add basic texture rendering (no clips, no instances)
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635d742363
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@ -0,0 +1,12 @@
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#version 150 core
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uniform sampler2D Texture;
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uniform vec4 Tint;
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in vec2 TextureCoord;
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out vec4 FragColor;
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void main() {
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FragColor = texture2D(Texture, TextureCoord) * Tint;
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}
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@ -0,0 +1,25 @@
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#version 150 core
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uniform ivec2 Viewport;
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uniform mat3 Transform;
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uniform vec4 BoundingBox;
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in vec2 Vert;
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/* TODO: instances */
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// in vec4 Rect;
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// in vec4 Clip;
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out vec2 TextureCoord;
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void main() {
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vec2 vert = mix(BoundingBox.xy, BoundingBox.zw, Vert);
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vec3 pos = Transform * vec3(vert, 1.0);
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// TextureCoord = mix(Clip.st, Clip.pq, Vert) / textureSize(T, 0);
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TextureCoord = Vert;
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gl_Position.xy = pos.xy * vec2(2.0, -2.0) / Viewport + vec2(-1.0, 1.0);
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gl_Position.z = 0.0;
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gl_Position.w = 1.0;
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}
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@ -45,6 +45,10 @@ let main () =
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TG.update tg;
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SG.render sg ~ren;
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Renderer.draw_texture ren cat
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~tf
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~bb:(aabb 0.0 0.0 (200.0) (200.0));
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Renderer.post_draw ren;
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Gc.minor ();
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@ -216,6 +216,13 @@ let make_texture ~size ~format (pixels : pixel_array) =
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Gl.bind_texture Gl.texture_2d 0;
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{ tid; tsize = size }
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let set_tex : texture set_fn =
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fun (U l) { tid; _ } ->
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(* TODO: in order to allow multiple textures, there should something like a LRU cache of
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which texture unit each is bound to. *)
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Gl.bind_texture Gl.texture_2d tid;
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Gl.uniform1i l 0
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(* Renderer *)
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@ -224,7 +231,11 @@ type t = {
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gl_ctx : Sdl.gl_context;
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polygon : shader;
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rect : geometry;
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polygon_rect : geometry;
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sprite : shader;
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sprite_rect : geometry;
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(* sprite_instances : vertex_buffer; *)
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}
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let unit_square =
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@ -269,12 +280,8 @@ let make ~(wnd : Sdl.window) : t =
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Gl.blend_func Gl.one Gl.one_minus_src_alpha;
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Gl.check_error "setup";
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let polygon =
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load_shader
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~name:"polygon"
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in
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let rect =
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let polygon = load_shader ~name:"polygon" in
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let polygon_rect =
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make_geometry [
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make_static_vertex_buffer unit_square_with_norm [
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attr polygon "Vert" `float 2;
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@ -285,11 +292,25 @@ let make ~(wnd : Sdl.window) : t =
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~index:(`count 4)
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in
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let sprite = load_shader ~name:"sprite" in
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let sprite_rect =
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make_geometry [
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make_static_vertex_buffer unit_square [
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attr polygon "Vert" `float 2;
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]
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(* sprite_instances *)
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]
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~draw_mode:Gl.triangle_strip
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~index:(`count 4)
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in
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{
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window = wnd;
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gl_ctx;
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polygon;
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rect;
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polygon_rect;
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sprite;
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sprite_rect;
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}
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let destroy t =
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@ -299,7 +320,8 @@ let pre_draw t =
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let viewport = Sdl.get_window_size t.window in
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begin
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Sdl.gl_make_current_exn t.window t.gl_ctx;
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set_ivec2 (uniform t.polygon "Viewport") viewport;
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use t.polygon; set_ivec2 (uniform t.polygon "Viewport") viewport;
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use t.sprite; set_ivec2 (uniform t.sprite "Viewport") viewport;
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end
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let post_draw t =
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@ -313,7 +335,7 @@ let clear _t (bg : color) =
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Gl.clear Gl.color_buffer_bit;
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end
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let draw_rect t ~(tf : mat2a) ~(bb : aabb) ~(fill : color) =
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let draw_rect t ~tf ~bb ~fill =
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let sh = t.polygon in
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begin
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(* TODO: cache/store uniform locations in some way *)
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@ -322,5 +344,19 @@ let draw_rect t ~(tf : mat2a) ~(bb : aabb) ~(fill : color) =
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set_aabb (uniform sh "BoundingBox") bb;
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set_int (uniform sh "Border") 0;
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set_color (uniform sh "Fill") fill;
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draw_geometry t.rect;
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draw_geometry t.polygon_rect;
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end
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let _white = Color.white ()
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let draw_texture t ~tf ~bb ?(tint = _white) tex =
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let sh = t.sprite in
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begin
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(* TODO: cache/store uniform locations in some way *)
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use sh;
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set_mat2a (uniform sh "Transform") tf;
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set_aabb (uniform sh "BoundingBox") bb;
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set_tex (uniform sh "Texture") tex;
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set_color (uniform sh "Tint") tint;
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draw_geometry t.sprite_rect;
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end
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@ -31,7 +31,7 @@ module Renderer : sig
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val post_draw : t -> unit
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val clear : t -> color -> unit
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val draw_rect : t -> tf:mat2a -> bb:aabb -> fill:color -> unit
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(* val draw_texture : t -> tf:mat2a -> bb:aabb -> tex:Texture.t -> unit *)
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val draw_texture : t -> tf:mat2a -> bb:aabb -> ?tint:color -> Texture.t -> unit
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end
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module Asset : sig
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