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authorDavid Thompson <dthompson2@worcester.edu>2014-02-15 20:14:20 -0500
committerDavid Thompson <dthompson2@worcester.edu>2014-02-16 10:46:58 -0500
commit63f096c9f1fc04fe0ae080d67b42437ca5958678 (patch)
treede6214ebc595c7ae6b57753cacd1281e318ecff7
parentb1ae9699b83faee738d92f39231d7f703866996c (diff)
Use GLSL shaders for sprites.
* 2d/sprite.scm: (sprite-vertex): Remove color vertex. (r-offset): Delete it. (pack-sprite-vertices): Remove logic moved to shader. (draw-sprite-vertices): Remove color vertex array rendering. (sprite-shader): New variable. (<sprite>): Remove dirty field and adjust setters. (make-anchor): New procedure. (update-sprite-vertices!): Use new 'pack-sprite-vertices'. (make-sprite): Use 'make-anchor' and 'update-sprite-vertices!'. (dirty-sprite-setter): Delete it. (load-sprite): Formatting. (sprite-animation-texture): Delete it. (drawable-texture): New procedure. (sprite-texture): Extract body to 'drawable-texture'. (sprite-anchor-vector): Delete it. (set-sprite-anchor!): Reimplemented. (update-sprite-animator!): Update vertices. (draw-sprite): Use shader program. (<sprite-batch>, make-sprite-batch, sprite-batch?, sprite-batch-max-size, sprite-batch-size, set-sprite-batch-size!, sprite-batch-texture, set-sprite-batch-texture!, sprite-batch-vertices, sprite-batch-draw, with-sprite-batch): Delete all sprite batch code. * data/Makefile.am (shadersdir, shaders_DATA): New variables. * data/shaders/sprite-fragment.glsl: New shader. * data/shaders/sprite-vertex.glsl: New shader.
-rw-r--r--2d/sprite.scm383
-rw-r--r--data/Makefile.am5
-rw-r--r--data/shaders/sprite-fragment.glsl8
-rw-r--r--data/shaders/sprite-vertex.glsl26
4 files changed, 144 insertions, 278 deletions
diff --git a/2d/sprite.scm b/2d/sprite.scm
index 2d6cca0..330c1e8 100644
--- a/2d/sprite.scm
+++ b/2d/sprite.scm
@@ -31,13 +31,33 @@
#:use-module (2d agenda)
#:use-module (2d animation)
#:use-module (2d color)
+ #:use-module (2d config)
#:use-module (2d game)
#:use-module (2d helpers)
#:use-module (2d math)
+ #:use-module (2d shader)
#:use-module (2d signals)
#:use-module (2d texture)
#:use-module (2d vector2)
- #:use-module (2d wrappers gl))
+ #:use-module (2d window)
+ #:use-module (2d wrappers gl)
+ #:export (make-sprite
+ sprite?
+ animated-sprite?
+ sprite-drawable
+ sprite-position
+ set-sprite-drawable!
+ set-sprite-position!
+ set-sprite-scale!
+ set-sprite-rotation!
+ set-sprite-color!
+ set-sprite-anchor!
+ sprite-scale
+ sprite-rotation
+ sprite-color
+ sprite-anchor
+ load-sprite
+ draw-sprite))
;;;
;;; Sprite Vertices
@@ -48,74 +68,25 @@
;; Position
(x float)
(y float)
- ;; Color
- (r float)
- (g float)
- (b float)
- (a float)
;; Texture Coordinates
(s float)
(t float))
(define sprite-vertex-size (packed-struct-size sprite-vertex))
(define x-offset (packed-struct-offset sprite-vertex x))
-(define r-offset (packed-struct-offset sprite-vertex r))
(define s-offset (packed-struct-offset sprite-vertex s))
-(define (pack-sprite-vertices vertices offset x y width height origin-x origin-y
- scale-x scale-y rotation s1 t1 s2 t2 color)
- (define (pack-sprite x1 y1 x2 y2 x3 y3 x4 y4)
- (let ((r (color-r color))
- (g (color-g color))
- (b (color-b color))
- (a (color-a color)))
- ;; Vertices go counter clockwise, starting from the top-left
- ;; corner.
