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/* SpriteShader.cpp
Copyright (c) 2014 by Michael Zahniser
Endless Sky is free software: you can redistribute it and/or modify it under the
terms of the GNU General Public License as published by the Free Software
Foundation, either version 3 of the License, or (at your option) any later version.
Endless Sky is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A
PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with
this program. If not, see <https://www.gnu.org/licenses/>.
*/
#include "SpriteShader.h"
#include "../GameData.h"
#include "../Screen.h"
#include "Shader.h"
#include "../image/Sprite.h"
#include "../Swizzle.h"
#ifdef ES_GLES
// ES_GLES always uses the shader, not this, so use a dummy value to compile.
// (the correct value is usually 0x8E46, so don't use that)
#define GL_TEXTURE_SWIZZLE_RGBA 0xBEEF
#endif
using namespace std;
namespace {
const Shader *shader;
GLint scaleI;
GLint texI;
GLint swizzleMaskI;
GLint useSwizzleMaskI;
GLint frameI;
GLint frameCountI;
GLint positionI;
GLint transformI;
GLint blurI;
GLint clipI;
GLint alphaI;
GLint swizzleMatrixI;
GLint useSwizzleI;
GLuint vao;
GLuint vbo;
}
// Initialize the shaders.
void SpriteShader::Init()
{
shader = GameData::Shaders().Get("sprite");
if(!shader->Object())
throw std::runtime_error("Could not find sprite shader!");
scaleI = shader->Uniform("scale");
texI = shader->Uniform("tex");
frameI = shader->Uniform("frame");
frameCountI = shader->Uniform("frameCount");
positionI = shader->Uniform("position");
transformI = shader->Uniform("transform");
blurI = shader->Uniform("blur");
clipI = shader->Uniform("clip");
alphaI = shader->Uniform("alpha");
swizzleMatrixI = shader->Uniform("swizzleMatrix");
swizzleMaskI = shader->Uniform("swizzleMask");
useSwizzleMaskI = shader->Uniform("useSwizzleMask");
useSwizzleI = shader->Uniform("useSwizzle");
// Generate the vertex data for drawing sprites.
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
GLfloat vertexData[] = {
-.5f, -.5f,
-.5f, .5f,
.5f, -.5f,
.5f, .5f
};
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_STATIC_DRAW);
glEnableVertexAttribArray(shader->Attrib("vert"));
glVertexAttribPointer(shader->Attrib("vert"), 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), nullptr);
// unbind the VBO and VAO
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
void SpriteShader::Draw(const Sprite *sprite, const Point &position,
float zoom, const Swizzle *swizzle, float frame, const Point &unit)
{
if(!sprite)
return;
Bind();
Add(Prepare(sprite, position, zoom, swizzle, frame, unit));
Unbind();
}
SpriteShader::Item SpriteShader::Prepare(const Sprite *sprite, const Point &position,
float zoom, const Swizzle *swizzle, float frame, const Point &unit)
{
if(!sprite)
return {};
Item item;
item.texture = sprite->Texture();
item.swizzleMask = sprite->SwizzleMask();
item.frame = frame;
item.frameCount = sprite->Frames();
// Position.
item.position[0] = static_cast<float>(position.X());
item.position[1] = static_cast<float>(position.Y());
// Rotation and scale.
Point scaledUnit = unit * zoom;
Point uw = scaledUnit * sprite->Width();
Point uh = scaledUnit * sprite->Height();
item.transform[0] = static_cast<float>(-uw.Y());
item.transform[1] = static_cast<float>(uw.X());
item.transform[2] = static_cast<float>(-uh.X());
item.transform[3] = static_cast<float>(-uh.Y());
// Swizzle.
item.swizzle = swizzle;
return item;
}
void SpriteShader::Bind()
{
glUseProgram(shader->Object());
glBindVertexArray(vao);
GLfloat scale[2] = {2.f / Screen::Width(), -2.f / Screen::Height()};
glUniform2fv(scaleI, 1, scale);
}
void SpriteShader::Add(const Item &item, bool withBlur)
{
if(item.swizzle)
{
glUniform1i(swizzleMaskI, 1);
// Don't mask full color swizzles that always apply to the whole ship sprite.
glUniform1i(useSwizzleMaskI, item.swizzle->OverrideMask() ? 0 : item.swizzleMask);
// Set the color swizzle.
glUniformMatrix4fv(swizzleMatrixI, 1, GL_FALSE, item.swizzle->MatrixPtr());
glUniform1i(useSwizzleI, !item.swizzle->IsIdentity());
}
else
glUniform1i(useSwizzleI, 0);
glUniform1i(texI, 0);
glBindTexture(GL_TEXTURE_2D_ARRAY, item.texture);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D_ARRAY, item.swizzleMask);
glActiveTexture(GL_TEXTURE0);
glUniform1f(frameI, item.frame);
glUniform1f(frameCountI, item.frameCount);
glUniform2fv(positionI, 1, item.position);
glUniformMatrix2fv(transformI, 1, false, item.transform);
// Special case: check if the blur should be applied or not.
static const float UNBLURRED[2] = {0.f, 0.f};
glUniform2fv(blurI, 1, withBlur ? item.blur : UNBLURRED);
glUniform1f(clipI, item.clip);
glUniform1f(alphaI, item.alpha);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void SpriteShader::Unbind()
{
// Reset the swizzle.
glUniform1i(useSwizzleI, 0);
glBindVertexArray(0);
glUseProgram(0);
}
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