Set canvas render material for sprites

This commit is contained in:
n00b87
2025-08-31 21:50:38 -05:00
parent a25b4ad6ec
commit bfdff4207a
24 changed files with 1446 additions and 1119 deletions

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@@ -14,7 +14,7 @@
<p> <p>
The main properties panel is where a majority of settings for the material is set. The main properties panel is where a majority of settings for the material is set.
</p> </p>
<p><img src="images/serenity_material_properties.png" ></p> <p><img src="images/serenity_material_properties.png" width=600 height=600></p>
<p> <p>
<br> <br>
</p> </p>
@@ -25,6 +25,16 @@
<p> <p>
<br> <br>
</p> </p>
<p>
The FX Varialbe panel is where you can set variables that are used to control FX Materials. Check the SetMaterialConstant() function for info on which variables are available on which materials.
</p>
<p><img src="images/serenity_fx_var_panel.png" ></p>
<br><p>Related:
<a href="setmaterialconstant.html">SetMaterialConstant</a>
</p>
<p>
<br>
</p>
<p> <p>
The material preview allows you to view the current material on a mesh. The material preview allows you to view the current material on a mesh.
</p> </p>

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@@ -26,12 +26,12 @@
<br> <br>
</p> </p>
<p> <p>
The mesh preview window has the same controls as the material preview. The mesh preview window has the same controls as the material preview. Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
</p> </p>
<p> <p>
Hold the middle mouse button down and move the mouse left/right to rotate around the mesh. In the ID panel, you can set the ID and choose a separate mesh for collision data.
</p> </p>
<p><img src="images/serenity_mesh_editor.png" width=640 height=400></p> <p><img src="images/mesh_id_panel.png" width=750 height=150></p>
<ol> <ol>
<li> <li>
ID - Must be a valid RCBasic variable ID - Must be a valid RCBasic variable
@@ -40,16 +40,52 @@
File - The file the mesh was loaded from File - The file the mesh was loaded from
</li> </li>
<li> <li>
Materials - Add materials and set them Collider - You can select another mesh to use for collision geometry
</li> </li>
</ol>
<p>
<br>
</p>
<p>
The material panel is where you can set materials for a mesh.
</p>
<p><img src="images/mesh_material_panel.png" width=600 height=240></p>
<ol>
<li> <li>
Animations - Add and remove animations from mesh Add - Add a material to the mesh
<ul> <ul>
<li> <li>
NOTE: MD2 meshes will load default animations Meshes can have more than one material if there are multiple materials on the 3D model
</li> </li>
</ul> </ul>
</li> </li>
<li>
Remove - Removes the selected mesh
</li>
<li>
Set/UnSet - Sets or Clears a material slot
</li>
</ol>
<p>
<br>
</p>
<p>
The animation panel is pretty simplistic. You can't modify any frames. You only assign which frames belong to an animation ID for reference in your project.
</p>
<p><img src="images/mesh_animation_panel.png" width=600 height=240></p>
<ol>
<li>
Animation ID - This is the name you want attached to the animation
</li>
<li>
Start Frame - The first frame of the animation
</li>
<li>
End Frame - The last frame of the animation
</li>
<li>
Speed - The speed in frames per second of the animation
</li>
</ol> </ol>
<p> <p>

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@@ -25,6 +25,13 @@
<p> <p>
<br> <br>
</p> </p>
<p>
The project tree is where the project is organized. To be able to add actors to a project there must be an active stage. <br> NOTE: A stage will be bold in the tree view when its active.
</p>
<p><img src="images/sn_project_tree.png" width=300 height=300></p>
<p>
<br>
</p>
<p> <p>
The scene view is where most of the work is done. The scene view is where most of the work is done.
</p> </p>

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@@ -14,7 +14,7 @@
<p> <p>
The main properties panel is where a majority of settings for the material is set. The main properties panel is where a majority of settings for the material is set.
</p> </p>
<p><img src="images/serenity_material_properties.png" ></p> <p><img src="images/serenity_material_properties.png" width=600 height=600></p>
<p> <p>
<br> <br>
</p> </p>
@@ -25,6 +25,16 @@
<p> <p>
<br> <br>
</p> </p>
<p>
The FX Varialbe panel is where you can set variables that are used to control FX Materials. Check the SetMaterialConstant() function for info on which variables are available on which materials.
</p>
<p><img src="images/serenity_fx_var_panel.png" ></p>
<br><p>Related:
<a href="setmaterialconstant.html">SetMaterialConstant</a>
</p>
<p>
<br>
</p>
<p> <p>
The material preview allows you to view the current material on a mesh. The material preview allows you to view the current material on a mesh.
</p> </p>

