Implement PartsEngine.SetPartsAlphaClipperPartsNumber

This allows a specified part to be used as an alpha map (clipper) during
rendering. A dedicated vertex shader (parts.v.glsl) is introduced to
calculate clipping coordinates using an inverse transformation matrix.

Refactored parts_render_text() to use parts_render_texture() so that
alpha clipping is applied to text. This also enables color modifications
for text, while rotation and scaling remain unsupported, matching the
original PartsEngine behavior.

Incremented the parts save version since alpha_clipper_parts_no is now
persisted.
This commit is contained in:
kichikuou
2026-03-01 07:47:40 +09:00
parent 205e0a3ed0
commit a5d488564a
7 changed files with 117 additions and 29 deletions
+11 -1
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@@ -21,7 +21,11 @@ uniform vec2 top_right;
uniform vec3 add_color;
uniform vec3 multiply_color;
uniform int use_clipper;
uniform sampler2D clipper_tex;
in vec2 tex_coord;
in vec2 clip_coord;
out vec4 frag_color;
float point_in_rect(vec2 p, vec2 bot_left, vec2 top_right) {
@@ -36,5 +40,11 @@ void main() {
vec4 tex_color = texture(tex, tex_coord);
vec3 mod_color = (tex_color.rgb + add_color) * multiply_color;
frag_color = vec4(mod_color, tex_color.a * blend_rate) * point_in_rect(tex_coord, bl, tr);
float alpha = tex_color.a * blend_rate;
if (use_clipper != 0) {
alpha *= texture(clipper_tex, clip_coord).a * point_in_rect(clip_coord, vec2(0.0), vec2(1.0));
}
frag_color = vec4(mod_color, alpha) * point_in_rect(tex_coord, bl, tr);
}
+31
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@@ -0,0 +1,31 @@
/* Copyright (C) 2019 Nunuhara Cabbage <nunuhara@haniwa.technology>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, see <http://gnu.org/licenses/>.
*/
uniform mat4 world_transform;
uniform mat4 view_transform;
uniform mat4 inv_clipper_transform;
in vec4 vertex_pos;
in vec2 vertex_uv;
out vec2 tex_coord;
out vec2 clip_coord;
void main() {
vec4 world_pos = world_transform * vertex_pos;
gl_Position = view_transform * world_pos;
tex_coord = vertex_uv;
clip_coord = (inv_clipper_transform * world_pos).xy;
}
+1
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@@ -373,6 +373,7 @@ cJSON *parts_to_json(struct parts *parts, bool recursive, bool verbose)
cJSON_AddNumberToObject(obj, "linked_from", parts->linked_from);
cJSON_AddNumberToObject(obj, "draw_filter", parts->draw_filter);
cJSON_AddBoolToObject(obj, "message_window", parts->message_window);
cJSON_AddNumberToObject(obj, "alpha_clipper_parts_no", parts->alpha_clipper_parts_no);
cJSON_AddItemToObjectCS(obj, "motions", motions = cJSON_CreateArray());
struct parts_motion *motion;
+3 -1
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@@ -1769,7 +1769,9 @@ float PE_GetPartsRotateZ(int parts_no)
void PE_SetPartsAlphaClipperPartsNumber(int parts_no, int alpha_clipper_parts_no)
{
UNIMPLEMENTED("(%d, %d)", parts_no, alpha_clipper_parts_no);
struct parts *parts = parts_get(parts_no);
parts->alpha_clipper_parts_no = alpha_clipper_parts_no;
parts_dirty(parts);
}
void PE_SetPartsPixelDecide(int parts_no, bool pixel_decide)
+1
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@@ -334,6 +334,7 @@ struct parts {
int linked_from;
int draw_filter;
bool message_window;
int alpha_clipper_parts_no;
struct parts_motion_list motion;
};
+66 -26
View File
