texture scrolling
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@@ -268,13 +268,11 @@ JSValue duk_cursor_text(JSContext *js, JSValueConst this, int argc, JSValueConst
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JSValue duk_gui_img(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
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const char *img = JS_ToCString(js, argv[0]);
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cpVect pos = js2vec2(argv[1]);
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gui_draw_img(img, js2hmmv2(argv[1]), js2number(argv[2]), js2number(argv[3]));
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gui_draw_img(img, js2hmmv2(argv[1]), js2hmmv2(argv[2]), js2number(argv[3]), js2bool(argv[4]), js2hmmv2(argv[5]), 1.0, js2color(argv[6]));
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JS_FreeCString(js, img);
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return JS_NULL;
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}
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struct nk_rect js2nk_rect(JSValue v) {
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struct nk_rect rect;
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rect.x = js2number(js_getpropstr(v, "x"));
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@@ -1620,7 +1618,7 @@ void ffi_load() {
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DUK_FUNC(gui_text, 6)
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DUK_FUNC(ui_text, 5)
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DUK_FUNC(cursor_text, 5)
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DUK_FUNC(gui_img, 2)
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DUK_FUNC(gui_img, 10)
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DUK_FUNC(inflate_cpv, 3)
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@@ -191,6 +191,21 @@ void script_callee(struct callee c, int argc, JSValue *argv) {
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js_callee_exec(&c, argc, argv);
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}
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void send_signal(const char *signal, int argc, JSValue *argv)
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{
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JSValue globalThis = JS_GetGlobalObject(js);
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JSValue sig = JS_GetPropertyStr(js, globalThis, "Signal");
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JSValue fn = JS_GetPropertyStr(js, sig, "call");
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JSValue args[argc+1];
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args[0] = str2js(signal);
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for (int i = 0; i < argc; i++)
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args[1+i] = argv[i];
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JS_Call(js, fn, sig, argc+1, args);
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}
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static struct callee update_callee;
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void register_update(struct callee c) {
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update_callee = c;
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@@ -49,6 +49,8 @@ void call_gui();
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void call_nk_gui();
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void unregister_obj(JSValue obj);
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void send_signal(const char *signal, int argc, JSValue *argv);
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void register_physics(struct callee c);
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void call_physics(double dt);
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@@ -25,7 +25,7 @@ static sg_bindings bind_sprite;
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struct sprite_vert {
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HMM_Vec2 pos;
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struct uv_n uv;
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HMM_Vec2 uv;
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struct rgba color;
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};
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@@ -159,7 +159,7 @@ void sprite_initialize() {
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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[1].format = SG_VERTEXFORMAT_FLOAT2,
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[2].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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@@ -213,7 +213,7 @@ void sprite_initialize() {
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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_Vec2 pos, float angle, HMM_Vec2 size, HMM_Vec2 offset, struct glrect r, struct rgba color) {
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void tex_draw(struct Texture *tex, HMM_Vec2 pos, float angle, HMM_Vec2 size, HMM_Vec2 offset, struct glrect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, float wrapscale) {
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struct sprite_vert verts[4];
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HMM_Vec2 sposes[4] = {
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@@ -238,15 +238,24 @@ void tex_draw(struct Texture *tex, HMM_Vec2 pos, float angle, HMM_Vec2 size, HMM
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verts[i].pos = sposes[i];
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verts[i].color = color;
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}
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if (!wrap) {
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verts[0].uv.X = r.s0;
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verts[0].uv.Y = r.t1;
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verts[1].uv.X = r.s1;
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verts[1].uv.Y = r.t1;
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verts[2].uv.X = r.s0;
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verts[2].uv.Y = r.t0;
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verts[3].uv.X = r.s1;
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verts[3].uv.Y = r.t0;
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} else {
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verts[0].uv = HMM_MulV2((HMM_Vec2){0,0}, size);
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verts[1].uv = HMM_MulV2((HMM_Vec2){1,0}, size);
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verts[2].uv = HMM_MulV2((HMM_Vec2){0,1}, size);
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verts[3].uv = HMM_MulV2((HMM_Vec2){1,1}, size);
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verts[0].uv.u = r.s0 * USHRT_MAX;
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verts[0].uv.v = r.t1 * USHRT_MAX;
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verts[1].uv.u = r.s1 * USHRT_MAX;
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verts[1].uv.v = r.t1 * USHRT_MAX;
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verts[2].uv.u = r.s0 * USHRT_MAX;
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verts[2].uv.v = r.t0 * USHRT_MAX;
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verts[3].uv.u = r.s1 * USHRT_MAX;
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verts[3].uv.v = r.t0 * USHRT_MAX;
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for (int i = 0; i < 4; i++)
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verts[i].uv = HMM_AddV2(verts[i].uv, wrapoffset);
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}
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bind_sprite.fs_images[0] = tex->id;
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sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts));
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@@ -263,25 +272,22 @@ void sprite_draw(struct sprite *sprite) {
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cpVect cpos = cpBodyGetPosition(go->body);
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HMM_Vec2 pos = {cpos.x, cpos.y};
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HMM_Vec2 size = {sprite->size.X * go->scale * go->flipx, sprite->size.Y * go->scale * go->flipy};
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tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, sprite->frame, sprite->color);
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tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, sprite->frame, sprite->color, 0, pos, 0);
