTEXFORMAT_FLOAT2,
|
||||||
[4].format = SG_VERTEXFORMAT_UBYTE4N,
|
[4].format = SG_VERTEXFORMAT_UBYTE4N,
|
||||||
[0].format = SG_VERTEXFORMAT_FLOAT2,
|
[0].format = SG_VERTEXFORMAT_FLOAT2,
|
||||||
[0].buffer_index = 1
|
[0].buffer_index = 1
|
||||||
},
|
},
|
||||||
.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE,
|
.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE,
|
||||||
},
|
},
|
||||||
|
@ -78,13 +78,8 @@ void particle_init()
|
||||||
1,1,
|
1,1,
|
||||||
};
|
};
|
||||||
|
|
||||||
par_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
|
par_bind.vertex_buffers[1] = sprite_quad;
|
||||||
.data = (sg_range){.ptr = circleverts, .size = sizeof(float)*8},
|
par_bind.fs.samplers[0] = std_sampler;
|
||||||
.usage = SG_USAGE_IMMUTABLE,
|
|
||||||
.label = "particle quater buffer"
|
|
||||||
});
|
|
||||||
|
|
||||||
par_bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
emitter *make_emitter() {
|
emitter *make_emitter() {
|
||||||
|
@ -172,6 +167,20 @@ void parallel_pv(emitter *e, struct scheduler *sched, struct sched_task_partitio
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void emitter_draw(emitter *e, gameobject *go)
|
||||||
|
{
|
||||||
|
sg_apply_pipeline(par_pipe);
|
||||||
|
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
|
||||||
|
sg_apply_bindings(&par_bind);
|
||||||
|
par_bind.fs.images[0] = e->texture->id;
|
||||||
|
struct sched_task task;
|
||||||
|
scheduler_add(&sched, &task, parallel_pv, e, arrlen(e->particles), arrlen(e->particles)/sched.threads_num);
|
||||||
|
scheduler_join(&sched, &task);
|
||||||
|
sg_append_buffer(par_bind.vertex_buffers[0], &(sg_range){.ptr=&pv, .size=sizeof(struct par_vert)*arrlen(e->particles)});
|
||||||
|
draw_count += arrlen(e->particles);
|
||||||
|
sg_draw(0,4,draw_count);
|
||||||
|
}
|
||||||
|
|
||||||
void emitters_draw(HMM_Mat4 *proj)
|
void emitters_draw(HMM_Mat4 *proj)
|
||||||
{
|
{
|
||||||
if (arrlen(emitters) == 0) return;
|
if (arrlen(emitters) == 0) return;
|
||||||
|
|
|
@ -26,7 +26,6 @@ typedef struct particle {
|
||||||
typedef struct emitter {
|
typedef struct emitter {
|
||||||
struct particle *particles;
|
struct particle *particles;
|
||||||
transform3d t;
|
transform3d t;
|
||||||
gameobject *go;
|
|
||||||
HMM_Vec3 *mesh; /* list of points to optionally spawn from */
|
HMM_Vec3 *mesh; /* list of points to optionally spawn from */
|
||||||
HMM_Vec3 *norm; /* norm at each point */
|
HMM_Vec3 *norm; /* norm at each point */
|
||||||
int type; /* spray, cloud, or mesh */
|
int type; /* spray, cloud, or mesh */
|
||||||
|
@ -70,6 +69,7 @@ void stop_emitter(emitter *e);
|
||||||
|
|
||||||
void emitter_emit(emitter *e, int count);
|
void emitter_emit(emitter *e, int count);
|
||||||
void emitters_step(double dt);
|
void emitters_step(double dt);
|
||||||
|
void emitter_draw(emitter *e, gameobject *go);
|
||||||
void emitters_draw(HMM_Mat4 *proj);
|
void emitters_draw(HMM_Mat4 *proj);
|
||||||
void emitter_step(emitter *e, double dt);
