1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
|
jin.graphics = jin.graphics or {}
local jg = jin.graphics
jg.RenderMode = {
FILL = 1,
LINE = 2,
}
jg.SpriteOrigin = {
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
}
jg.BlendMode = {
DEFAULT = 1,
ALPHA = 1,
ADDITIVE = 2,
PREMULTIPLIEDALPHA = 3
}
-- Built in shaders.
jg.Shaders = nil
local function compileBuiltInShaders()
if jg.Shaders ~= nil then
return
end
local default_vert_shader = [[
#VERTEX_SHADER
Vertex vert(Vertex v)
{
return v;
}
#END_VERTEX_SHADER
]]
local make_shader = function(frag_shader)
return jg.newShader(default_vert_shader .. frag_shader)
end
jg.Shaders = {}
jg.Shaders.Font = make_shader[[
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
return Color(col.rgb, texel(tex, v.uv).a);
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.Texture = make_shader[[
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
return col * texel(tex, v.uv);
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.Sprite = make_shader[[
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
return col * texel(tex, v.uv);
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.SpriteBatch = make_shader[[
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
return col * texel(tex, v.uv);
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.Shape = make_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;
}
#END_VERTEX_SHADER
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
return col * texel(tex, v.uv) * v.color;
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.Default = make_shader[[
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
return col * texel(tex, v.uv);
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.Error = make_shader[[
#FRAGMENT_SHADER
Color frag(Color col, Texture tex, Vertex v)
{
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
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()
end
local _useshader = jg.useShader
jg.useShader = function(shader)
if shader == nil then
jg.unuseShader()
return
end
_useshader(shader)
end
jg.unuseShader = function()
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
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
end
|