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renderer_sprite.go
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/
renderer_sprite.go
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package noodle
import (
"log"
"math"
)
//Based Heavily from https://github.com/ajhager/engi/blob/master/b.go
const batchMaxSize = 10000
//SpriteRenderer renders UVTiles in a batched manner
type SpriteRenderer struct {
Zoom float32 //Zoom is the perspective zoom on the sprites
Camera Vector2 //Camera is the position of the camera
shader *Shader
inPosition int
inColor int
inTexCoords int
ufProjection WebGLUniformLocation
ufCamera WebGLUniformLocation
vertices []float32
indices []uint16
vertexBuffer WebGLBuffer
indexBuffer WebGLBuffer
drawing bool
lastTexture *Texture
index int
}
//NewSpriteRenderer creates a new sprite renderer
func NewSpriteRenderer() *SpriteRenderer {
b := &SpriteRenderer{}
//setup the zoom
b.Zoom = 2.0
b.Camera = Vector2{}
//Prepare the shader
var shaderError error
b.shader, shaderError = LoadShader(spriteRendererVertCode, spriteRendererFragCode)
if shaderError != nil {
log.Fatalln("Failed to compile batch shader!", shaderError)
return nil
}
b.inPosition = b.shader.GetAttribLocation("in_Position")
b.inColor = b.shader.GetAttribLocation("in_Color")
b.inTexCoords = b.shader.GetAttribLocation("in_TexCoords")
b.ufProjection = b.shader.GetUniformLocation("uf_Projection")
b.ufCamera = b.shader.GetUniformLocation("uf_Camera")
//Prepare the verticies
b.vertices = make([]float32, 20*batchMaxSize)
b.indices = make([]uint16, 6*batchMaxSize)
//Link all the indicies with the verticies, forming the quads
for i, j := 0, 0; i < batchMaxSize*6; i, j = i+6, j+4 {
b.indices[i+0] = uint16(j + 0)
b.indices[i+1] = uint16(j + 1)
b.indices[i+2] = uint16(j + 2)
b.indices[i+3] = uint16(j + 0)
b.indices[i+4] = uint16(j + 2)
b.indices[i+5] = uint16(j + 3)
}
//Create the buffers
b.indexBuffer = GL.CreateBuffer()
b.vertexBuffer = GL.CreateBuffer()
b.setupBuffers()
return b
}
func (b *SpriteRenderer) setupBuffers() {
GL.BindBuffer(GlElementArrayBuffer, b.indexBuffer)
GL.BufferData(GlElementArrayBuffer, b.indices, GlStaticDraw)
GL.BindBuffer(GlArrayBuffer, b.vertexBuffer)
GL.BufferData(GlArrayBuffer, b.vertices, GlDynamicDraw)
//Enable them
GL.EnableVertexAttribArray(b.inPosition)
GL.EnableVertexAttribArray(b.inTexCoords)
GL.EnableVertexAttribArray(b.inColor)
//Bind the attributes
GL.VertexAttribPointer(b.inPosition, 2, GlFloat, false, 20, 0)
GL.VertexAttribPointer(b.inTexCoords, 2, GlFloat, false, 20, 8)
GL.VertexAttribPointer(b.inColor, 4, GlUnsignedByte, true, 20, 16)
}
//Begin starts a SpriteRenderer
func (b *SpriteRenderer) Begin() *SpriteRenderer {
if b.drawing {
log.Fatal("b.End() must be called first")
}
b.drawing = true
b.setupBuffers()
GL.UseProgram(b.shader.GetProgram())
GL.Enable(GlBlend)
GL.BlendFunc(GlSrcColor, GlOneMinusSrcAlpha)
//Set the projection X and Y
projX := float32(Width()) / b.Zoom
projY := float32(Height()) / b.Zoom
GL.Uniform2f(b.ufProjection, projX, projY)
//Set the camera
GL.Uniform2v(b.ufCamera, b.Camera)
return b
}
//End finalises a SpriteRenderer
func (b *SpriteRenderer) End() *SpriteRenderer {
if !b.drawing {
log.Fatal("b.Begin() must be called first")
}
if b.index > 0 {
b.flush()
}
b.drawing = false
//b.lastTexture = nil
return b
}
//flush pushes the texture to GL
func (b *SpriteRenderer) flush() {
if b.lastTexture == nil {
return
}
//Bind the previous texture
b.lastTexture.Bind()
//Draw the buffer
GL.BufferSubData(GlArrayBuffer, 0, b.vertices)
GL.DrawElements(GlTriangles, 6*b.index, GlUnsignedShort, 0)
//Draw the debug outlines. This involves unbinding the texture,
// then drawing all the triangles. If loops is enabled, then we will go in pairs.