@@ -43,31 +43,12 @@ static struct {
GLint top_right;
GLint add_color;
GLint multiply_color;
GLint use_clipper;
GLint clipper_tex;
GLint inv_clipper_transform;
} parts_shader;
static void parts_render_text(struct parts *parts, struct parts_text *t)
{
int x = parts->global.pos.x + t->common.origin_offset.x;
int y = parts->global.pos.y + t->common.origin_offset.y;
for (int i = 0; i < t->nr_lines; i++) {
struct parts_text_line *line = &t->lines[i];
for (int j = 0; j < line->nr_chars; j++) {
struct parts_text_char *ch = &line->chars[j];
Rectangle rect = {
.x = x,
.y = y,
.w = ch->t.w,
.h = ch->t.h
};
gfx_render_texture(&ch->t, &rect);
x += ch->advance;
}
x = parts->global.pos.x + t->common.origin_offset.x;
y += line->height;
}
}
static void parts_render_texture(struct texture *texture, mat4 mw_transform, Rectangle *rect, float blend_rate, vec3 add_color, vec3 multiply_color)
static void parts_render_texture(struct texture *texture, mat4 mw_transform, Rectangle *rect, float blend_rate, vec3 add_color, vec3 multiply_color, int alpha_clipper)
{
mat4 wv_transform = WV_TRANSFORM(config.view_width, config.view_height);
@@ -86,9 +67,65 @@ static void parts_render_texture(struct texture *texture, mat4 mw_transform, Rec
glUniform2f(parts_shader.top_right, rect->x + rect->w, rect->y + rect->h);
glUniform3fv(parts_shader.add_color, 1, add_color);
glUniform3fv(parts_shader.multiply_color, 1, multiply_color);
struct parts *clipper = alpha_clipper ? parts_try_get(alpha_clipper) : NULL;
if (clipper) {
struct parts_common *c_common = &clipper->states[clipper->state].common;
// Calculate the inverse of the clipper's world matrix.
mat4 clip_mw = GLM_MAT4_IDENTITY_INIT;
glm_translate(clip_mw, (vec3) { clipper->global.pos.x, clipper->global.pos.y, 0 });
glm_rotate_z(clip_mw, clipper->local.rotation.z * (M_PI/180.0), clip_mw);
glm_scale(clip_mw, (vec3){ clipper->global.scale.x, clipper->global.scale.y, 1.0 });
glm_translate(clip_mw, (vec3){ c_common->origin_offset.x, c_common->origin_offset.y, 0 });
glm_scale(clip_mw, (vec3){ c_common->w, c_common->h, 1.0 });
mat4 clip_inv;
glm_mat4_inv(clip_mw, clip_inv);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, c_common->texture.handle);
glActiveTexture(GL_TEXTURE0);
glUniform1i(parts_shader.use_clipper, 1);
glUniform1i(parts_shader.clipper_tex, 1);
glUniformMatrix4fv(parts_shader.inv_clipper_transform, 1, GL_FALSE, clip_inv[0]);
} else {
glUniform1i(parts_shader.use_clipper, 0);
}
gfx_run_job(&job);
}
static void parts_render_text(struct parts *parts, struct parts_text *t)
{
vec3 add_color = {
parts->global.add_color.r / 255.0f,
parts->global.add_color.g / 255.0f,
parts->global.add_color.b / 255.0f
};
vec3 multiply_color = {
parts->global.multiply_color.r / 255.0f,
parts->global.multiply_color.g / 255.0f,
parts->global.multiply_color.b / 255.0f,
};
float blend_rate = parts->global.alpha / 255.0;
int x = parts->global.pos.x + t->common.origin_offset.x;
int y = parts->global.pos.y + t->common.origin_offset.y;
for (int i = 0; i < t->nr_lines; i++) {
struct parts_text_line *line = &t->lines[i];
for (int j = 0; j < line->nr_chars; j++) {
struct parts_text_char *ch = &line->chars[j];
mat4 mw_transform = WORLD_TRANSFORM(ch->t.w, ch->t.h, x, y);
Rectangle r = { 0, 0, ch->t.w, ch->t.h };
parts_render_texture(&ch->t, mw_transform, &r, blend_rate, add_color, multiply_color, parts->alpha_clipper_parts_no);