|
void emitter_step(emitter *e, double dt);
|
||||||
|
|
||||||
|
|
|
@ -31,6 +31,9 @@
|
||||||
HMM_Vec2 campos = {0,0};
|
HMM_Vec2 campos = {0,0};
|
||||||
float camzoom = 1;
|
float camzoom = 1;
|
||||||
|
|
||||||
|
sg_buffer sprite_quad;
|
||||||
|
sg_sampler std_sampler;
|
||||||
|
|
||||||
static struct {
|
static struct {
|
||||||
sg_swapchain swap;
|
sg_swapchain swap;
|
||||||
sg_pipeline pipe;
|
sg_pipeline pipe;
|
||||||
|
@ -223,6 +226,22 @@ void render_init() {
|
||||||
.logger = { .func = sg_logging },
|
.logger = { .func = sg_logging },
|
||||||
.buffer_pool_size = 1024
|
.buffer_pool_size = 1024
|
||||||
});
|
});
|
||||||
|
|
||||||
|
float quad[] = {
|
||||||
|
0,0,
|
||||||
|
1,0,
|
||||||
|
0,1,
|
||||||
|
1,1
|
||||||
|
};
|
||||||
|
|
||||||
|
sprite_quad = sg_make_buffer(&(sg_buffer_desc){
|
||||||
|
.data = quad,
|
||||||
|
.size = sizeof(quad),
|
||||||
|
.usage = SG_USAGE_IMMUTABLE,
|
||||||
|
.label = "sprite quad"
|
||||||
|
});
|
||||||
|
|
||||||
|
std_sampler = sg_make_sampler(&(sg_sampler_desc){});
|
||||||
|
|
||||||
#ifndef NDEBUG
|
#ifndef NDEBUG
|
||||||
sg_trace_hooks hh = sg_install_trace_hooks(&hooks);
|
sg_trace_hooks hh = sg_install_trace_hooks(&hooks);
|
||||||
|
@ -276,7 +295,7 @@ void render_init() {
|
||||||
.data = gif_quad,
|
.data = gif_quad,
|
||||||
.label = "gif vert buffer",
|
.label = "gif vert buffer",
|
||||||
});
|
});
|
||||||
sg_gif.bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
|
sg_gif.bind.fs.samplers[0] = std_sampler;
|
||||||
|
|
||||||
sg_crt.shader = sg_make_shader(crt_shader_desc(sg_query_backend()));
|
sg_crt.shader = sg_make_shader(crt_shader_desc(sg_query_backend()));
|
||||||
sg_crt.pipe = sg_make_pipeline(&(sg_pipeline_desc){
|
sg_crt.pipe = sg_make_pipeline(&(sg_pipeline_desc){
|
||||||
|
|
|
@ -32,6 +32,9 @@ extern HMM_Mat4 hudproj;
|
||||||
extern HMM_Mat4 useproj;
|
extern HMM_Mat4 useproj;
|
||||||
extern sg_pass_action pass_action;
|
extern sg_pass_action pass_action;
|
||||||
|
|
||||||
|
extern sg_buffer sprite_quad;
|
||||||
|
extern sg_sampler std_sampler;
|
||||||
|
|
||||||
struct draw_p {
|
struct draw_p {
|
||||||
float x;
|
float x;
|
||||||
float y;
|
float y;
|
||||||
|
|
|
@ -14,24 +14,10 @@ static sg_shader shader_sprite;
|
||||||
static sg_pipeline pip_sprite;
|
static sg_pipeline pip_sprite;
|
||||||
sg_bindings bind_sprite;
|
sg_bindings bind_sprite;
|
||||||
|
|
||||||
struct sprite_vert {
|
|
||||||
HMM_Vec2 pos;
|
|
||||||
HMM_Vec2 uv;
|
|
||||||
struct rgba color;
|
|
||||||
struct rgba emissive;
|
|
||||||
};
|
|
||||||
|
|
||||||
static int num_spriteverts = 5000;
|
|
||||||
|
|
||||||
static sg_shader slice9_shader;
|
static sg_shader slice9_shader;
|
||||||
static sg_pipeline slice9_pipe;
|
static sg_pipeline slice9_pipe;
|
||||||
static sg_bindings slice9_bind;
|
static sg_bindings slice9_bind;
|
||||||
static float slice9_points[8] = {
|
|
||||||
0.0, 0.0,
|
|
||||||
0.0, 1.0,
|
|
||||||