if DebugDraw {
GL.UnbindTexture(b.lastTexture.target)
if DebugDrawLoops {
for dloop := 0; dloop < b.index; dloop++ {
GL.DrawElements(GlLineLoop, 6, GlUnsignedShort, 4*dloop*3)
}
} else {
GL.DrawElements(GlLines, 6*b.index, GlUnsignedShort, 0)
}
}
//Reset the index
b.index = 0
}
//Draw a particular texture
func (b *SpriteRenderer) Draw(r UVTile, origin Vector2, transform Transform2D, color Color) {
if !b.drawing {
log.Fatal("Batch.Begin() must be called first")
}
if r.Texture() != b.lastTexture {
if b.lastTexture != nil {
b.flush()
}
b.lastTexture = r.Texture()
}
x := transform.Position.X
y := transform.Position.Y
originX := origin.X
originY := origin.Y
scaleX := transform.Scale.X
scaleY := transform.Scale.Y
rotation := transform.Rotation
x -= originX * float32(r.Width())
y -= originY * float32(r.Height())
originX = float32(r.Width()) * originX
originY = float32(r.Height()) * originY
worldOriginX := x + originX
worldOriginY := y + originY
fx := -originX
fy := -originY
fx2 := float32(r.Width()) - originX
fy2 := float32(r.Height()) - originY
if scaleX != 1 || scaleY != 1 {
fx *= scaleX
fy *= scaleY
fx2 *= scaleX
fy2 *= scaleY
}
p1x := fx
p1y := fy
p2x := fx
p2y := fy2
p3x := fx2
p3y := fy2
p4x := fx2
p4y := fy
var x1 float32
var y1 float32
var x2 float32
var y2 float32
var x3 float32
var y3 float32
var x4 float32
var y4 float32
if rotation != 0 {
rot := float64(rotation * (math.Pi / 180.0))
cos := float32(math.Cos(rot))
sin := float32(math.Sin(rot))
x1 = cos*p1x - sin*p1y
y1 = sin*p1x + cos*p1y
x2 = cos*p2x - sin*p2y
y2 = sin*p2x + cos*p2y
x3 = cos*p3x - sin*p3y
y3 = sin*p3x + cos*p3y
x4 = x1 + (x3 - x2)
y4 = y3 - (y2 - y1)
} else {
x1 = p1x
y1 = p1y
x2 = p2x
y2 = p2y
x3 = p3x
y3 = p3y
x4 = p4x
y4 = p4y
}
x1 += worldOriginX
y1 += worldOriginY
x2 += worldOriginX
y2 += worldOriginY
x3 += worldOriginX
y3 += worldOriginY
x4 += worldOriginX
y4 += worldOriginY
/*
red := (color >> 16) & 0xFF
green := ((color >> 8) & 0xFF) << 8
blue := (color & 0xFF) << 16
alpha := uint32(transparency*255.0) << 24
tint := math.Float32frombits((alpha | blue | green | red) & 0xfeffffff)
*/
tint := color.ToTint()
idx := b.index * 20
min, max := r.Slice()
u := min.X
v := min.Y
u2 := max.X
v2 := max.Y
b.vertices[idx+0] = x1
b.vertices[idx+1] = y1
b.vertices[idx+2] = u
b.vertices[idx+3] = v
b.vertices[idx+4] = tint
b.vertices[idx+5] = x4
b.vertices[idx+6] = y4
b.vertices[idx+7] = u2
b.vertices[idx+8] = v
b.vertices[idx+9] = tint
b.vertices[idx+10] = x3
b.vertices[idx+11] = y3
b.vertices[idx+12] = u2
b.vertices[idx+13] = v2
b.vertices[idx+14] = tint
b.vertices[idx+15] = x2
b.vertices[idx+16] = y2
b.vertices[idx+17] = u
b.vertices[idx+18] = v2
b.vertices[idx+19] = tint
b.index++
if b.index >= batchMaxSize {
b.flush()
}
}
var spriteRendererVertCode = `
attribute vec2 in_Position;
attribute vec4 in_Color;
attribute vec2 in_TexCoords;
uniform vec2 uf_Projection;
uniform vec2 uf_Camera;
varying vec4 var_Color;
varying vec2 var_TexCoords;
const vec2 center = vec2(-1.0, 1.0);
void main() { var_Color = in_Color; var_TexCoords = in_TexCoords; gl_Position = vec4(in_Position.x / uf_Projection.x + center.x, in_Position.y / -uf_Projection.y + center.y, 0.0, 1.0) + vec4(uf_Camera.x, uf_Camera.y, 0, 0); }`
var spriteRendererFragCode = `
precision mediump float;
varying vec4 var_Color;
varying vec2 var_TexCoords;
uniform sampler2D uf_Texture;
void main (void) { gl_FragColor = var_Color * texture2D(uf_Texture, var_TexCoords); }`