x += ch->advance;
}
x = parts->global.pos.x + t->common.origin_offset.x;
y += line->height;
}
}
static void parts_render_cg(struct parts *parts, struct parts_common *common)
{
switch (parts->draw_filter) {
@@ -124,7 +161,7 @@ static void parts_render_cg(struct parts *parts, struct parts_common *common)
parts->global.multiply_color.g / 255.0f,
parts->global.multiply_color.b / 255.0f,
};
parts_render_texture(&common->texture, mw_transform, &r, parts->global.alpha / 255.0, add_color, multiply_color);
parts_render_texture(&common->texture, mw_transform, &r, parts->global.alpha / 255.0, add_color, multiply_color, parts->alpha_clipper_parts_no);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
}
@@ -165,7 +202,7 @@ static void parts_render_flash_shape(struct parts *parts, struct parts_flash *f,
(parts->global.multiply_color.g / 255.0f) * fixed16_to_float(obj->color_transform.mult_terms[1]),
(parts->global.multiply_color.b / 255.0f) * fixed16_to_float(obj->color_transform.mult_terms[2])
};
parts_render_texture(src, mw_transform, &r, blend_rate, add_color, multiply_color);
parts_render_texture(src, mw_transform, &r, blend_rate, add_color, multiply_color, parts->alpha_clipper_parts_no);
}
static void parts_render_flash_sprite(struct parts *parts, struct parts_flash *f, struct parts_flash_object *obj, struct swf_tag_define_sprite *tag)
@@ -326,10 +363,13 @@ void parts_dirty(possibly_unused struct parts *parts)
void parts_render_init(void)
{
gfx_load_shader(&parts_shader.shader, "shaders/render.v.glsl", "shaders/parts.f.glsl");
gfx_load_shader(&parts_shader.shader, "shaders/parts.v.glsl", "shaders/parts.f.glsl");
parts_shader.blend_rate = glGetUniformLocation(parts_shader.shader.program, "blend_rate");
parts_shader.bot_left = glGetUniformLocation(parts_shader.shader.program, "bot_left");
parts_shader.top_right = glGetUniformLocation(parts_shader.shader.program, "top_right");
parts_shader.add_color = glGetUniformLocation(parts_shader.shader.program, "add_color");
parts_shader.multiply_color = glGetUniformLocation(parts_shader.shader.program, "multiply_color");
parts_shader.use_clipper = glGetUniformLocation(parts_shader.shader.program, "use_clipper");
parts_shader.clipper_tex = glGetUniformLocation(parts_shader.shader.program, "clipper_tex");
parts_shader.inv_clipper_transform = glGetUniformLocation(parts_shader.shader.program, "inv_clipper_transform");
}
+4 -1
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@@ -22,7 +22,7 @@
#include "parts_internal.h"
#include "../hll/iarray.h"
#define CURRENT_SAVE_VERSION 2
#define CURRENT_SAVE_VERSION 3
static void save_parts_params(struct iarray_writer *w, struct parts_params *params)
{
@@ -503,6 +503,7 @@ static void save_parts(struct iarray_writer *w, struct parts *parts)
iarray_write(w, parts->linked_from);
iarray_write(w, parts->draw_filter);
iarray_write(w, parts->message_window);
iarray_write(w, parts->alpha_clipper_parts_no);
unsigned motion_count_pos = iarray_writer_pos(w);
iarray_write(w, 0); // size of motion list
@@ -540,6 +541,8 @@ static void load_parts(struct iarray_reader *r, int version)
parts->draw_filter = iarray_read(r);
if (version > 0)
parts->message_window = iarray_read(r);
if (version > 2)
parts->alpha_clipper_parts_no = iarray_read(r);
int motion_count = iarray_read(r);
for (int i = 0; i < motion_count; i++) {