/* Copyright (C) 2019 Nunuhara Cabbage * * 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 . */ #include #include #include "gfx/gl.h" #include #include "gfx/gfx.h" #include "gfx/private.h" #include "system4.h" #ifndef M_PI #define M_PI (3.14159265358979323846) #endif struct copy_shader { Shader s; GLint bot_left; GLint top_right; // optional GLint color; GLint threshold; }; struct copy_data { int dx, dy, sx, sy, w, h; int vpx, vpy, vpw, vph; int sw, sh; // used to compute scale factor for stretch // optional float r, g, b, a; float threshold; }; #define ROTATE_DATA(dst, _sx, _sy, _w, _h) \ { .dx = 0, .dy = 0, .sx=_sx, .sy=_sy, .w=_w, .h=_h, .sw=_w, .sh=_h, .vpx=0, .vpy=0, .vpw=dst->w, .vph=dst->h } // set copy_data required for a stretch operation #define STRETCH_DATA(_dx, _dy, _dw, _dh, _sx, _sy, _sw, _sh) \ { .dx=_dx, .dy=_dy, .sx=_sx, .sy=_sy, .w=_dw, .h=_dh, .sw=_sw, .sh=_sh, .vpx=_dx, .vpy=_dy, .vpw=_dw, .vph=_dh } // set copy_data required for a simple copy operation #define COPY_DATA(_dx, _dy, _sx, _sy, _w, _h) \ STRETCH_DATA(_dx, _dy, _w, _h, _sx, _sy, _w, _h) static struct copy_shader copy_shader; static struct copy_shader copy_color_reverse_shader; static struct copy_shader copy_key_shader; static struct copy_shader copy_alpha_key_shader; static struct copy_shader copy_use_amap_under_shader; static struct copy_shader copy_use_amap_border_shader; static struct copy_shader blend_amap_color_shader; static struct copy_shader blend_amap_alpha_shader; static struct copy_shader fill_shader; static struct copy_shader fill_amap_over_border_shader; static struct copy_shader fill_amap_under_border_shader; static struct copy_shader hitbox_shader; static struct copy_shader hitbox_noblend_shader; static struct copy_shader dilate_shader; static void prepare_copy_shader(struct gfx_render_job *job, void *data) { struct copy_shader *s = (struct copy_shader*)job->shader; struct copy_data *d = (struct copy_data*)data; glUniform2f(s->bot_left, d->sx, d->sy); glUniform2f(s->top_right, d->sx + d->w, d->sy + d->h); glUniform4f(s->color, d->r, d->g, d->b, d->a); glUniform1f(s->threshold, d->threshold); } static void load_copy_shader(struct copy_shader *s, const char *v_path, const char *f_path) { gfx_load_shader(&s->s, v_path, f_path); s->bot_left = glGetUniformLocation(s->s.program, "bot_left"); s->top_right = glGetUniformLocation(s->s.program, "top_right"); s->color = glGetUniformLocation(s->s.program, "color"); s->threshold = glGetUniformLocation(s->s.program, "threshold"); s->s.prepare = prepare_copy_shader; } // load shaders void gfx_draw_init(void) { // generic copy shader; discards fragments outside of a given rectangle load_copy_shader(©_shader, "shaders/render.v.glsl", "shaders/copy.f.glsl"); // copy shader which inverts colors load_copy_shader(©_color_reverse_shader, "shaders/render.v.glsl", "shaders/copy_color_reverse.f.glsl"); // copy shader which also discards fragments matching a color key load_copy_shader(©_key_shader, "shaders/render.v.glsl", "shaders/copy_key.f.glsl"); // copy shader which also discards fragments matching an alpha key load_copy_shader(©_alpha_key_shader, "shaders/render.v.glsl", "shaders/copy_alpha_key.f.glsl"); // copy shader that only keeps fragments below a certain alpha threshold load_copy_shader(©_use_amap_under_shader, "shaders/render.v.glsl", "shaders/copy_use_amap_under.f.glsl"); // copy shader that only keeps fragments above a certain alpha threshold load_copy_shader(©_use_amap_border_shader, "shaders/render.v.glsl", "shaders/copy_use_amap_border.f.glsl"); // copy shader that sets source RGB to a constant load_copy_shader(&blend_amap_color_shader, "shaders/render.v.glsl", "shaders/blend_amap_color.f.glsl"); // copy shader that multiples the source alpha by a constant