- (pack vertices offset sprite-vertex
- x1 y1
- r g b a
- s1 t1)
- (pack vertices (+ offset 1) sprite-vertex
- x2 y2
- r g b a
- s1 t2)
- (pack vertices (+ offset 2) sprite-vertex
- x3 y3
- r g b a
- s2 t2)
- (pack vertices (+ offset 3) sprite-vertex
- x4 y4
- r g b a
- s2 t1)))
-
- (let ((local-x1 (* (- origin-x) scale-x))
- (local-y1 (* (- origin-y) scale-y))
- (local-x2 (* (- width origin-x) scale-x))
- (local-y2 (* (- height origin-y) scale-y)))
- (if (= rotation 0)
- (begin
- (let ((x1 (+ x local-x1))
- (y1 (+ y local-y1))
- (x2 (+ x local-x2))
- (y2 (+ y local-y2)))
- (pack-sprite x1 y1 x1 y2 x2 y2 x2 y1)))
- (begin
- (let* ((sin (sin-degrees rotation))
- (cos (cos-degrees rotation))
- (x1 (+ x (- (* cos local-x1) (* sin local-y1))))
- (y1 (+ y (* sin local-x1) (* cos local-y1)))
- (x2 (+ x (- (* cos local-x1) (* sin local-y2))))
- (y2 (+ y (* sin local-x1) (* cos local-y2)))
- (x3 (+ x (- (* cos local-x2) (* sin local-y2))))
- (y3 (+ y (* sin local-x2) (* cos local-y2)))
- (x4 (+ x1 (- x3 x2)))
- (y4 (- y3 (- y2 y1))))
- (pack-sprite x1 y1 x2 y2 x3 y3 x4 y4))))))
+(define (pack-sprite-vertices vertices offset width height s1 t1 s2 t2)
+ ;; Vertices go counter clockwise, starting from the top-left
+ ;; corner.
+ (pack vertices offset sprite-vertex 0 0 s1 t1)
+ (pack vertices (+ offset 1) sprite-vertex 0 height s1 t2)
+ (pack vertices (+ offset 2) sprite-vertex width height s2 t2)
+ (pack vertices (+ offset 3) sprite-vertex width 0 s2 t1))
(define (draw-sprite-vertices texture vertices size)
(let ((pointer-type (tex-coord-pointer-type float)))
(gl-enable-client-state (enable-cap vertex-array))
- (gl-enable-client-state (enable-cap color-array))
(gl-enable-client-state (enable-cap texture-coord-array))
(with-gl-bind-texture (texture-target texture-2d) (texture-id texture)
(set-gl-vertex-array pointer-type
@@ -123,172 +94,138 @@
2
#:stride sprite-vertex-size
#:offset x-offset)
- (set-gl-color-array pointer-type
- vertices
- 4
- #:stride sprite-vertex-size
- #:offset r-offset)
(set-gl-texture-coordinates-array pointer-type
vertices
#:stride sprite-vertex-size
#:offset s-offset)
(gl-draw-arrays (begin-mode quads) 0 (* size 4)))
(gl-disable-client-state (enable-cap texture-coord-array))
- (gl-disable-client-state (enable-cap color-array))
(gl-disable-client-state (enable-cap vertex-array))))
;;;
;;; Sprites
;;;
+(define sprite-shader
+ (make-shader-program
+ (load-vertex-shader (string-append %pkgdatadir
+ "/shaders/sprite-vertex.glsl"))
+ (load-fragment-shader (string-append %pkgdatadir
+ "/shaders/sprite-fragment.glsl"))))
+
;; The <sprite> type represents a drawable object (texture,
;; texture-region, animation, etc.) with a given position, scale,
;; rotation, and color.
