blob: f374556597f5465949d2a114392f89b4c8a98285 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
|
(define-module (bonnie-bee background)
#:use-module (bonnie-bee assets)
#:use-module (bonnie-bee common)
#:use-module (chickadee graphics buffer)
#:use-module (chickadee graphics engine)
#:use-module (chickadee graphics shader)
#:use-module (chickadee graphics texture)
#:use-module (chickadee math)
#:use-module (chickadee math matrix)
#:use-module (chickadee math vector)
#:use-module (chickadee scripting)
#:use-module (chickadee utils)
#:use-module (oop goops)
#:use-module (starling node)
#:use-module (starling node-2d)
#:export (<background>
scroll-y))
(define (make-background-shader)
(strings->shader
"
#ifdef GLSL330
layout (location = 0) in vec2 position;
layout (location = 1) in vec2 tex;
#elif defined(GLSL130)
in vec2 position;
in vec2 tex;
#elif defined(GLSL120)
attribute vec2 position;
attribute vec2 tex;
#endif
#ifdef GLSL120
varying vec2 fragTex;
#else
out vec2 fragTex;
#endif
uniform mat4 mvp;
void main(void) {
fragTex = tex;
gl_Position = mvp * vec4(position.xy, 0.0, 1.0);
}
"
"
#ifdef GLSL120
varying vec2 fragTex;
#else
in vec2 fragTex;
#endif
#ifdef GLSL330
out vec4 fragColor;
#else
#define fragColor gl_FragColor
#endif
uniform sampler2D image;
uniform float scrollY;
void main (void) {
vec2 uv = vec2(fragTex.x, fragTex.y + scrollY);
fragColor = texture(image, uv);
}
"))
(define-geometry-type <background-vertex>
background-vertex-ref
background-vertex-set!
background-vertex-append!
(position vec2)
(texture vec2))
(define (make-background-geometry)
(let* ((g (make-geometry <background-vertex> 4 #:index-capacity 6))
(x1 0.0)
(y1 0.0)
(x2 (exact->inexact %game-width))
(y2 (exact->inexact %game-height))
(s1 0.0)
(t1 0.0)
(s2 1.0)
(t2 1.0))
(with-geometry g
(background-vertex-append! g
(x1 y1 s1 t1)
(x2 y1 s2 t1)
(x2 y2 s2 t2)
(x1 y2 s1 t2))
(geometry-index-append! g 0 3 2 0 2 1))
g))
(define-class <background> (<node-2d>)
(scroll-y #:accessor scroll-y #:init-value 0.0)
(texture #:accessor texture #:init-keyword #:texture #:asset? #t)
(shader #:getter shader #:init-thunk make-background-shader)
(geometry #:getter geometry #:init-thunk make-background-geometry)
(mvp-matrix #:getter mvp-matrix #:init-thunk make-identity-matrix4))
(define-method (render (background <background>) alpha)
(let ((mvp (mvp-matrix background))
(t (texture background)))
(matrix4-mult! mvp (world-matrix background) (current-projection))
(with-graphics-state ((g:texture-0 t))
(shader-apply (shader background)
(geometry-vertex-array (geometry background))
#:scroll-y (/ (scroll-y background) (texture-height t))
#:mvp mvp))))
|