diff options
author | David Thompson <dthompson2@worcester.edu> | 2014-02-15 20:14:20 -0500 |
---|---|---|
committer | David Thompson <dthompson2@worcester.edu> | 2014-02-16 10:46:58 -0500 |
commit | 63f096c9f1fc04fe0ae080d67b42437ca5958678 (patch) | |
tree | de6214ebc595c7ae6b57753cacd1281e318ecff7 /data/shaders | |
parent | b1ae9699b83faee738d92f39231d7f703866996c (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.
Diffstat (limited to 'data/shaders')
-rw-r--r-- | data/shaders/sprite-fragment.glsl | 8 | ||||
-rw-r--r-- | data/shaders/sprite-vertex.glsl | 26 |
2 files changed, 34 insertions, 0 deletions
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; +} |