(define-record-type <sprite>
- (%make-sprite drawable position scale rotation color anchor
- vertices dirty animator)
+ (%make-sprite drawable position scale rotation color anchor vertices animator)
sprite?
(drawable sprite-drawable set-sprite-drawable!)
- (position sprite-position %set-sprite-position!)
- (scale sprite-scale %set-sprite-scale!)
- (rotation sprite-rotation %set-sprite-rotation!)
- (color sprite-color %set-sprite-color!)
+ (position sprite-position set-sprite-position!)
+ (scale sprite-scale set-sprite-scale!)
+ (rotation sprite-rotation set-sprite-rotation!)
+ (color sprite-color set-sprite-color!)
(anchor sprite-anchor %set-sprite-anchor!)
- (vertices sprite-vertices set-sprite-vertices!)
- (dirty sprite-dirty? set-sprite-dirty!)
+ (vertices sprite-vertices)
(animator sprite-animator))
+(define (make-anchor anchor texture)
+ "Return a vector2 of the coordinates for the center point of a
+sprite."
+ (cond
+ ((vector2? anchor)
+ anchor)
+ ((eq? anchor 'center)
+ (vector2 (/ (texture-width texture) 2)
+ (/ (texture-height texture) 2)))
+ (else
+ (error "Invalid sprite anchor!" anchor))))
+
+(define (update-sprite-vertices! sprite)
+ (let ((texture (sprite-texture sprite)))
+ (pack-sprite-vertices (sprite-vertices sprite)
+ 0
+ (texture-width texture)
+ (texture-height texture)
+ (texture-s1 texture)
+ (texture-t1 texture)
+ (texture-s2 texture)
+ (texture-t2 texture))))
+
(define* (make-sprite drawable #:optional #:key
(position (vector2 0 0)) (scale (vector2 1 1))
(rotation 0) (color white) (anchor 'center))
"Create a new sprite object. DRAWABLE is either a texture or
-animation object. All keyword arguments are optional. POSITION is a
-vector2 object with a default of (0, 0). SCALE is a vector2 object
+animation object. All keyword arguments are optional. POSITION is a
+vector2 object with a default of (0, 0). SCALE is a vector2 object
that describes how much DRAWABLE should be strected on the x and y
-axes, with a default of 1x scale. ROTATION is an angle in degrees with
-a default of 0. COLOR is a color object with a default of
-white. ANCHOR is either a vector2 that represents the center point of
-the sprite, or 'center which will place the anchor at the center of
-DRAWABLE. Sprites are centered by default."
- (let ((vertices (make-packed-array sprite-vertex 4))
+axes, with a default of 1x scale. ROTATION is an angle in degrees
+with a default of 0. COLOR is a color object with a default of white.
+ANCHOR is either a vector2 that represents the center point of the
+sprite, or 'center which will place the anchor at the center of
+DRAWABLE. Sprites are centered by default."
+ (let* ((vertices (make-packed-array sprite-vertex 4))
(animator (if (animation? drawable)
(make-animator drawable)
- #f)))
- (%make-sprite drawable position scale rotation color anchor vertices
- #t animator)))
-
-(define-syntax-rule (dirty-sprite-setter setter private-setter)
- "Defines a setter that calls the private version of the given
-procedure name (prefix with %) and marks the sprite as dirty. Any
-operation that requires a refresh of the vertex array should use this macro."
- (define (setter sprite value)
- (private-setter sprite value)
- (set-sprite-dirty! sprite #t)))
-
-(dirty-sprite-setter set-sprite-position! %set-sprite-position!)
-(dirty-sprite-setter set-sprite-scale! %set-sprite-scale!)
-(dirty-sprite-setter set-sprite-rotation! %set-sprite-rotation!)
-(dirty-sprite-setter set-sprite-color! %set-sprite-color!)
