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Diffstat (limited to 'src/libjin-lua/scripts/graphics/graphics.lua')
-rw-r--r--src/libjin-lua/scripts/graphics/graphics.lua144
1 files changed, 72 insertions, 72 deletions
diff --git a/src/libjin-lua/scripts/graphics/graphics.lua b/src/libjin-lua/scripts/graphics/graphics.lua
index 3abb64d..9307083 100644
--- a/src/libjin-lua/scripts/graphics/graphics.lua
+++ b/src/libjin-lua/scripts/graphics/graphics.lua
@@ -4,42 +4,42 @@ jin.graphics = jin.graphics or {}
local jg = jin.graphics
jg.RenderMode = {
- FILL = 1,
- LINE = 2,
+ FILL = 1,
+ LINE = 2,
}
jg.SpriteOrigin = {
- TOPLEFT = 0,
- TOPCENTER = 1,
- TOPRIGHT = 2,
- MIDDLELEFT = 3,
- MIDDLECENTER = 4,
- MIDDLERIGHT = 5,
- BOTTOMLEFT = 6,
- BOTTOMCENTER = 7,
- BOTTOMRIGHT = 8
+ TOPLEFT = 0,
+ TOPCENTER = 1,
+ TOPRIGHT = 2,
+ MIDDLELEFT = 3,
+ MIDDLECENTER = 4,
+ MIDDLERIGHT = 5,
+ BOTTOMLEFT = 6,
+ BOTTOMCENTER = 7,
+ BOTTOMRIGHT = 8
}
jg.SpriteMode = {
- SINGLE = 1,
- RANDOM = 2,
- ANIMATED = 3
+ SINGLE = 1,
+ RANDOM = 2,
+ ANIMATED = 3
}
jg.BlendMode = {
- DEFAULT = 1,
- ALPHA = 1,
- ADDITIVE = 2,
- PREMULTIPLIEDALPHA = 3
+ DEFAULT = 1,
+ ALPHA = 1,
+ ADDITIVE = 2,
+ PREMULTIPLIEDALPHA = 3
}
-- Built in shaders.
jg.Shaders = nil
local function compileBuiltInShaders()
- if jg.Shaders ~= nil then
- return
- end
- jg.Shaders = {}
+ if jg.Shaders ~= nil then
+ return
+ end
+ jg.Shaders = {}
jg.Shaders.Font = jg.newShader[[
#VERTEX_SHADER
Vertex vert(Vertex v)
@@ -96,23 +96,23 @@ local function compileBuiltInShaders()
}
#END_FRAGMENT_SHADER
]]
- jg.Shaders.Shape = jg.newShader[[
- #VERTEX_SHADER
- Vertex vert(Vertex v)
- {
- return v;
- }
- #END_VERTEX_SHADER
- #FRAGMENT_SHADER
- Color frag(Color col, Texture tex, Vertex v)
- {
- return col;
- }
- #END_FRAGMENT_SHADER
- ]]
- jg.Shaders.Mesh = jg.newShader[[
- #VERTEX_SHADER
- in Vec4 color;
+ jg.Shaders.Shape = jg.newShader[[
+ #VERTEX_SHADER
+ Vertex vert(Vertex v)
+ {
+ return v;
+ }
+ #END_VERTEX_SHADER
+ #FRAGMENT_SHADER
+ Color frag(Color col, Texture tex, Vertex v)
+ {
+ return col;
+ }
+ #END_FRAGMENT_SHADER
+ ]]
+ jg.Shaders.Mesh = jg.newShader[[
+ #VERTEX_SHADER
+ in Vec4 color;
Vertex vert(Vertex v)
{
return v;
@@ -124,7 +124,7 @@ local function compileBuiltInShaders()
return col * texel(tex, v.uv) * v.color;
}
#END_FRAGMENT_SHADER
- ]]
+ ]]
jg.Shaders.Default = jg.newShader[[
#VERTEX_SHADER
Vertex vert(Vertex v)
@@ -139,8 +139,8 @@ local function compileBuiltInShaders()
}
#END_FRAGMENT_SHADER
]]
- jg.Shaders.Error = jg.newShader[[
- #VERTEX_SHADER
+ jg.Shaders.Error = jg.newShader[[
+ #VERTEX_SHADER
Vertex vert(Vertex v)
{
return v;
@@ -152,56 +152,56 @@ local function compileBuiltInShaders()
return Color(1, 0, 1, 1);
}
#END_FRAGMENT_SHADER
- ]]
+ ]]
end
local _init = jg.init
local initialized = false
jg.init = function(setting)
- if initialized then
- return initialized
- end
- initialized = _init(setting)
- if initialized then
- compileBuiltInShaders()
- jg.useShader(jg.Shaders.Default)
- end
- return initialized
+ if initialized then
+ return initialized
+ end
+ initialized = _init(setting)
+ if initialized then
+ compileBuiltInShaders()
+ jg.useShader(jg.Shaders.Default)
+ end
+ return initialized
end
-- Reset all attributes to default value.
jg.reset = function()
- jg.setColor(255, 255, 255, 255)
- jg.setClearColor(0, 0, 0, 0)
- jg.clear()
- jg.unsetFont()
- jg.unuseShader()
+ jg.setColor(255, 255, 255, 255)
+ jg.setClearColor(0, 0, 0, 0)
+ jg.clear()
+ jg.unsetFont()
+ jg.unuseShader()
end
jg.unuseShader = function()
- jg.useShader(jg.Shaders.Default)
+ jg.useShader(jg.Shaders.Default)
end
local _newShader = jg.newShader
jg.newShader = function(program)
- local shader = _newShader(program)
- if shader == nil then
- jin.log.error("Compile shader failed:\n" .. debug.traceback())
- return jg.Shaders.Error
- else
- return shader
- end
+ local shader = _newShader(program)
+ if shader == nil then
+ jin.log.error("Compile shader failed:\n" .. debug.traceback())
+ return jg.Shaders.Error
+ else
+ return shader
+ end
end
local _newShaderf = jg.newShaderf
jg.newShaderf = function(file)
- local shader = _newShaderf(file)
- if shader == nil then
- jin.log.error("Compile shader failed:\n" .. debug.traceback())
- return jg.Shaders.Error
- else
- return shader
- end
+ local shader = _newShaderf(file)
+ if shader == nil then
+ jin.log.error("Compile shader failed:\n" .. debug.traceback())
+ return jg.Shaders.Error
+ else
+ return shader
+ end
end