diff options
author | David Thompson <dthompson2@worcester.edu> | 2023-02-17 20:36:38 -0500 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2023-06-08 08:14:41 -0400 |
commit | 7f3e6de476b5eeccfa6acfdb8b644fe6fe6d0652 (patch) | |
tree | 30815804a8e615b12657339c555cd182ed4014d6 | |
parent | b4ed69fedd7aa5e9b7eb04e5f18f85e7019dc68e (diff) |
Rename texture-2d to texture.
-rw-r--r-- | chickadee/graphics/9-patch.scm | 5 | ||||
-rw-r--r-- | chickadee/graphics/particles.scm | 76 | ||||
-rw-r--r-- | chickadee/graphics/path.scm | 2 | ||||
-rw-r--r-- | chickadee/graphics/seagull.scm | 8 | ||||
-rw-r--r-- | chickadee/graphics/sprite.scm | 81 |
5 files changed, 18 insertions, 154 deletions
diff --git a/chickadee/graphics/9-patch.scm b/chickadee/graphics/9-patch.scm index eac688d..308cd65 100644 --- a/chickadee/graphics/9-patch.scm +++ b/chickadee/graphics/9-patch.scm @@ -40,6 +40,7 @@ (define-graphics-variable 9-patch-model-matrix (make-null-matrix4)) (define-graphics-variable 9-patch-mvp-matrix (make-null-matrix4)) (define-graphics-variable 9-patch-margins (make-null-rect)) + (define-vertex-shader 9-patch-vertex ((in vec2 position) (in vec2 distance) @@ -48,6 +49,7 @@ (outputs (vertex:position (* mvp (vec4 (-> position x) (-> position y) 0.0 1.0))) (frag-distance distance))) + (define-fragment-shader 9-patch-fragment ((in vec2 frag-distance) (out vec4 frag-color) @@ -84,7 +86,8 @@ height (-> subtexture w)))))) (outputs - (frag-color (* (texture-2d color-texture texcoord) tint))))) + (frag-color (* (texture color-texture texcoord) tint))))) + (define-graphics-variable 9-patch-shader (compile-shader 9-patch-vertex 9-patch-fragment)) diff --git a/chickadee/graphics/particles.scm b/chickadee/graphics/particles.scm index 6801c39..c9dd532 100644 --- a/chickadee/graphics/particles.scm +++ b/chickadee/graphics/particles.scm @@ -127,82 +127,10 @@ indefinitely." (uniform vec4 end-color)) (outputs (frag-color (* (mix end-color start-color frag-t) - (texture-2d color-texture frag-tex))))) + (texture color-texture frag-tex))))) (define-graphics-variable particles-shader - (compile-shader particles-vertex particles-fragment) -;; (strings->shader -;; " -;; #ifdef GLSL330 -;; layout (location = 0) in vec2 position; -;; layout (location = 1) in vec2 tex; -;; layout (location = 2) in vec2 offset; -;; layout (location = 3) in vec2 velocity; -;; layout (location = 4) in vec2 acceleration; -;; layout (location = 5) in float life; -;; #elif defined(GLSL130) -;; in vec2 position; -;; in vec2 tex; -;; in vec2 offset; -;; in vec2 velocity; -;; in vec2 acceleration; -;; in float life; -;; #elif defined(GLSL120) -;; attribute vec2 position; -;; attribute vec2 tex; -;; attribute vec2 offset; -;; attribute vec2 velocity; -;; attribute vec2 acceleration; -;; attribute float life; -;; #endif -;; #ifdef GLSL120 -;; varying vec2 fragTex; -;; varying float t; -;; #else -;; out vec2 fragTex; -;; out float t; -;; #endif -;; uniform mat4 mvp; -;; uniform int lifetime; -;; uniform int animationRows; -;; uniform int animationColumns; - -;; void main(void) { -;; t = life / lifetime; -;; int numTiles = animationRows * animationColumns; -;; int tile = int(numTiles * (1.0 - t)); -;; float tx = float(mod(tile, animationColumns)) / animationColumns; -;; float ty = float(tile / animationColumns) / animationRows; -;; float tw = 1.0 / animationColumns; -;; float th = 1.0 / animationRows; -;; fragTex = vec2(tx, ty) + tex * vec2(tw, th); -;; gl_Position = mvp * vec4(position.xy + offset, 0.0, 1.0); -;; } -;; " -;; " -;; #ifdef GLSL120 -;; varying vec2 fragTex; -;; varying float t; -;; #else -;; in vec2 fragTex; -;; in float t; -;; #endif -;; #ifdef GLSL330 -;; out vec4 fragColor; -;; #endif -;; uniform sampler2D color_texture; -;; uniform vec4 startColor; -;; uniform vec4 endColor; - -;; void main (void) { -;; #ifdef GLSL330 -;; fragColor = mix(endColor, startColor, t) * texture(color_texture, fragTex); -;; #else -;; gl_FragColor = mix(endColor, startColor, t) * texture2D(color_texture, fragTex); -;; #endif -;; } -;; ") - ) + (compile-shader particles-vertex particles-fragment)) (define-graphics-variable mvp-matrix (make-null-matrix4)) diff --git a/chickadee/graphics/path.scm b/chickadee/graphics/path.scm index 63a8049..9c177b5 100644 --- a/chickadee/graphics/path.scm +++ b/chickadee/graphics/path.scm @@ -1282,7 +1282,7 @@ (-> color z) (* (-> color w) (- 1.0 (/ (- d