-(dirty-sprite-setter set-sprite-anchor! %set-sprite-anchor!)
+ #f))
+ (anchor (make-anchor anchor (drawable-texture drawable animator)))
+ (sprite (%make-sprite drawable position scale rotation color
+ anchor vertices animator)))
+ (update-sprite-vertices! sprite)
+ sprite))
(define* (load-sprite filename #:optional #:key
(position (vector2 0 0)) (scale (vector2 1 1))
(rotation 0) (color white) (anchor 'center))
"Load a sprite from the file at FILENAME. See make-sprite for
optional keyword arguments."
- (make-sprite (load-texture filename) #:position position #:scale scale
- #:rotation rotation #:color color #:anchor anchor))
+ (make-sprite (load-texture filename)
+ #:position position
+ #:scale scale
+ #:rotation rotation
+ #:color color
+ #:anchor anchor))
(define (animated-sprite? sprite)
"Return #t if SPRITE has an animation as its drawable object."
(animation? (sprite-drawable sprite)))
-(define (sprite-animation-texture sprite)
- (animator-texture (sprite-animator sprite)))
+(define (drawable-texture drawable animator)
+ (cond ((texture? drawable)
+ drawable)
+ ((animation? drawable)
+ (animator-texture animator))))
(define (sprite-texture sprite)
"Return the texture for the SPRITE's drawable object."
(let ((drawable (sprite-drawable sprite)))
- (cond ((texture? drawable)
- drawable)
- ((animation? drawable)
- (sprite-animation-texture sprite)))))
+ (drawable-texture (sprite-drawable sprite)
+ (sprite-animator sprite))))
-(define (sprite-anchor-vector sprite)
- "Return a vector2 of the coordinates for the center point of a
-sprite."
- (let ((anchor (sprite-anchor sprite))
- (texture (sprite-texture sprite)))
- (cond
- ((eq? anchor 'center)
- (vector2 (/ (texture-width texture) 2)
- (/ (texture-height texture) 2)))
- (else anchor))))
-
-(define (update-sprite-vertices! sprite)
- "Rebuild the internal vertex array."
- (let ((pos (signal-ref-maybe (sprite-position sprite)))
- (scale (signal-ref-maybe (sprite-scale sprite)))
- (anchor (sprite-anchor-vector sprite))
- (texture (sprite-texture sprite)))
- (pack-sprite-vertices (sprite-vertices sprite)
- 0
- (vx pos)
- (vy pos)
- (texture-width texture)
- (texture-height texture)
- (vx anchor)
- (vy anchor)
- (vx scale)
- (vy scale)
- (signal-ref-maybe (sprite-rotation sprite))
- (texture-s1 texture)
- (texture-t1 texture)
- (texture-s2 texture)
- (texture-t2 texture)
- (sprite-color sprite))))
+(define (set-sprite-anchor! sprite anchor)
+ (%set-sprite-anchor! sprite (make-anchor anchor (sprite-texture sprite))))
(define (update-sprite-animator! sprite)
- (animator-update! (sprite-animator sprite)))
+ (animator-update! (sprite-animator sprite))
+ (update-sprite-vertices! sprite))
(define (draw-sprite sprite)
"Render SPRITE to the screen. A sprite batch will be used if one is
currently bound."
- (when (sprite-dirty? sprite)
- (update-sprite-vertices! sprite))
(register-animated-sprite-maybe sprite)
- (if *sprite-batch*
- (draw-sprite-batched sprite)
+ (with-shader-program sprite-shader
+ (uniforms ((position (sprite-position sprite))
+ (anchor (sprite-anchor sprite))
+ (scale (sprite-scale sprite))
+ (rotation (sprite-rotation sprite))
+ (color (sprite-color sprite))
+ (projection (signal-ref window-projection)))
(draw-sprite-vertices (sprite-texture sprite)
(sprite-vertices sprite)
- 1)))
-
-(define (draw-sprite-batched sprite)
- "Add SPRITE to the current sprite batch batch."