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@@ -5,7 +5,7 @@ The material editor allows you to create, edit, and view materials. On the left
The main properties panel is where a majority of settings for the material is set. The main properties panel is where a majority of settings for the material is set.
#image "images/serenity_material_properties.png" #image "images/serenity_material_properties.png", w=600, h=600
<br> <br>
@@ -13,6 +13,11 @@ The texture panel is where you set textures for the material. Each material can
#image "images/serenity_material_texture_panel.png" #image "images/serenity_material_texture_panel.png"
<br> <br>
The FX Varialbe panel is where you can set variables that are used to control FX Materials. Check the SetMaterialConstant() function for info on which variables are available on which materials.
#image "images/serenity_fx_var_panel.png"
#ref SetMaterialConstant
<br>
The material preview allows you to view the current material on a mesh. The material preview allows you to view the current material on a mesh.
#list ul #list ul

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@@ -26,12 +26,12 @@
<br> <br>
</p> </p>
<p> <p>
The mesh preview window has the same controls as the material preview. The mesh preview window has the same controls as the material preview. Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
</p> </p>
<p> <p>
Hold the middle mouse button down and move the mouse left/right to rotate around the mesh. In the ID panel, you can set the ID and choose a separate mesh for collision data.
</p> </p>
<p><img src="images/serenity_mesh_editor.png" width=640 height=400></p> <p><img src="images/mesh_id_panel.png" width=750 height=150></p>
<ol> <ol>
<li> <li>
ID - Must be a valid RCBasic variable ID - Must be a valid RCBasic variable
@@ -40,16 +40,52 @@
File - The file the mesh was loaded from File - The file the mesh was loaded from
</li> </li>
<li> <li>
Materials - Add materials and set them Collider - You can select another mesh to use for collision geometry
</li> </li>
</ol>
<p>
<br>
</p>
<p>
The material panel is where you can set materials for a mesh.
</p>
<p><img src="images/mesh_material_panel.png" width=600 height=240></p>
<ol>
<li> <li>
Animations - Add and remove animations from mesh Add - Add a material to the mesh
<ul> <ul>
<li> <li>
NOTE: MD2 meshes will load default animations Meshes can have more than one material if there are multiple materials on the 3D model
</li> </li>
</ul> </ul>
</li> </li>
<li>
Remove - Removes the selected mesh
</li>
<li>
Set/UnSet - Sets or Clears a material slot
</li>
</ol>
<p>
<br>
</p>
<p>
The animation panel is pretty simplistic. You can't modify any frames. You only assign which frames belong to an animation ID for reference in your project.
</p>
<p><img src="images/mesh_animation_panel.png" width=600 height=240></p>
<ol>
<li>
Animation ID - This is the name you want attached to the animation
</li>
<li>
Start Frame - The first frame of the animation
</li>
<li>
End Frame - The last frame of the animation
</li>
<li>
Speed - The speed in frames per second of the animation
</li>
</ol> </ol>
<p> <p>

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@@ -10,17 +10,36 @@ The mesh editor performs the following functions
<br> <br>
The mesh preview window has the same controls as the material preview. The mesh preview window has the same controls as the material preview.
Hold the middle mouse button down and move the mouse left/right to rotate around the mesh. Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
#image "images/serenity_mesh_editor.png", w=640, h=400
In the ID panel, you can set the ID and choose a separate mesh for collision data.
#image "images/mesh_id_panel.png", w=750, h=150
#list ol #list ol
#li ID - Must be a valid RCBasic variable #li ID - Must be a valid RCBasic variable
#li File - The file the mesh was loaded from #li File - The file the mesh was loaded from
#li Materials - Add materials and set them #li Collider - You can select another mesh to use for collision geometry
#li Animations - Add and remove animations from mesh
#list ul
#li NOTE: MD2 meshes will load default animations
#/list
#/list #/list
<br>
The material panel is where you can set materials for a mesh.
#image "images/mesh_material_panel.png", w=600, h=240
#list ol
#li Add - Add a material to the mesh
#list ul
#li Meshes can have more than one material if there are multiple materials on the 3D model
#/list
#li Remove - Removes the selected mesh
#li Set/UnSet - Sets or Clears a material slot
#/list
<br>
The animation panel is pretty simplistic. You can't modify any frames. You only assign which frames belong to an animation ID for reference in your project.
#image "images/mesh_animation_panel.png", w=600, h=240
#list ol
#li Animation ID - This is the name you want attached to the animation
#li Start Frame - The first frame of the animation
#li End Frame - The last frame of the animation
#li Speed - The speed in frames per second of the animation
#/list