hw) feather))))))) - (if (<= (-> color w) 0.0) + (if (<= (-> color* w) 0.0) (outputs) (outputs (frag-color color*)))))) diff --git a/chickadee/graphics/seagull.scm b/chickadee/graphics/seagull.scm index 8c1fcd6..23cb7af 100644 --- a/chickadee/graphics/seagull.scm +++ b/chickadee/graphics/seagull.scm @@ -127,7 +127,7 @@ #f) (define (fragment-primitive-call? x) - (memq x '(texture-2d))) + (memq x '(texture))) (define (primitive-call? x stage) (or (binary-operator? x) @@ -2194,7 +2194,7 @@ (predicate:= a type:int) (predicate:= a type:float) (predicate:= a type:vec4))))))) - (define type:texture-2d + (define type:texture (list (function-type (list type:sampler-2d type:vec2) (list type:vec4)))) `((+ . ,type:+/-) @@ -2232,7 +2232,7 @@ (vertex:clip-distance ,type:float))) ((fragment) `((fragment:depth ,type:float) - (texture-2d . ,type:texture-2d)))))) + (texture . ,type:texture)))))) ;; TODO: Add some kind of context object that is threaded through the ;; inference process so that when a type error occurs we can show the @@ -2544,7 +2544,7 @@ (define %primcall-map '((float->int . int) (int->float . float) - (texture-2d . texture2D))) + (texture . texture))) (define (emit:primcall type operator args stage version port level) (define operator* diff --git a/chickadee/graphics/sprite.scm b/chickadee/graphics/sprite.scm index f2fcfe4..118c572 100644 --- a/chickadee/graphics/sprite.scm +++ b/chickadee/graphics/sprite.scm @@ -56,6 +56,7 @@ (make-geometry <sprite-vertex> 4 #:index-capacity 6)) (define-graphics-variable sprite-model-matrix (make-null-matrix4)) (define-graphics-variable sprite-mvp-matrix (make-null-matrix4)) + (define-vertex-shader sprite-vertex ((in vec2 position) (in vec2 tex) @@ -64,13 +65,14 @@ (outputs (vertex:position (* mvp (vec4 (-> position x) (-> position y) 0.0 1.0))) (frag-tex tex))) + (define-fragment-shader sprite-fragment ((in vec2 frag-tex) (out vec4 frag-color) - (uniform sampler-2d texture) + (uniform sampler-2d color-texture) (uniform vec4 tint)) (outputs - (frag-color (* (texture-2d texture frag-tex) tint)))) + (frag-color (* (texture color-texture frag-tex) tint)))) (define-graphics-variable sprite-shader (compile-shader sprite-vertex sprite-fragment)) @@ -173,86 +175,17 @@ BLEND-MODE." (vertex:position (* mvp (vec4 (-> position x) (-> position y) 0.0 1.0))) (frag-tex tex) (frag-tint tint))) -;; #ifdef GLSL120 -;; varying vec2 fragTex; -;; varying vec4 fragTint; -;; #else -;; in vec2 fragTex; -;; in vec4 fragTint; -;; #endif -;; #ifdef GLSL330 -;; out vec4 fragColor; -;; #endif -;; uniform sampler2D colorTexture; -;; void main (void) { -;; #ifdef GLSL330 -;; fragColor = texture(colorTexture, fragTex) * fragTint; -;; #else -;; gl_FragColor = texture2D(colorTexture, fragTex) * fragTint; -;; #endif -;; } (define-fragment-shader sprite-batch-fragment ((in vec2 frag-tex) (in vec4 frag-tint) (out vec4 frag-color) - (uniform sampler-2d texture)) + (uniform sampler-2d color-texture)) (outputs - (frag-color (* (texture-2d texture frag-tex) frag-tint)))) + (frag-color (* (texture color-texture frag-tex) frag-tint)))) + (define-graphics-variable sprite-batch-shader (compile-shader sprite-batch-vertex sprite-batch-fragment)) -;; (define-graphics-variable sprite-batch-shader -;; (strings->shader -;; " -;; #ifdef GLSL330 -;; layout (location = 0) in vec2 position; -;; layout (location = 1) in vec2 tex; -;; layout (location = 2) in vec4 tint; -;; #elif defined(GLSL130) -;; in vec2 position; -;; in vec2 tex; -;; in vec4 tint; -;; #elif defined(GLSL120) -;; attribute vec2 position; -;; attribute vec2 tex; -;; attribute vec4 tint; -;; #endif -;; #ifdef GLSL120 -;; varying vec2 fragTex; -;; varying vec4 fragTint; -;; #else -;; out vec2 fragTex; -;; out vec4 fragTint; -;; #endif -;; uniform mat4 mvp; - -;; void main(void) { -;; fragTex = tex; -;; fragTint = tint; -;; gl_Position = mvp * vec4(position.xy, 0.0, 1.0); -;; } -;; " -;; " -;; #ifdef GLSL120 -;; varying vec2 fragTex; -;; varying vec4 fragTint; -;; #else -;; in vec2 fragTex; -;; in vec4 fragTint; -;; #endif -;; #ifdef GLSL330 -;; out vec4 fragColor; -;; #endif -;; uniform sampler2D colorTexture; - -;; void main (void) { -;; #ifdef GLSL330 -;; fragColor = texture(colorTexture, fragTex) * fragTint; -;; #else -;; gl_FragColor = texture2D(colorTexture, fragTex) * fragTint; -;; #endif -;; } -;; ")) (define-record-type <sprite-batch> (%make-sprite-batch texture geometry size) |