- (let ((texture (sprite-texture sprite))
- (pos (signal-ref-maybe (sprite-position sprite)))
- (scale (signal-ref-maybe (sprite-scale sprite)))
- (anchor (sprite-anchor-vector sprite)))
- (register-animated-sprite-maybe sprite)
- (%sprite-batch-draw *sprite-batch*
- texture
- (vx pos)
- (vy pos)
- (texture-width texture)
- (texture-height texture)
- (vx anchor)
- (vy anchor)
- (vx scale)
- (vy scale)
- (signal-ref-maybe (sprite-rotation sprite))
- (texture-s1 texture)
- (texture-t1 texture)
- (texture-s2 texture)
- (texture-t2 texture)
- (sprite-color sprite))))
+ 1))))
;; A hash table for all of the animated sprites that have been drawn
-;; since the last game update. It is cleared after every game update.
+;; since the last game update. It is cleared after every game-agenda
+;; tick.
(define animated-sprites (make-hash-table))
(define (register-animated-sprite-maybe sprite)
@@ -304,113 +241,3 @@ currently bound."
;; Update animated sprites upon every update.
(schedule-each game-agenda update-animated-sprites!)
-
-(export make-sprite
- sprite?
- sprite-drawable
- set-sprite-drawable!
- sprite-position
- set-sprite-position!
- sprite-scale
- set-sprite-scale!
- sprite-rotation
- set-sprite-rotation!
- sprite-color
- set-sprite-color!
- sprite-anchor
- set-sprite-anchor!
- sprite-vertices
- set-sprite-vertices!
- animated-sprite?
- load-sprite
- draw-sprite)
-
-;;;
-;;; Sprite batches
-;;;
-
-;; Sprite batches allow for efficient texture rendering. Sprites drawn
-;; with the same texture are drawn in the same draw call using a
-;; vertex array, rather than re-binding the texture for each
-;; individual draw call.
-(define-record-type <sprite-batch>
- (%make-sprite-batch max-size size texture vertices)
- sprite-batch?
- (max-size sprite-batch-max-size)
- (size sprite-batch-size set-sprite-batch-size!)
- (texture sprite-batch-texture set-sprite-batch-texture!)
- (vertices sprite-batch-vertices))
-
-;; Dynamic state for the current sprite batch.
-(define *sprite-batch* #f)
-
-(define* (make-sprite-batch #:optional (max-size 1000))
- "Creates a new sprite batch. The default max-size is 1000."
- (let ((vertex-array (make-packed-array sprite-vertex (* 4 max-size))))
- (%make-sprite-batch max-size 0 #f vertex-array)))
-
-(define (sprite-batch-draw . args)
- "Add a textured quad to the current sprite batch. X, Y, WIDTH, and
-HEIGHT represent the quad in pixels. ORIGIN-X and ORIGIN-Y represent
-the center point of the quad which is used for rotation. SCALE-X and
-SCALE-Y are the scaling factors for the x and y axis,
-respectively. ROTATION is the angle in degrees to rotate the quad. U,
-V, U2, and V2 represent the texture coordinate region to texture the
-quad with. COLOR is a color object."
- (apply %sprite-batch-draw *sprite-batch* args))
-
-(define* (%sprite-batch-draw batch texture x y width height origin-x origin-y
- scale-x scale-y rotation u v u2 v2 color)
- "Add a textured quad to the sprite batch."
- ;; Render the batch when it's full or the texture changes.
- (cond ((= (sprite-batch-size batch) (sprite-batch-max-size batch))
- (sprite-batch-render batch))
- ((not (equal? texture (sprite-batch-texture batch)))
- (sprite-batch-switch-texture batch texture)))
-
- ;; Add 4 new vertices, taking into account scaling and rotation.