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@@ -25,6 +25,13 @@
<p> <p>
<br> <br>
</p> </p>
<p>
The project tree is where the project is organized. To be able to add actors to a project there must be an active stage. <br> NOTE: A stage will be bold in the tree view when its active.
</p>
<p><img src="images/sn_project_tree.png" width=300 height=300></p>
<p>
<br>
</p>
<p> <p>
The scene view is where most of the work is done. The scene view is where most of the work is done.
</p> </p>

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@@ -9,6 +9,14 @@ The scene editor performs the following functions
#/list #/list
<br> <br>
The project tree is where the project is organized. To be able to add actors to a project there must be an active stage.
<br>
NOTE: A stage will be bold in the tree view when its active.
#image "images/sn_project_tree.png", w=300, h=300
<br>
The scene view is where most of the work is done. The scene view is where most of the work is done.
#image "images/serenity_scene_editor.png", w=640, h=400 #image "images/serenity_scene_editor.png", w=640, h=400

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@@ -197,6 +197,13 @@ rc_canvasClip( CANVASCLIP_X, CANVASCLIP_Y, CANVASCLIP_W, CANVASCLIP_H )
rc_activeCanvas( ) rc_activeCanvas( )
rc_setCanvasPhysics2D( SETCANVASPHYSICS2D_C_NUM, SETCANVASPHYSICS2D_STATE ) rc_setCanvasPhysics2D( SETCANVASPHYSICS2D_C_NUM, SETCANVASPHYSICS2D_STATE )
rc_canvasOpenSpriteLayer( OPENCANVASSPRITELAYER_VIEWPORT_X, OPENCANVASSPRITELAYER_VIEWPORT_Y, OPENCANVASSPRITELAYER_VIEWPORT_W, OPENCANVASSPRITELAYER_VIEWPORT_H ) rc_canvasOpenSpriteLayer( OPENCANVASSPRITELAYER_VIEWPORT_X, OPENCANVASSPRITELAYER_VIEWPORT_Y, OPENCANVASSPRITELAYER_VIEWPORT_W, OPENCANVASSPRITELAYER_VIEWPORT_H )
rc_setSpriteCanvasBlendMode( SETSPRITECANVASBLENDMODE_C_NUM, SETSPRITECANVASBLENDMODE_BLEND_MODE )
rc_getSpriteCanvasBlendMode( GETSPRITECANVASBLENDMODE_C_NUM )
rc_setSpriteCanvasAntiAliasMode( SETSPRITECANVASANTIALIASMODE_C_NUM, SETSPRITECANVASANTIALIASMODE_AA_MODE )
rc_getSpriteCanvasAntiAliasMode( GETSPRITECANVASANTIALIASMODE_C_NUM )
rc_setSpriteCanvasBilinearFilter( SETSPRITECANVASBILINEARFILTER_C_NUM, SETSPRITECANVASBILINEARFILTER_FLAG )
rc_getSpriteCanvasBilinearFilter( GETSPRITECANVASBILINEARFILTER_C_NUM )
rc_getSpriteCanvasPhysics( GETSPRITECANVASPHYSICS_C_NUM )
rc_drawCircle( CIRCLE_X, CIRCLE_Y, CIRCLE_RADIUS ) rc_drawCircle( CIRCLE_X, CIRCLE_Y, CIRCLE_RADIUS )
rc_drawCircleFill( CIRCLEFILL_X, CIRCLEFILL_Y, CIRCLEFILL_RADIUS ) rc_drawCircleFill( CIRCLEFILL_X, CIRCLEFILL_Y, CIRCLEFILL_RADIUS )
rc_drawEllipse( ELLIPSE_X, ELLIPSE_Y, ELLIPSE_RX, ELLIPSE_RY ) rc_drawEllipse( ELLIPSE_X, ELLIPSE_Y, ELLIPSE_RX, ELLIPSE_RY )

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@@ -912,7 +912,7 @@ int main(int argc, char * argv[])
{ {
string line = ""; string line = "";
//rcbasic_dev("embedded_functions.bas"); rcbasic_output_debug_info(); return 0; rcbasic_dev("embedded_functions.bas"); rcbasic_output_debug_info(); return 0;
string rc_filename = "";// = "tst.bas"; string rc_filename = "";// = "tst.bas";