load_copy_shader(&blend_amap_alpha_shader, "shaders/render.v.glsl", "shaders/blend_amap_alpha.f.glsl"); // basic fill shader load_copy_shader(&fill_shader, "shaders/render.v.glsl", "shaders/fill.f.glsl"); // fill shader that only fills fragments above a certain alpha threshold load_copy_shader(&fill_amap_over_border_shader, "shaders/render.v.glsl", "shaders/fill_amap_over_border.f.glsl"); // fill shader that only fills fragments below a certain alpha threshold load_copy_shader(&fill_amap_under_border_shader, "shaders/render.v.glsl", "shaders/fill_amap_under_border.f.glsl"); // shader that discards texels that fail a hitbox test load_copy_shader(&hitbox_shader, "shaders/render.v.glsl", "shaders/hitbox.f.glsl"); // hitbox shader which ignores alpha component of texture (a=1) load_copy_shader(&hitbox_noblend_shader, "shaders/render.v.glsl", "shaders/hitbox_noblend.f.glsl"); // shader that dilates every pixel (for bold/outline text rendering) load_copy_shader(&dilate_shader, "shaders/render.v.glsl", "shaders/dilate.f.glsl"); } static void run_draw_shader(Shader *s, Texture *dst, Texture *src, mat4 mw_transform, mat4 wv_transform, struct copy_data *data) { GLuint fbo = gfx_set_framebuffer(GL_DRAW_FRAMEBUFFER, dst, data->vpx, data->vpy, data->vpw, data->vph); struct gfx_render_job job = { .shader = s, .texture = src ? src->handle : 0, .world_transform = mw_transform[0], .view_transform = wv_transform[0], .data = data }; gfx_render(&job); gfx_reset_framebuffer(GL_DRAW_FRAMEBUFFER, fbo); } static void _run_copy_shader(Shader *s, Texture *dst, Texture *src, GLfloat src_w, GLfloat src_h, struct copy_data *data) { GLfloat scale_x = (GLfloat)data->w / data->sw; GLfloat scale_y = (GLfloat)data->h / data->sh; mat4 mw_transform = MAT4( src_w * scale_x, 0, 0, -data->sx * scale_y, 0, src_h * scale_y, 0, -data->sy * scale_y, 0, 0, 1, 0, 0, 0, 0, 1); mat4 wv_transform = WV_TRANSFORM(data->w, data->h); run_draw_shader(s, dst, src, mw_transform, wv_transform, data); } static void run_copy_shader(Shader *s, Texture *dst, Texture *src, struct copy_data *data) { GLfloat src_w = src ? src->w : data->w; GLfloat src_h = src ? src->h : data->h; _run_copy_shader(s, dst, src, src_w, src_h, data); } static void run_fill_shader(Shader *s, Texture *dst, struct copy_data *data) { // NOTE: this differs from `run_copy_shader(s, dst, NULL, data)` in that // `dst` can be sampled in the shader _run_copy_shader(s, dst, dst, data->w, data->h, data); } static void restore_blend_mode(void) { glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD); glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO); glBlendColor(0, 0, 0 ,0); } void gfx_copy(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_amap(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_bright(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int rate) { GLfloat f_rate = rate / 255.0; glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ZERO, GL_ZERO, GL_ONE); glBlendColor(f_rate, f_rate, f_rate, f_rate); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_sprite(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, SDL_Color color) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); data.r = color.r / 255.0; data.g = color.g / 255.0; data.b = color.b / 255.0; run_copy_shader(©_key_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_sprite_copy_amap(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int alpha_key) { glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); data.a = alpha_key / 255.0; run_copy_shader(©_alpha_key_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_color_reverse(struct texture *dst, int dx, int dy, struct texture *src, int sx, int sy, int w, int h) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_color_reverse_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_use_amap_under(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int