Add settable bitmap patterns on Sprites

This commit is contained in:
Struma 2021-11-29 06:58:41 -05:00
parent 3da0f4c948
commit 6722a1e61a
7 changed files with 569 additions and 464 deletions

View file

@ -52,6 +52,7 @@ RB_METHOD(spriteInitialize) {
} }
DEF_GFX_PROP_OBJ_REF(Sprite, Bitmap, Bitmap, "bitmap") DEF_GFX_PROP_OBJ_REF(Sprite, Bitmap, Bitmap, "bitmap")
DEF_GFX_PROP_OBJ_REF(Sprite, Bitmap, Pattern, "pattern")
DEF_GFX_PROP_OBJ_VAL(Sprite, Rect, SrcRect, "src_rect") DEF_GFX_PROP_OBJ_VAL(Sprite, Rect, SrcRect, "src_rect")
DEF_GFX_PROP_OBJ_VAL(Sprite, Color, Color, "color") DEF_GFX_PROP_OBJ_VAL(Sprite, Color, Color, "color")
DEF_GFX_PROP_OBJ_VAL(Sprite, Tone, Tone, "tone") DEF_GFX_PROP_OBJ_VAL(Sprite, Tone, Tone, "tone")
@ -64,6 +65,9 @@ DEF_GFX_PROP_I(Sprite, BushDepth)
DEF_GFX_PROP_I(Sprite, BushOpacity) DEF_GFX_PROP_I(Sprite, BushOpacity)
DEF_GFX_PROP_I(Sprite, Opacity) DEF_GFX_PROP_I(Sprite, Opacity)
DEF_GFX_PROP_I(Sprite, BlendType) DEF_GFX_PROP_I(Sprite, BlendType)
DEF_GFX_PROP_I(Sprite, PatternOpacity)
DEF_GFX_PROP_I(Sprite, PatternScrollX)
DEF_GFX_PROP_I(Sprite, PatternScrollY)
DEF_GFX_PROP_I(Sprite, WaveAmp) DEF_GFX_PROP_I(Sprite, WaveAmp)
DEF_GFX_PROP_I(Sprite, WaveLength) DEF_GFX_PROP_I(Sprite, WaveLength)
DEF_GFX_PROP_I(Sprite, WaveSpeed) DEF_GFX_PROP_I(Sprite, WaveSpeed)
@ -132,6 +136,11 @@ void spriteBindingInit() {
INIT_PROP_BIND(Sprite, BushOpacity, "bush_opacity"); INIT_PROP_BIND(Sprite, BushOpacity, "bush_opacity");
INIT_PROP_BIND(Sprite, Pattern, "pattern");
INIT_PROP_BIND(Sprite, PatternOpacity, "pattern_opacity");
INIT_PROP_BIND(Sprite, PatternScrollX, "pattern_scroll_x");
INIT_PROP_BIND(Sprite, PatternScrollY, "pattern_scroll_y");
INIT_PROP_BIND(Sprite, WaveAmp, "wave_amp"); INIT_PROP_BIND(Sprite, WaveAmp, "wave_amp");
INIT_PROP_BIND(Sprite, WaveLength, "wave_length"); INIT_PROP_BIND(Sprite, WaveLength, "wave_length");
INIT_PROP_BIND(Sprite, WaveSpeed, "wave_speed"); INIT_PROP_BIND(Sprite, WaveSpeed, "wave_speed");

View file

@ -9,14 +9,26 @@ uniform lowp vec4 color;
uniform float bushDepth; uniform float bushDepth;
uniform lowp float bushOpacity; uniform lowp float bushOpacity;
uniform sampler2D pattern;
uniform lowp float patternOpacity;
uniform bool renderPattern;
varying vec2 v_texCoord; varying vec2 v_texCoord;
varying vec2 v_patCoord;
const vec3 lumaF = vec3(.299, .587, .114); const vec3 lumaF = vec3(.299, .587, .114);
const vec2 repeat = vec2(1, 1);
void main() void main()
{ {
/* Sample source color */ /* Sample source color */
vec4 frag = texture2D(texture, v_texCoord); vec4 frag = texture2D(texture, v_texCoord);
/* Apply the pattern if needed */
if (renderPattern) {
vec4 pattfrag = texture2D(pattern, mod(v_patCoord, repeat));
frag.rgb = mix(frag.rgb, pattfrag.rgb, pattfrag.a * patternOpacity);
}
/* Apply gray */ /* Apply gray */
float luma = dot(frag.rgb, lumaF); float luma = dot(frag.rgb, lumaF);