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@@ -526,6 +526,23 @@ void init_embedded_functions()
add_embedded_arg("viewport_y", ID_TYPE_NUM); add_embedded_arg("viewport_y", ID_TYPE_NUM);
add_embedded_arg("viewport_w", ID_TYPE_NUM); add_embedded_arg("viewport_w", ID_TYPE_NUM);
add_embedded_arg("viewport_h", ID_TYPE_NUM); add_embedded_arg("viewport_h", ID_TYPE_NUM);
embed_function("SetSpriteCanvasBlendMode", ID_TYPE_SUB);
add_embedded_arg("c_num", ID_TYPE_NUM);
add_embedded_arg("blend_mode", ID_TYPE_NUM);
embed_function("GetSpriteCanvasBlendMode", ID_TYPE_FN_NUM);
add_embedded_arg("c_num", ID_TYPE_NUM);
embed_function("SetSpriteCanvasAntiAliasMode", ID_TYPE_SUB);
add_embedded_arg("c_num", ID_TYPE_NUM);
add_embedded_arg("aa_mode", ID_TYPE_NUM);
embed_function("GetSpriteCanvasAntiAliasMode", ID_TYPE_FN_NUM);
add_embedded_arg("c_num", ID_TYPE_NUM);
embed_function("SetSpriteCanvasBilinearFilter", ID_TYPE_SUB);
add_embedded_arg("c_num", ID_TYPE_NUM);
add_embedded_arg("flag", ID_TYPE_NUM);
embed_function("GetSpriteCanvasBilinearFilter", ID_TYPE_FN_NUM);
add_embedded_arg("c_num", ID_TYPE_NUM);
embed_function("GetSpriteCanvasPhysics", ID_TYPE_FN_NUM);
add_embedded_arg("c_num", ID_TYPE_NUM);
embed_function("Circle", ID_TYPE_SUB); embed_function("Circle", ID_TYPE_SUB);
add_embedded_arg("x", ID_TYPE_NUM); add_embedded_arg("x", ID_TYPE_NUM);
add_embedded_arg("y", ID_TYPE_NUM); add_embedded_arg("y", ID_TYPE_NUM);

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@@ -4452,7 +4452,7 @@ int main(int argc, char * argv[])
//ogles2 test //ogles2 test
#ifdef RC_TESTING #ifdef RC_TESTING
rc_intern_dirChange("/home/n00b/Desktop/tutorial/sn_video_tutorial/SN_Tutorial"); rc_intern_dirChange("/home/n00b/Projects/SerenityEngine/Untitled_Project/test");
//rc_intern_dirChange(""); //rc_intern_dirChange("");
rc_filename = "main.cbc"; rc_filename = "main.cbc";

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@@ -622,6 +622,27 @@ case FN_SetCanvasPhysics2D: //Sub Procedure
case FN_OpenCanvasSpriteLayer: //Number Function case FN_OpenCanvasSpriteLayer: //Number Function
rc_push_num(rc_canvasOpenSpriteLayer( OPENCANVASSPRITELAYER_VIEWPORT_X, OPENCANVASSPRITELAYER_VIEWPORT_Y, OPENCANVASSPRITELAYER_VIEWPORT_W, OPENCANVASSPRITELAYER_VIEWPORT_H )); rc_push_num(rc_canvasOpenSpriteLayer( OPENCANVASSPRITELAYER_VIEWPORT_X, OPENCANVASSPRITELAYER_VIEWPORT_Y, OPENCANVASSPRITELAYER_VIEWPORT_W, OPENCANVASSPRITELAYER_VIEWPORT_H ));
break; break;
case FN_SetSpriteCanvasBlendMode: //Sub Procedure
rc_setSpriteCanvasBlendMode( SETSPRITECANVASBLENDMODE_C_NUM, SETSPRITECANVASBLENDMODE_BLEND_MODE );
break;
case FN_GetSpriteCanvasBlendMode: //Number Function
rc_push_num(rc_getSpriteCanvasBlendMode( GETSPRITECANVASBLENDMODE_C_NUM ));
break;
case FN_SetSpriteCanvasAntiAliasMode: //Sub Procedure
rc_setSpriteCanvasAntiAliasMode( SETSPRITECANVASANTIALIASMODE_C_NUM, SETSPRITECANVASANTIALIASMODE_AA_MODE );
break;
case FN_GetSpriteCanvasAntiAliasMode: //Number Function
rc_push_num(rc_getSpriteCanvasAntiAliasMode( GETSPRITECANVASANTIALIASMODE_C_NUM ));
break;
case FN_SetSpriteCanvasBilinearFilter: //Sub Procedure
rc_setSpriteCanvasBilinearFilter( SETSPRITECANVASBILINEARFILTER_C_NUM, SETSPRITECANVASBILINEARFILTER_FLAG );
break;
case FN_GetSpriteCanvasBilinearFilter: //Number Function
rc_push_num(rc_getSpriteCanvasBilinearFilter( GETSPRITECANVASBILINEARFILTER_C_NUM ));
break;
case FN_GetSpriteCanvasPhysics: //Number Function
rc_push_num(rc_getSpriteCanvasPhysics( GETSPRITECANVASPHYSICS_C_NUM ));
break;
case FN_Circle: //Sub Procedure case FN_Circle: //Sub Procedure
rc_drawCircle( CIRCLE_X, CIRCLE_Y, CIRCLE_RADIUS ); rc_drawCircle( CIRCLE_X, CIRCLE_Y, CIRCLE_RADIUS );
break; break;