threshold) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); data.threshold = threshold / 255.0; run_copy_shader(©_use_amap_under_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_use_amap_border(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int threshold) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); data.threshold = threshold / 255.0; run_copy_shader(©_use_amap_border_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_amap_max(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_amap_min(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { glBlendEquationSeparate(GL_FUNC_ADD, GL_MIN); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_blend(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int a) { glBlendFuncSeparate(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_ZERO, GL_ONE); glBlendColor(0, 0, 0, a / 255.0); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_blend_amap(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_blend_amap_color(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int r, int g, int b) { // color = (r,g,b) * src_alpha + dst_color * (1 - src_alpha) // alpha = dst_alpha glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); data.r = r / 255.0; data.g = g / 255.0; data.b = b / 255.0; data.a = 1.0; run_copy_shader(&blend_amap_color_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_blend_amap_alpha(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int a) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); data.threshold = a / 255.0; run_copy_shader(&blend_amap_alpha_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_blend_amap_color_alpha(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int r, int g, int b, int a) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); data.r = r / 255.0; data.g = g / 255.0; data.b = b / 255.0; data.a = a / 255.0; run_copy_shader(&blend_amap_color_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_fill(Texture *dst, int x, int y, int w, int h, int r, int g, int b) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(x, y, 0, 0, w, h); data.r = r / 255.0; data.g = g / 255.0; data.b = b / 255.0; data.a = 1; run_copy_shader(&fill_shader.s, dst, NULL, &data); restore_blend_mode(); } void gfx_fill_alpha_color(Texture *dst, int x, int y, int w, int h, int r, int g, int b, int a) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); struct copy_data data = COPY_DATA(x, y, 0, 0, w, h); data.r = r / 255.0; data.g = g / 255.0; data.b = b / 255.0; data.a = a / 255.0; run_copy_shader(&fill_shader.s, dst, NULL, &data); restore_blend_mode(); } void gfx_fill_amap(Texture *dst, int x, int y, int w, int h, int a) { glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(x, y, 0, 0, w, h); data.a = a / 255.0; run_copy_shader(&fill_shader.s, dst, NULL, &data); restore_blend_mode(); } void gfx_fill_amap_over_border(Texture *dst, int x, int y, int w, int h, int alpha, int border) { glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(x, y, 0, 0, w, h); data.a = alpha / 255.0; data.threshold = border / 255.0; run_fill_shader(&fill_amap_over_border_shader.s, dst, &data); restore_blend_mode(); } void gfx_fill_amap_under_border(Texture *dst, int x, int y, int w, int h, int alpha, int border) { glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(x, y, 0, 0, w, h); data.a = alpha / 255.0; data.threshold = border / 255.0; run_fill_shader(&fill_amap_under_border_shader.s, dst, &data); restore_blend_mode(); } void gfx_add_da_daxsa(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { // color = dst_color // alpha = src_alpha + dst_alpha glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_blend_da_daxsa(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { // color = dst_color // alpha = src_alpha * dst_alpha glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ZERO, GL_SRC_ALPHA); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_sub_da_daxsa(struct texture *dst, int dx, int dy, struct texture *src, int sx, int sy, int w, int h) { // color = dst_color // alpha = dst_alpha - src_alpha glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_REVERSE_SUBTRACT); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } // FIXME: DrawGraph.dll does some really strange clipping on the src/dst rectangles // before drawing. This implementation does what you would normally expect // a stretch function to do when passed negative (x,y) coordinates. // Probably no games depend on this behavior, but we'll see. void gfx_copy_stretch(Texture *dst, int dx, int dy, int dw, int dh, Texture *src, int sx, int sy, int sw, int sh) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = STRETCH_DATA(dx, dy, dw, dh, sx, sy, sw, sh); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } // FIXME: as above void gfx_copy_stretch_amap(Texture *dst, int dx, int dy, int dw, int dh, Texture *src, int sx, int sy, int sw, int sh) { glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = STRETCH_DATA(dx, dy, dw, dh, sx, sy, sw, sh); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_stretch_blend(struct texture *dst, int dx, int dy, int dw, int dh, struct texture *src, int sx, int sy, int sw, int sh, int a) { glBlendFuncSeparate(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA, GL_ZERO, GL_ONE); glBlendColor(0, 0, 0, a / 255.0); struct copy_data data = STRETCH_DATA(dx, dy, dw, dh, sx, sy, sw, sh); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_copy_stretch_blend_amap(struct texture *dst, int dx, int dy, int dw, int dh, struct texture *src, int sx, int sy, int sw, int sh) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_SRC_ALPHA); struct copy_data data = STRETCH_DATA(dx, dy, dw, dh, sx, sy, sw, sh); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } // FIXME: this doesn't work correctly when the src rectangle crosses the edge of the CG. static void copy_rot_zoom(Texture *dst, Texture *src, int sx, int sy, int w, int h, float rotate, float mag, Shader *shader) { // 1. scale src vertices to texture size // 2. translate so that center point of copy region is at origin // 3. rotate // 4. scale // 4. tranlate to center of dst texture // (applied in reverse order) mat4 mw_transform = GLM_MAT4_IDENTITY_INIT; glm_translate(mw_transform, (vec3){ dst->w/2.0, dst->h/2.0, 0 }); glm_scale(mw_transform, (vec3){ mag, mag, 0 }); glm_rotate_z(mw_transform, -rotate * (M_PI/180.0), mw_transform); glm_translate(mw_transform, (vec3){ -(sx+w/2.0), -(sy+h/2.0), 0 }); glm_scale(mw_transform, (vec3){ src->w, src->h, 1 }); mat4 wv_transform = WV_TRANSFORM(dst->w, dst->h); struct copy_data data = ROTATE_DATA(dst, sx, sy, w, h); run_draw_shader(shader, dst, src, mw_transform, wv_transform, &data); } void gfx_copy_rot_zoom(Texture *dst, Texture *src, int sx, int sy, int w, int h, float rotate, float mag) { gfx_fill_amap(dst, 0, 0, dst->w, dst->h, 0); copy_rot_zoom(dst, src, sx, sy, w, h, rotate, mag, &hitbox_noblend_shader.s); } void gfx_copy_rot_zoom_amap(Texture *dst, Texture *src, int sx, int sy, int w, int h, float rotate, float mag) { gfx_fill_amap(dst, 0, 0, dst->w, dst->h, 0); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); copy_rot_zoom(dst, src, sx, sy, w, h, rotate, mag, &hitbox_shader.s); restore_blend_mode(); } void gfx_copy_rot_zoom_use_amap(Texture *dst, Texture *src, int sx, int sy, int w, int h, float rotate, float mag) { copy_rot_zoom(dst, src, sx, sy, w, h, rotate, mag, &hitbox_shader.s); } static void copy_rotate_y(Texture *dst, Texture *front, Texture *back, int sx, int sy, int w, int h, float rot, float mag, Shader *shader) { Texture *src = front; if (rot > 90.0 && rot <= 270.0) { src = back; } gfx_fill_amap(dst, 0, 0, dst->w, dst->h, 0); mat4 mw_transform = GLM_MAT4_IDENTITY_INIT; glm_rotate_y(mw_transform, rot * (M_PI/180.0), mw_transform); glm_scale(mw_transform, (vec3){ src->w * mag, src->h * mag, 0 }); glm_translate(mw_transform, (vec3){ -0.5, -0.5, 0}); mat4 proj_transform; float fov = 45.0 * (M_PI / 180.0); // calculate the camera distance such that the height at the pivot is unchanged float cam_off = ((float)dst->h * 0.5) / tanf(fov * 0.5); glm_perspective(fov, (float)dst->w / dst->h, 0.1, cam_off + w * mag, proj_transform); glm_translate(proj_transform, (vec3){ 0, 0, -cam_off }); struct copy_data data = ROTATE_DATA(dst, sx, sy, w, h); run_draw_shader(shader, dst, src, mw_transform, proj_transform, &data); } void gfx_copy_rotate_y(Texture *dst, Texture *front, Texture *back, int sx, int sy, int w, int h, float rot, float mag) { copy_rotate_y(dst, front, back, sx, sy, w, h, rot, mag, &hitbox_noblend_shader.s); } void gfx_copy_rotate_y_use_amap(Texture *dst, Texture *front, Texture *back, int sx, int sy, int w, int h, float rot, float mag) { copy_rotate_y(dst, front, back, sx, sy, w, h, rot, mag, &hitbox_shader.s); } static void copy_rotate_x(Texture *dst, Texture *front, Texture *back, int sx, int sy, int w, int h, float rot, float mag, Shader *shader) { Texture *src = front; float flip_y = 1.0; rot = 360.0 - rot; if (rot > 90.0 && rot <= 270.0) { src = back; flip_y = -1.0; } gfx_fill_amap(dst, 0, 0, dst->w, dst->h, 0); mat4 mw_transform = GLM_MAT4_IDENTITY_INIT; glm_rotate_x(mw_transform, rot * (M_PI/180.0), mw_transform); glm_scale(mw_transform, (vec3){ src->w * mag, src->h * mag * flip_y, 0 }); glm_translate(mw_transform, (vec3){ -0.5, -0.5, 0}); mat4 proj_transform; float fov = 22.5 * (M_PI / 180.0); // calculate the camera distance such that the height at the pivot is unchanged float cam_off = ((float)dst->h * 0.5) / tanf(fov * 0.5); glm_perspective(fov, (float)dst->w / dst->h, 0.1, cam_off + w * mag, proj_transform); glm_translate(proj_transform, (vec3){ 0, 0, -cam_off }); struct copy_data data = ROTATE_DATA(dst, sx, sy, w, h); run_draw_shader(shader, dst, src, mw_transform, proj_transform, &data); } void gfx_copy_rotate_x(Texture *dst, Texture *front, Texture *back, int sx, int sy, int w, int h, float rot, float mag) { copy_rotate_x(dst, front, back, sx, sy, w, h, rot, mag, &hitbox_noblend_shader.s); } void gfx_copy_rotate_x_use_amap(Texture *dst, Texture *front, Texture *back, int sx, int sy, int w, int h, float rot, float mag) { copy_rotate_x(dst, front, back, sx, sy, w, h, rot, mag, &hitbox_shader.s); } void gfx_copy_reverse_LR(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { mat4 mw_transform = MAT4( -src->w, 0, 0, sx + w, 0, src->h, 0, -sy, 0, 0, 1, 0, 0, 0, 0, 1); mat4 wv_transform = WV_TRANSFORM(w, h); glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_draw_shader(©_shader.s, dst, src, mw_transform, wv_transform, &data); restore_blend_mode(); } void gfx_copy_reverse_amap_LR(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { mat4 mw_transform = MAT4( -src->w, 0, 0, sx + w, 0, src->h, 0, -sy, 0, 0, 1, 0, 0, 0, 0, 1); mat4 wv_transform = WV_TRANSFORM(w, h); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_draw_shader(©_shader.s, dst, src, mw_transform, wv_transform, &data); restore_blend_mode(); } void gfx_copy_width_blur(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int blur) { GLfloat f_rate = 1.0 / (blur * 2 + 1); glBlendColor(f_rate, f_rate, f_rate, f_rate); glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE, GL_ZERO, GL_ONE); for (int i = 1; i <= blur; i++) { struct copy_data