1.0, 0.0,
|
|
||||||
1.0, 1.0
|
|
||||||
};
|
|
||||||
struct slice9_vert {
|
struct slice9_vert {
|
||||||
HMM_Vec2 pos;
|
HMM_Vec2 pos;
|
||||||
struct uv_n uv;
|
struct uv_n uv;
|
||||||
|
@ -43,31 +29,45 @@ struct slice9_vert {
|
||||||
sprite *sprite_make()
|
sprite *sprite_make()
|
||||||
{
|
{
|
||||||
sprite *sp = calloc(sizeof(*sp), 1);
|
sprite *sp = calloc(sizeof(*sp), 1);
|
||||||
sp->pos = (HMM_Vec2){0,0};
|
sp->pos = v2zero;
|
||||||
sp->scale = (HMM_Vec2){1,1};
|
sp->scale = v2one;
|
||||||
sp->angle = 0;
|
sp->angle = 0;
|
||||||
sp->color = color_white;
|
sp->color = color_white;
|
||||||
sp->emissive = color_clear;
|
sp->emissive = color_clear;
|
||||||
sp->frame = ST_UNIT;
|
sp->spritesize = v2one;
|
||||||
sp->parallax = 1;
|
sp->spriteoffset = v2zero;
|
||||||
|
|
||||||
return sp;
|
return sp;
|
||||||
}
|
}
|
||||||
|
|
||||||
void sprite_free(sprite *sprite) { free(sprite); }
|
void sprite_free(sprite *sprite) { free(sprite); }
|
||||||
|
|
||||||
static int sprite_draws = 0;
|
|
||||||
static int sprite_count = 0;
|
|
||||||
static texture *loadedtex;
|
static texture *loadedtex;
|
||||||
|
static int sprite_count = 0;
|
||||||
|
|
||||||
void sprite_flush() {
|
void sprite_flush() {
|
||||||
|
return;
|
||||||
if (!loadedtex) return;
|
if (!loadedtex) return;
|
||||||
|
/*
|
||||||
|
int flushed = arrlen(spverts)/4;
|
||||||
sg_apply_bindings(&bind_sprite);
|
sg_apply_bindings(&bind_sprite);
|
||||||
sg_draw(sprite_count * 4, 4, sprite_draws);
|
sg_range data = (sg_range){
|
||||||
sprite_count += sprite_draws;
|
.ptr = spverts,
|
||||||
sprite_draws = 0;
|
.size = sizeof(sprite_vert)*arrlen(spverts)
|
||||||
|
};
|
||||||
|
if (sg_query_buffer_will_overflow(bind_sprite.vertex_buffers[0], data.size))
|
||||||
|
bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
||||||
|
.size = data.size,
|
||||||
|
.type = SG_BUFFERTYPE_VERTEXBUFFER,
|
||||||
|
.usage = SG_USAGE_STREAM,
|
||||||
|
.label = "sprite vertex buffer"
|
||||||
|
});
|
||||||
|
|
||||||
|
sg_update_buffer(bind_sprite.vertex_buffers[0], &data);
|
||||||
|
|
||||||
|
sg_draw(sprite_count * 4, 4, flushed);
|
||||||
|
sprite_count += flushed;
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
void sprite_newframe() { sprite_count = 0; sprite_draws = 0;}
|
|
||||||
|
|
||||||
void sprite_initialize() {
|
void sprite_initialize() {
|
||||||
shader_sprite = sg_make_shader(sprite_shader_desc(sg_query_backend()));
|
shader_sprite = sg_make_shader(sprite_shader_desc(sg_query_backend()));
|
||||||
|
@ -76,22 +76,17 @@ void sprite_initialize() {
|
||||||
.shader = shader_sprite,
|
.shader = shader_sprite,
|
||||||
.layout = {
|
.layout = {
|
||||||
.attrs = {
|
.attrs = {
|
||||||
[0].format = SG_VERTEXFORMAT_FLOAT2,
|
[0].format = SG_VERTEXFORMAT_FLOAT2
|
||||||
[1].format = SG_VERTEXFORMAT_FLOAT2,
|
},
|
||||||
[2].format = SG_VERTEXFORMAT_UBYTE4N,
|
.buffers[1].step_func = SG_VERTEXSTEP_PER_INSTANCE
|
||||||
[3].format = SG_VERTEXFORMAT_UBYTE4N}},