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@@ -1057,6 +1057,9 @@ int rc_canvasOpen(int w, int h, int vx, int vy, int vw, int vh, int mode, int ca
canvas.physics2D.contact_listener = new rc_contactListener_obj(); canvas.physics2D.contact_listener = new rc_contactListener_obj();
canvas.physics2D.world->SetContactListener(canvas.physics2D.contact_listener); canvas.physics2D.world->SetContactListener(canvas.physics2D.contact_listener);
canvas.sprite_id.clear(); canvas.sprite_id.clear();
canvas.spriteCanvasProperties.blend_mode = irr::video::EBO_ADD;
canvas.spriteCanvasProperties.anti_alias = irr::video::EAAM_OFF;
canvas.spriteCanvasProperties.bilinear_filter = false;
} }
switch(mode) switch(mode)
@@ -1188,9 +1191,65 @@ void rc_setCanvasPhysics2D(int canvas_id, bool flag)
rc_canvas[canvas_id].physics2D.enabled = flag; rc_canvas[canvas_id].physics2D.enabled = flag;
} }
int rc_getSpriteCanvasPhysics(int canvas_id)
{
if(canvas_id > 0 && canvas_id < rc_canvas.size())
return rc_canvas[canvas_id].physics2D.enabled;
return 0;
}
void rc_setSpriteCanvasBlendMode(int canvas_id, int blend_mode)
{
if(canvas_id <= 0 || canvas_id >= rc_canvas.size())
return;
rc_canvas[canvas_id].spriteCanvasProperties.blend_mode = (irr::video::E_BLEND_OPERATION)blend_mode;
}
int rc_getSpriteCanvasBlendMode(int canvas_id)
{
if(canvas_id <= 0 || canvas_id >= rc_canvas.size())
return 0;
return (int)rc_canvas[canvas_id].spriteCanvasProperties.blend_mode;
}
void rc_setSpriteCanvasAntiAliasMode(int canvas_id, int aa_mode)
{
if(canvas_id <= 0 || canvas_id >= rc_canvas.size())
return;
rc_canvas[canvas_id].spriteCanvasProperties.anti_alias = (irr::video::E_ANTI_ALIASING_MODE)aa_mode;
}
int rc_getSpriteCanvasAntiAliasMode(int canvas_id)
{
if(canvas_id <= 0 || canvas_id >= rc_canvas.size())
return 0;
return (int)rc_canvas[canvas_id].spriteCanvasProperties.anti_alias;
}
void rc_setSpriteCanvasBilinearFilter(int canvas_id, bool flag)
{
if(canvas_id <= 0 || canvas_id >= rc_canvas.size())
return;
rc_canvas[canvas_id].spriteCanvasProperties.bilinear_filter = flag;
}
int rc_getSpriteCanvasBilinearFilter(int canvas_id)
{
if(canvas_id <= 0 || canvas_id >= rc_canvas.size())
return 0;
return (int)rc_canvas[canvas_id].spriteCanvasProperties.bilinear_filter;
}
void rc_setCanvasVisible(int canvas_id, bool flag) void rc_setCanvasVisible(int canvas_id, bool flag)
{ {
if(canvas_id <= 0 || canvas_id >= rc_canvas.size()) //canvas 0 is being excluded because its the back buffer if(canvas_id <= 0 || canvas_id >= rc_canvas.size())
return; return;
if(rc_canvas[canvas_id].texture) if(rc_canvas[canvas_id].texture)