data = COPY_DATA(dx, dy, sx + i, sy, w - i, h); run_copy_shader(©_shader.s, dst, src, &data); } for (int i = 1; i <= blur; i++) { struct copy_data data = COPY_DATA(dx + i, dy, sx, sy, w - i, h); run_copy_shader(©_shader.s, dst, src, &data); } restore_blend_mode(); } void gfx_copy_height_blur(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int blur) { GLfloat f_rate = 1.0 / (blur * 2 + 1); glBlendColor(f_rate, f_rate, f_rate, f_rate); glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ZERO, GL_ZERO, GL_ONE); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); glBlendFuncSeparate(GL_CONSTANT_COLOR, GL_ONE, GL_ZERO, GL_ONE); for (int i = 1; i <= blur; i++) { struct copy_data data = COPY_DATA(dx, dy, sx, sy + i, w, h - i); run_copy_shader(©_shader.s, dst, src, &data); } for (int i = 1; i <= blur; i++) { struct copy_data data = COPY_DATA(dx, dy + i, sx, sy, w, h - i); run_copy_shader(©_shader.s, dst, src, &data); } restore_blend_mode(); } void gfx_copy_amap_width_blur(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int blur) { GLfloat f_rate = 1.0 / (blur * 2 + 1); glBlendColor(f_rate, f_rate, f_rate, f_rate); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ZERO); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ONE); for (int i = 1; i <= blur; i++) { struct copy_data data = COPY_DATA(dx, dy, sx + i, sy, w - i, h); run_copy_shader(©_shader.s, dst, src, &data); } for (int i = 1; i <= blur; i++) { struct copy_data data = COPY_DATA(dx + i, dy, sx, sy, w - i, h); run_copy_shader(©_shader.s, dst, src, &data); } restore_blend_mode(); } void gfx_copy_amap_height_blur(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h, int blur) { GLfloat f_rate = 1.0 / (blur * 2 + 1); glBlendColor(f_rate, f_rate, f_rate, f_rate); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ZERO); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_CONSTANT_COLOR, GL_ONE); for (int i = 1; i <= blur; i++) { struct copy_data data = COPY_DATA(dx, dy, sx, sy + i, w, h - i); run_copy_shader(©_shader.s, dst, src, &data); } for (int i = 1; i <= blur; i++) { struct copy_data data = COPY_DATA(dx, dy + i, sx, sy, w, h - i); run_copy_shader(©_shader.s, dst, src, &data); } restore_blend_mode(); } void gfx_copy_with_alpha_map(Texture *dst, int dx, int dy, Texture *src, int sx, int sy, int w, int h) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(dx, dy, sx, sy, w, h); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } void gfx_fill_with_alpha(Texture *dst, int x, int y, int w, int h, int r, int g, int b, int a) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); struct copy_data data = COPY_DATA(x, y, 0, 0, w, h); data.r = r / 255.0; data.g = g / 255.0; data.b = b / 255.0; data.a = a / 255.0; run_copy_shader(&fill_shader.s, dst, NULL, &data); restore_blend_mode(); } void gfx_copy_stretch_with_alpha_map(Texture *dst, int dx, int dy, int dw, int dh, Texture *src, int sx, int sy, int sw, int sh) { glBlendFuncSeparate(GL_ONE, GL_ZERO, GL_ONE, GL_ZERO); struct copy_data data = STRETCH_DATA(dx, dy, dw, dh, sx, sy, sw, sh); run_copy_shader(©_shader.s, dst, src, &data); restore_blend_mode(); } // XXX: Not an actual DrawGraph function; used for rendering text void gfx_draw_glyph(Texture *dst, float dx, int dy, Texture *glyph, SDL_Color color, float scale_x, float bold_width) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); struct copy_data data = STRETCH_DATA( roundf(dx), dy, glyph->w * scale_x, glyph->h, 0, 0, glyph->w, glyph->h); data.r = color.r / 255.0; data.g = color.g / 255.0; data.b = color.b / 255.0; data.a = 1.0; if (bold_width < 0.01) { run_copy_shader(&blend_amap_color_shader.s, dst, glyph, &data); } else { data.threshold = bold_width; run_copy_shader(&dilate_shader.s, dst, glyph, &data); } restore_blend_mode(); }