- (pack-sprite-vertices (sprite-batch-vertices batch)
- (* 4 (sprite-batch-size batch))
- x y width height origin-x origin-y
- scale-x scale-y rotation u v u2 v2 color)
-
- ;; Increment batch size
- (set-sprite-batch-size! batch (1+ (sprite-batch-size batch))))
-
-(define (sprite-batch-switch-texture batch texture)
- "Change the currently bound texture for BATCH to TEXTURE. This
-requires flushing the batched texture vertices first."
- (sprite-batch-render batch)
- (set-sprite-batch-texture! batch texture))
-
-(define (sprite-batch-render batch)
- "Render and flushes the currently batched texture vertices within
-BATCH."
- (unless (= (sprite-batch-size batch) 0)
- (draw-sprite-vertices (sprite-batch-texture batch)
- (sprite-batch-vertices batch)
- (sprite-batch-size batch))
- ;; Reset batch size to 0.
- (set-sprite-batch-size! batch 0)))
-
-;; emacs: (put 'with-sprite-batch 'scheme-indent-function 1)
-(define-syntax-rule (with-sprite-batch batch body ...)
- (begin
- (set! *sprite-batch* batch)
- (set-sprite-batch-size! batch 0)
- (set-sprite-batch-texture! batch #f)
- body
- ...
- (sprite-batch-render batch)
- (set! *sprite-batch* #f)))
-
-(export make-sprite-batch
- sprite-batch?
- sprite-batch-max-size
- sprite-batch-size
- set-sprite-batch-size!
- sprite-batch-texture
- set-sprite-batch-texture!
- sprite-batch-vertices
- sprite-batch-draw
- with-sprite-batch)
diff --git a/data/Makefile.am b/data/Makefile.am
index 552da87..b6d0d74 100644
--- a/data/Makefile.am
+++ b/data/Makefile.am
@@ -1,2 +1,7 @@
fontsdir = $(pkgdatadir)/fonts
fonts_DATA = fonts/DejaVuSans.ttf
+
+shadersdir = $(pkgdatadir)/shaders
+shaders_DATA = \
+ shaders/sprite-vertex.glsl \
+ shaders/sprite-fragment.glsl
diff --git a/data/shaders/sprite-fragment.glsl b/data/shaders/sprite-fragment.glsl
new file mode 100644
index 0000000..3dd10f1
--- /dev/null
+++ b/data/shaders/sprite-fragment.glsl
@@ -0,0 +1,8 @@
+#version 120
+
+uniform sampler2D color_texture;
+uniform vec4 color;
+
+void main (void) {
+ gl_FragColor = texture2D(color_texture, gl_TexCoord[0].st) * color;
+}
diff --git a/data/shaders/sprite-vertex.glsl b/data/shaders/sprite-vertex.glsl
new file mode 100644
index 0000000..d6efd3f
--- /dev/null
+++ b/data/shaders/sprite-vertex.glsl
@@ -0,0 +1,26 @@
+#version 120
+
+uniform mat4 projection;
+uniform vec2 position;
+uniform vec2 anchor;
+uniform vec2 scale;
+uniform float rotation;
+
+void main(void) {
+ mat4 rotationMatrix = mat4(cos(rotation), -sin(rotation), 0.0, 0.0,
+ sin(rotation), cos(rotation), 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+ mat4 translationMatrix = mat4(1.0, 0.0, 0.0, position.x - anchor.x,
+ 0.0, 1.0, 0.0, position.y - anchor.y,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+ mat4 scaleMatrix = mat4(scale.x, 0.0, 0.0, 0.0,
+ 0.0, scale.y, 0.0, 0.0,
+ 0.0, 0.0, 1.0, 0.0,
+ 0.0, 0.0, 0.0, 1.0);
+
+ gl_Position = projection * (gl_Vertex * scaleMatrix *
+ rotationMatrix * translationMatrix);
+ gl_TexCoord[0] = gl_MultiTexCoord0;
+}