View file

@ -4,14 +4,22 @@ uniform mat4 projMat;
uniform mat4 spriteMat; uniform mat4 spriteMat;
uniform vec2 texSizeInv; uniform vec2 texSizeInv;
uniform vec2 patternSizeInv;
uniform vec2 patternScroll;
uniform bool renderPattern;
attribute vec2 position; attribute vec2 position;
attribute vec2 texCoord; attribute vec2 texCoord;
varying vec2 v_texCoord; varying vec2 v_texCoord;
varying vec2 v_patCoord;
void main() void main()
{ {
gl_Position = projMat * spriteMat * vec4(position, 0, 1); gl_Position = projMat * spriteMat * vec4(position, 0, 1);
v_texCoord = texCoord * texSizeInv; v_texCoord = texCoord * texSizeInv;
if (renderPattern) {
v_patCoord = (texCoord * patternSizeInv) - (patternScroll * patternSizeInv);
}
} }

View file

@ -245,6 +245,11 @@ void Shader::initFromFile(const char *_vertFile, const char *_fragFile,
_vertFile, _fragFile, programName); _vertFile, _fragFile, programName);
} }
void Shader::setVec2Uniform(GLint location, const Vec2 &vec)
{
gl.Uniform2f(location, vec.x, vec.y);
}
void Shader::setVec4Uniform(GLint location, const Vec4 &vec) void Shader::setVec4Uniform(GLint location, const Vec4 &vec)
{ {
gl.Uniform4f(location, vec.x, vec.y, vec.z, vec.w); gl.Uniform4f(location, vec.x, vec.y, vec.z, vec.w);
@ -463,6 +468,11 @@ SpriteShader::SpriteShader()
GET_U(opacity); GET_U(opacity);
GET_U(bushDepth); GET_U(bushDepth);
GET_U(bushOpacity); GET_U(bushOpacity);
GET_U(pattern);
GET_U(renderPattern);
GET_U(patternSizeInv);
GET_U(patternOpacity);
GET_U(patternScroll);
} }
void SpriteShader::setSpriteMat(const float value[16]) void SpriteShader::setSpriteMat(const float value[16])
@ -495,6 +505,27 @@ void SpriteShader::setBushOpacity(float value)
gl.Uniform1f(u_bushOpacity, value); gl.Uniform1f(u_bushOpacity, value);
} }
void SpriteShader::setPattern(const TEX::ID pattern, const Vec2 &dimensions)
{
setTexUniform(u_pattern, 1, pattern);
gl.Uniform2f(u_patternSizeInv, 1.f / dimensions.x, 1.f / dimensions.y);
}
void SpriteShader::setShouldRenderPattern(bool value)
{
gl.Uniform1i(u_renderPattern, value);
}
void SpriteShader::setPatternOpacity(float value)
{
gl.Uniform1f(u_patternOpacity, value);
}
void SpriteShader::setPatternScroll(const Vec2 &scroll)
{
setVec2Uniform(u_patternScroll, scroll);
}
PlaneShader::PlaneShader() PlaneShader::PlaneShader()
{ {

View file

@ -53,6 +53,7 @@ protected:
const char *programName); const char *programName);
static void setVec4Uniform(GLint location, const Vec4 &vec); static void setVec4Uniform(GLint location, const Vec4 &vec);
static void setVec2Uniform(GLint location, const Vec2 &vec);
static void setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture); static void setTexUniform(GLint location, unsigned unitIndex, TEX::ID texture);
GLuint vertShader, fragShader; GLuint vertShader, fragShader;
@ -190,9 +191,13 @@ public:
void setOpacity(float value); void setOpacity(float value);
void setBushDepth(float value); void setBushDepth(float value);
void setBushOpacity(float value); void setBushOpacity(float value);
void setPattern(const TEX::ID pattern, const Vec2 &dimensions);
void setShouldRenderPattern(bool value);
void setPatternOpacity(float value);
void setPatternScroll(const Vec2 &scroll);
private: private:
GLint u_spriteMat, u_tone, u_opacity, u_color, u_bushDepth, u_bushOpacity; GLint u_spriteMat, u_tone, u_opacity, u_color, u_bushDepth, u_bushOpacity, u_pattern, u_renderPattern, u_patternSizeInv, u_patternOpacity, u_patternScroll;
}; };
class PlaneShader : public ShaderBase class PlaneShader : public ShaderBase

File diff suppressed because it is too large Load diff

View file

@ -62,6 +62,10 @@ public:
DECL_ATTR( BlendType, int ) DECL_ATTR( BlendType, int )
DECL_ATTR( Color, Color& ) DECL_ATTR( Color, Color& )
DECL_ATTR( Tone, Tone& ) DECL_ATTR( Tone, Tone& )
DECL_ATTR( Pattern, Bitmap* )
DECL_ATTR( PatternOpacity, int )
DECL_ATTR( PatternScrollX, int )
DECL_ATTR( PatternScrollY, int )
DECL_ATTR( WaveAmp, int ) DECL_ATTR( WaveAmp, int )
DECL_ATTR( WaveLength, int ) DECL_ATTR( WaveLength, int )
DECL_ATTR( WaveSpeed, int ) DECL_ATTR( WaveSpeed, int )