|
},
|
||||||
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
|
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
|
||||||
.label = "sprite pipeline",
|
.label = "sprite pipeline",
|
||||||
.colors[0].blend = blend_trans,
|
.colors[0].blend = blend_trans,
|
||||||
});
|
});
|
||||||
|
|
||||||
bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
bind_sprite.vertex_buffers[0] = sprite_quad;
|
||||||
.size = sizeof(struct sprite_vert) * num_spriteverts,
|
bind_sprite.fs.samplers[0] = std_sampler;
|
||||||
.type = SG_BUFFERTYPE_VERTEXBUFFER,
|
|
||||||
.usage = SG_USAGE_STREAM,
|
|
||||||
.label = "sprite vertex buffer",
|
|
||||||
});
|
|
||||||
bind_sprite.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
|
|
||||||
|
|
||||||
slice9_shader = sg_make_shader(slice9_shader_desc(sg_query_backend()));
|
slice9_shader = sg_make_shader(slice9_shader_desc(sg_query_backend()));
|
||||||
|
|
||||||
|
@ -108,21 +103,17 @@ void sprite_initialize() {
|
||||||
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
|
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
|
||||||
});
|
});
|
||||||
|
|
||||||
slice9_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
slice9_bind.vertex_buffers[0] = sprite_quad;
|
||||||
.size = sizeof(struct slice9_vert) * 100,
|
|
||||||
.type = SG_BUFFERTYPE_VERTEXBUFFER,
|
|
||||||
.usage = SG_USAGE_STREAM,
|
|
||||||
.label = "slice9 buffer"
|
|
||||||
});
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void sprite_pipe()
|
void sprite_pipe()
|
||||||
{
|
{
|
||||||
sg_apply_pipeline(pip_sprite);
|
sg_apply_pipeline(pip_sprite);
|
||||||
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
|
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
|
||||||
}
|
}
|
||||||
|
|
||||||
void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, HMM_Vec2 wrapscale, struct rgba emissive, float parallax) {
|
void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, HMM_Vec2 wrapscale, struct rgba emissive) {
|
||||||
|
/*
|
||||||
struct sprite_vert verts[4];
|
struct sprite_vert verts[4];
|
||||||
float w = loadedtex->width*r.w;
|
float w = loadedtex->width*r.w;
|
||||||
float h = loadedtex->height*r.h;
|
float h = loadedtex->height*r.h;
|
||||||
|
@ -134,11 +125,8 @@ void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 w
|
||||||
{w,h}
|
{w,h}
|
||||||
};
|
};
|
||||||
|
|
||||||
for (int i = 0; i < 4; i++) {
|
for (int i = 0; i < 4; i++)
|
||||||
verts[i].pos = mat_t_pos(m, sposes[i]);
|
verts[i].pos = mat_t_pos(m, sposes[i]);
|
||||||
verts[i].color = color;
|
|
||||||
verts[i].emissive = emissive;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (wrap) {
|
if (wrap) {
|
||||||
r.w *= wrapscale.x;
|
r.w *= wrapscale.x;
|
||||||
|
@ -154,15 +142,16 @@ void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 w
|
||||||
verts[3].uv.X = r.x+r.w;
|
verts[3].uv.X = r.x+r.w;
|
||||||
verts[3].uv.Y = r.y;
|
verts[3].uv.Y = r.y;
|
||||||
|
|
||||||
sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts));
|
for (int i = 0; i < 4; i++)
|
||||||
sprite_draws++;
|
arrput(spverts, verts[i]);
|
||||||
|
*/
|
||||||
}
|
}
|
||||||
|
|
||||||
transform2d sprite2t(sprite *s)
|
transform2d sprite2t(sprite *s)
|
||||||
{
|
{
|
||||||
return (transform2d){
|
return (transform2d){
|
||||||
.pos = s->pos,
|
.pos = s->pos,
|
||||||
.scale = s->scale,
|
.scale = HMM_MulV2(s->scale, (HMM_Vec2){loadedtex->width, loadedtex->height}),
|
||||||
.angle = HMM_TurnToRad*s->angle
|
.angle = HMM_TurnToRad*s->angle
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
@ -174,19 +163,26 @@ void sprite_tex(texture *t)
|
||||||
}
|
}
|
||||||
|
|
||||||
void sprite_draw(struct sprite *sprite, gameobject *go) {
|
void sprite_draw(struct sprite *sprite, gameobject *go) {
|
||||||
transform2d t = go2t(go);
|
HMM_Mat4 m = transform2d2mat4(go2t(go));
|
||||||
t.pos.x += (campos.x - (campos.x/sprite->parallax));
|
HMM_Mat4 sm = transform2d2mat4(sprite2t(sprite));
|
||||||
t.pos.y += (campos.y - (campos.y/sprite->parallax));
|
struct spriteuni spv;
|
||||||
HMM_Mat3 m = transform2d2mat(t);
|
rgba2floats(&spv.color.e, sprite->color);
|
||||||
HMM_Mat3 sm = transform2d2mat(sprite2t(sprite));
|
rgba2floats(spv.emissive.e, sprite->emissive);
|
||||||
tex_draw(HMM_MulM3(m,sm), sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, sprite->scale, sprite->emissive, sprite->parallax);
|
spv.size = sprite->spritesize;
|
||||||
|
spv.offset = sprite->spriteoffset;
|
||||||
|
spv.model = HMM_MulM4(m,sm);
|
||||||
|
sg_apply_pipeline(pip_sprite);
|
||||||
|
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_sprite, SG_RANGE_REF(spv));
|
||||||
|
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
|
||||||
|
sg_apply_bindings(&bind_sprite);
|
||||||
|
sg_draw(0,4,1);
|
||||||
}
|
}
|
||||||
|
|
||||||
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
|
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
|
||||||
sg_apply_pipeline(pip_sprite);
|
sg_apply_pipeline(pip_sprite);
|
||||||
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
|
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
|
||||||
sprite_tex(tex);
|
sprite_tex(tex);
|
||||||
tex_draw(transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0}, 0);
|
tex_draw(transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0});
|
||||||
}
|
}
|
||||||
|
|
||||||
void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)
|
void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)
|
||||||
|
|
|
@ -7,18 +7,22 @@
|
||||||
#include "transform.h"
|
#include "transform.h"
|
||||||
#include "gameobject.h"
|
#include "gameobject.h"
|
||||||
|
|
||||||
#define DRAW_SIMPLE 0
|
|
||||||
#define DRAW_TILE 1
|
|
||||||
|
|
||||||
struct sprite {
|
struct sprite {
|
||||||
HMM_Vec2 pos;
|
HMM_Vec2 pos;
|
||||||
HMM_Vec2 scale;
|
HMM_Vec2 scale;
|
||||||
float angle;
|
float angle;
|
||||||
struct rgba color;
|
struct rgba color;
|
||||||
struct rgba emissive;
|