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}
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}
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void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame) {
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if (!sprite) return;
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sprite->tex = anim->tex;
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sprite->frame = anim->st_frames[frame];
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}
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void gui_draw_img(const char *img, HMM_Vec2 pos, float scale, float angle) {
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void gui_draw_img(const char *img, HMM_Vec2 pos, HMM_Vec2 scale, float angle, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
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sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
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struct Texture *tex = texture_loadfromfile(img);
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HMM_Vec2 size = {scale, scale};
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HMM_Vec2 offset = {0.f, 0.f};
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tex_draw(tex, pos, 0.f, size, offset, tex_get_rect(tex), color_white);
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tex_draw(tex, pos, angle, scale, offset, tex_get_rect(tex), color, wrap, wrapoffset, wrapscale);
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}
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void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba color)
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@@ -41,7 +41,6 @@ void sprite_draw_all();
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unsigned int incrementAnimFrame(unsigned int interval, struct sprite *sprite);
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void sprite_flush();
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void gui_draw_img(const char *img, HMM_Vec2 pos, float scale, float angle);
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void gui_draw_img(const char *img, HMM_Vec2 pos, HMM_Vec2 scale, float angle, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color);
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#endif
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@@ -77,6 +77,8 @@ struct Texture *texture_pullfromfile(const char *path) {
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tex->opts.sprite = 1;
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tex->opts.mips = 0;
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tex->opts.gamma = 0;
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tex->opts.wrapx = 1;
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tex->opts.wrapy = 1;
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int n;
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unsigned char *data = stbi_load(path, &tex->width, &tex->height, &n, 4);
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@@ -133,6 +135,8 @@ struct Texture *texture_pullfromfile(const char *path) {
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.min_filter = SG_FILTER_NEAREST_MIPMAP_NEAREST,
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.mag_filter = SG_FILTER_NEAREST,
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.num_mipmaps = mips,
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.wrap_u = SG_WRAP_REPEAT,
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.wrap_v = SG_WRAP_REPEAT,
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.data = sg_img_data
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});
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@@ -56,6 +56,8 @@ struct TextureOptions {
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int mips;
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unsigned int gamma:1;
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int animation;
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int wrapx;
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int wrapy;
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};
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/* Represents an actual texture on the GPU */
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@@ -7,6 +7,7 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include "ffi.h"
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#include "openglrender.h"
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@@ -51,11 +52,14 @@ void window_maximize_callback(GLFWwindow *w, int maximized) {
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}
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void window_framebuffer_size_cb(GLFWwindow *w, int width, int height) {
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struct window *win = winfind(w);
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struct window *win = mainwin;
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win->width = width;
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win->height = height;
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window_makecurrent(win);
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win->render = 1;
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JSValue vals[2] = { int2js(width), int2js(height) };
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send_signal("window_resize", 2, vals);
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}
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void window_close_callback(GLFWwindow *w) {
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@@ -66,9 +70,8 @@ struct window *MakeSDLWindow(const char *name, int width, int height, uint32_t f
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if (arrcap(windows) == 0)
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arrsetcap(windows, 5);
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GLFWwindow *sharewin = mainwin == NULL ? NULL : mainwin->window;
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if (sharewin) return sharewin;
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if (mainwin != NULL)
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return mainwin;
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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@@ -80,19 +83,17 @@ struct window *MakeSDLWindow(const char *name, int width, int height, uint32_t f
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.width = width,
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.height = height,
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.id = arrlen(windows),
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.window = glfwCreateWindow(width, height, name, NULL, sharewin)};
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.window = glfwCreateWindow(width, height, name, NULL, mainwin)};
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if (!w.window) {
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YughError("Couldn't make GLFW window\n", 1);
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return NULL;
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}
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mainwin = malloc(sizeof(struct window));
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*mainwin = w;
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glfwMakeContextCurrent(w.window);
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// int version = gladLoadGL(glfwGetProcAddress);
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// if (!version) {
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// YughError("Failed to initialize OpenGL context.");
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// exit(1);
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// }
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YughInfo("Loaded OpenGL %d.%d", 3, 3);
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glfwSwapInterval(1);
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@@ -108,6 +109,8 @@ struct window *MakeSDLWindow(const char *name, int width, int height, uint32_t f
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if (arrlen(windows) == 1)
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mainwin = &windows[0];
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window_framebuffer_size_cb(mainwin, width, height);
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return &arrlast(windows);
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}
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