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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
jg.Shaders = {}
jg.Shaders.Font = jg.newShader[[
#VERTEX_SHADER
Vertex vert(Vertex v)
{
return v;
}
#END_VERTEX_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 = 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 * texel(tex, v.uv);
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.Sprite = 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 * texel(tex, v.uv);
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.SpriteBatch = 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 * texel(tex, v.uv);
}
#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;
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 = 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 * texel(tex, v.uv);
}
#END_FRAGMENT_SHADER
]]
jg.Shaders.Error = jg.newShader[[
#VERTEX_SHADER
Vertex vert(Vertex v)
{
return v;
}
#END_VERTEX_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
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
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