struct rgba emissive;
|
||||||
struct rect frame;
|
HMM_Vec2 spritesize;
|
||||||
int drawmode;
|
HMM_Vec2 spriteoffset;
|
||||||
float parallax;
|
};
|
||||||
|
|
||||||
|
struct spriteuni {
|
||||||
|
HMM_Vec4 color;
|
||||||
|
HMM_Vec4 emissive;
|
||||||
|
HMM_Vec2 size;
|
||||||
|
HMM_Vec2 offset;
|
||||||
|
HMM_Mat4 model;
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct sprite sprite;
|
typedef struct sprite sprite;
|
||||||
|
@ -33,7 +37,6 @@ void sprite_draw(struct sprite *sprite, gameobject *go);
|
||||||
void sprite_pipe();
|
void sprite_pipe();
|
||||||
void sprite_draw_all();
|
void sprite_draw_all();
|
||||||
void sprite_flush();
|
void sprite_flush();
|
||||||
void sprite_newframe();
|
|
||||||
|
|
||||||
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color);
|
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color);
|
||||||
|
|
||||||
|
|
|
@ -40,6 +40,15 @@ HMM_Mat3 transform2d2mat(transform2d trn) {
|
||||||
return HMM_MulM3(HMM_Translate2D(trn.pos), HMM_MulM3(HMM_RotateM3(trn.angle), HMM_ScaleM3(trn.scale)));
|
return HMM_MulM3(HMM_Translate2D(trn.pos), HMM_MulM3(HMM_RotateM3(trn.angle), HMM_ScaleM3(trn.scale)));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
HMM_Mat4 transform2d2mat4(transform2d trn)
|
||||||
|
{
|
||||||
|
transform3d t3d;
|
||||||
|
t3d.pos.xy = trn.pos;
|
||||||
|
t3d.scale.xy = trn.scale;
|
||||||
|
t3d.rotation = HMM_QFromAxisAngle_RH((HMM_Vec3){0,0,-1}, trn.angle);
|
||||||
|
return transform3d2mat(t3d);
|
||||||
|
}
|
||||||
|
|
||||||
transform2d mat2transform2d(HMM_Mat3 m)
|
transform2d mat2transform2d(HMM_Mat3 m)
|
||||||
{
|
{
|
||||||
transform2d t;
|
transform2d t;
|
||||||
|
|
|
@ -27,6 +27,8 @@ HMM_Vec3 trans_down(const transform3d *trans);
|
||||||
HMM_Vec3 trans_right(const transform3d *trans);
|
HMM_Vec3 trans_right(const transform3d *trans);
|
||||||
HMM_Vec3 trans_left(const transform3d *trans);
|
HMM_Vec3 trans_left(const transform3d *trans);
|
||||||
|
|
||||||
|
HMM_Mat4 transform2d2mat4(transform2d trn);
|
||||||
|
|
||||||
/* Transform a position via the matrix */
|
/* Transform a position via the matrix */
|
||||||
HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
|
HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
|
||||||
/* Transform a direction via the matrix - does not take into account translation of matrix */
|
/* Transform a direction via the matrix - does not take into account translation of matrix */
|
||||||
|
|
|
@ -1,20 +1,30 @@
|
||||||
@vs vs
|
@vs vs
|
||||||
in vec2 vertex;
|
in vec2 vertex;
|
||||||
in vec2 uv;
|
|
||||||
in vec4 vc;
|
|
||||||
in vec4 emissive;
|
|
||||||
|
|
||||||
out vec2 texcoords;
|
out vec2 texcoords;
|
||||||
out vec4 fcolor;
|
out vec4 fcolor;
|
||||||
out vec4 femissive;
|
out vec4 femissive;
|
||||||
|
|
||||||
uniform vs_p { mat4 proj; };
|
uniform app {
|
||||||
|
float time;
|
||||||
|
vec2 window;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform vp {
|
||||||
|
mat4 proj;
