/* * Copyright (C) 2012-2015 Oleg Dolya * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/> */ package com.watabou.noosa; import java.nio.FloatBuffer; import java.nio.ShortBuffer; import android.opengl.GLES20; import com.watabou.glscripts.Script; import com.watabou.glwrap.Attribute; import com.watabou.glwrap.Quad; import com.watabou.glwrap.Uniform; public class NoosaScript extends Script { public Uniform uCamera; public Uniform uModel; public Uniform uTex; public Uniform uColorM; public Uniform uColorA; public Attribute aXY; public Attribute aUV; private Camera lastCamera; public NoosaScript() { super(); compile( shader() ); uCamera = uniform( "uCamera" ); uModel = uniform( "uModel" ); uTex = uniform( "uTex" ); uColorM = uniform( "uColorM" ); uColorA = uniform( "uColorA" ); aXY = attribute( "aXYZW" ); aUV = attribute( "aUV" ); } @Override public void use() { super.use(); aXY.enable(); aUV.enable(); } public void drawElements( FloatBuffer vertices, ShortBuffer indices, int size ) { vertices.position( 0 ); aXY.vertexPointer( 2, 4, vertices ); vertices.position( 2 ); aUV.vertexPointer( 2, 4, vertices ); GLES20.glDrawElements( GLES20.GL_TRIANGLES, size, GLES20.GL_UNSIGNED_SHORT, indices ); } public void drawQuad( FloatBuffer vertices ) { vertices.position( 0 ); aXY.vertexPointer( 2, 4, vertices ); vertices.position( 2 ); aUV.vertexPointer( 2, 4, vertices ); GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE, GLES20.GL_UNSIGNED_SHORT, Quad.getIndices( 1 ) ); } public void drawQuadSet( FloatBuffer vertices, int size ) { if (size == 0) { return; } vertices.position( 0 ); aXY.vertexPointer( 2, 4, vertices ); vertices.position( 2 ); aUV.vertexPointer( 2, 4, vertices ); GLES20.glDrawElements( GLES20.GL_TRIANGLES, Quad.SIZE * size, GLES20.GL_UNSIGNED_SHORT, Quad.getIndices( size ) ); } public void lighting( float rm, float gm, float bm, float am, float ra, float ga, float ba, float aa ) { uColorM.value4f( rm, gm, bm, am ); uColorA.value4f( ra, ga, ba, aa ); } public void resetCamera() { lastCamera = null; } public void camera( Camera camera ) { if (camera == null) { camera = Camera.main; } if (camera != lastCamera) { lastCamera = camera; uCamera.valueM4( camera.matrix ); GLES20.glScissor( camera.x, Game.height - camera.screenHeight - camera.y, camera.screenWidth, camera.screenHeight ); } } public static NoosaScript get() { return Script.use( NoosaScript.class ); } protected String shader() { return SHADER; } private static final String SHADER = "uniform mat4 uCamera;" + "uniform mat4 uModel;" + "attribute vec4 aXYZW;" + "attribute vec2 aUV;" + "varying vec2 vUV;" + "void main() {" + " gl_Position = uCamera * uModel * aXYZW;" + " vUV = aUV;" + "}" + "//\n" + "precision mediump float;" + "varying vec2 vUV;" + "uniform sampler2D uTex;" + "uniform vec4 uColorM;" + "uniform vec4 uColorA;" + "void main() {" + " gl_FragColor = texture2D( uTex, vUV ) * uColorM + uColorA;" + "}"; }