|
||||||
|
};
|
||||||
|
|
||||||
|
uniform sprite {
|
||||||
|
vec4 vcolor;
|
||||||
|
vec4 vemissive;
|
||||||
|
vec2 spritesize;
|
||||||
|
vec2 spriteoff;
|
||||||
|
mat4 model;
|
||||||
|
};
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
fcolor = vc;
|
texcoords = spriteoff + spritesize*vertex;
|
||||||
femissive = emissive;
|
|
||||||
texcoords = uv;
|
|
||||||
gl_Position = proj * vec4(vertex, 0, 1.0);
|
gl_Position = proj * vec4(vertex, 0, 1.0);
|
||||||
}
|
}
|
||||||
@end
|
@end
|
||||||
|
@ -23,6 +33,7 @@ void main()
|
||||||
in vec2 texcoords;
|
in vec2 texcoords;
|
||||||
in vec4 fcolor;
|
in vec4 fcolor;
|
||||||
in vec4 femissive;
|
in vec4 femissive;
|
||||||
|
|
||||||
out vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform texture2D image;
|
uniform texture2D image;
|
||||||
|
@ -33,6 +44,8 @@ void main()
|
||||||
color = texture(sampler2D(image,smp), texcoords);
|
color = texture(sampler2D(image,smp), texcoords);
|
||||||
color *= fcolor;
|
color *= fcolor;
|
||||||
color.xyz = mix(color.xyz, femissive.xyz, femissive.a);
|
color.xyz = mix(color.xyz, femissive.xyz, femissive.a);
|
||||||
|
color.a = 1.0;
|
||||||
|
|
||||||
}
|
}
|
||||||
@end
|
@end
|
||||||
|
|
||||||
|
|
|
@ -1,5 +1,6 @@
|
||||||
@vs vs
|
@vs vs
|
||||||
in vec2 vert;
|
in vec2 vert;
|
||||||
|
|
||||||
in vec2 pos;
|
in vec2 pos;
|
||||||
in vec2 wh;
|
in vec2 wh;
|
||||||
in vec2 uv;
|
in vec2 uv;
|
||||||
|
|
|
@ -1,10 +1,10 @@
|
||||||
@vs vs
|
@vs vs
|
||||||
in vec3 a_pos;
|
in vec3 a_pos;
|
||||||
in vec2 a_tex_coords;
|
in vec2 a_tex_coords;
|
||||||
//in vec3 a_norm;
|
in vec3 a_norm;
|
||||||
|
|
||||||
out vec2 tex_coords;
|
out vec2 tex_coords;
|
||||||
//out vec3 normal;
|
out vec3 normal;
|
||||||
|
|
||||||
uniform vs_p {
|
uniform vs_p {
|
||||||
uniform mat4 vp;
|
uniform mat4 vp;
|
||||||
|
@ -14,21 +14,21 @@ uniform mat4 model;
|
||||||
void main() {
|
void main() {
|
||||||
gl_Position = vp * vec4(vec3(model * vec4(a_pos,1.0)), 1.0);
|
gl_Position = vp * vec4(vec3(model * vec4(a_pos,1.0)), 1.0);
|
||||||
tex_coords = a_tex_coords;
|
tex_coords = a_tex_coords;
|
||||||
//normal = a_norm;
|
normal = a_norm;
|
||||||
}
|
}
|
||||||
@end
|
@end
|
||||||
|
|
||||||
@fs fs
|
@fs fs
|
||||||
in vec2 tex_coords;
|
in vec2 tex_coords;
|
||||||
//in vec3 normal;
|
in vec3 normal;
|
||||||
out vec4 color;
|
out vec4 color;
|
||||||
|
|
||||||
uniform texture2D diffuse;
|
uniform texture2D diffuse;
|
||||||
uniform sampler smp;
|
uniform sampler smp;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
//vec3 lightDir = normalize(vec3(0.5f, 0.5f, 1.0f));
|
vec3 lightDir = normalize(vec3(0.5f, 0.5f, 1.0f));
|
||||||
//float diff = max(dot(normal, lightDir), 0.0f);
|
float diff = max(dot(normal, lightDir), 0.0f);
|
||||||
color = texture(sampler2D(diffuse,smp),tex_coords);
|
color = texture(sampler2D(diffuse,smp),tex_coords);
|
||||||
}
|
}
|
||||||
@end
|
@end
|
||||||
|
|
Loading…
Reference in a new issue