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@@ -325,6 +325,13 @@ struct rc_physicsWorld2D_obj
int positionIterations = 3; //how strongly to correct position int positionIterations = 3; //how strongly to correct position
}; };
struct rc_spriteCanvasProperties
{
irr::video::E_BLEND_OPERATION blend_mode; // = irr::video::EBO_ADD;
bool bilinear_filter; // = false;
irr::video::E_ANTI_ALIASING_MODE anti_alias; // = irr::video::EAAM_OFF;
};
#define RC_CANVAS_TYPE_2D 0 #define RC_CANVAS_TYPE_2D 0
#define RC_CANVAS_TYPE_3D 1 #define RC_CANVAS_TYPE_3D 1
#define RC_CANVAS_TYPE_SPRITE 2 #define RC_CANVAS_TYPE_SPRITE 2
@@ -363,6 +370,7 @@ struct rc_canvas_obj
rc_physicsWorld2D_obj physics2D; rc_physicsWorld2D_obj physics2D;
irr::core::array<irr::s32> sprite_id; irr::core::array<irr::s32> sprite_id;
rc_spriteCanvasProperties spriteCanvasProperties;
}; };
irr::core::array<rc_canvas_obj> rc_canvas; irr::core::array<rc_canvas_obj> rc_canvas;
@@ -809,6 +817,29 @@ void rc_setDriverMaterial()
} }
void rc_setDriverMaterial_B(irr::video::E_BLEND_OPERATION op, irr::video::E_ANTI_ALIASING_MODE aa, bool bf)
{
if(!VideoDriver)
return;
irr::video::SMaterial material;
material.Lighting = false;
material.ZWriteEnable = irr::video::EZW_OFF;
material.ZBuffer = false;
material.BackfaceCulling = false;
material.TextureLayer[0].Texture = 0;
material.TextureLayer[0].BilinearFilter = bf;
material.MaterialTypeParam = irr::video::pack_textureBlendFunc(irr::video::EBF_SRC_ALPHA, irr::video::EBF_ONE_MINUS_SRC_ALPHA, irr::video::EMFN_MODULATE_1X, irr::video::EAS_TEXTURE | irr::video::EAS_VERTEX_COLOR);
material.BlendOperation = op;
//material.BlendOperation = irr::video::EBO_ADD;
material.AntiAliasing = aa;
material.MaterialType = irr::video::EMT_ONETEXTURE_BLEND;
VideoDriver->setMaterial(material);
}
void draw2DImage(irr::video::IVideoDriver *driver, irr::video::ITexture* texture, irr::core::rect<irr::s32> sourceRect, irr::core::position2d<irr::s32> position, irr::core::position2d<irr::s32> rotationPoint, irr::f32 rotation, irr::core::vector2df scale, bool useAlphaChannel, irr::video::SColor color, irr::core::vector2d<irr::f32> screenSize) void draw2DImage(irr::video::IVideoDriver *driver, irr::video::ITexture* texture, irr::core::rect<irr::s32> sourceRect, irr::core::position2d<irr::s32> position, irr::core::position2d<irr::s32> rotationPoint, irr::f32 rotation, irr::core::vector2df scale, bool useAlphaChannel, irr::video::SColor color, irr::core::vector2d<irr::f32> screenSize)
{ {
if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size()) if(rc_active_canvas < 0 || rc_active_canvas >= rc_canvas.size())

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@@ -2,7 +2,7 @@
#define RC_OS_DEFINES_H_INCLUDED #define RC_OS_DEFINES_H_INCLUDED
//USED FOR TESTING ONLY //USED FOR TESTING ONLY
//#define RC_TESTING #define RC_TESTING
//I am checking Android first since I think it also defines __linux__ //I am checking Android first since I think it also defines __linux__

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@@ -1539,6 +1539,10 @@ Uint32 rc_getSpriteAlpha(int spr_id)
//This function is called on each canvas on update //This function is called on each canvas on update
void drawSprites(int canvas_id) void drawSprites(int canvas_id)
{ {
rc_setDriverMaterial_B(rc_canvas[canvas_id].spriteCanvasProperties.blend_mode,
rc_canvas[canvas_id].spriteCanvasProperties.anti_alias,
rc_canvas[canvas_id].spriteCanvasProperties.bilinear_filter);
Uint32 delta_time = SDL_GetTicks() - rc_canvas[canvas_id].physics2D.time_stamp; Uint32 delta_time = SDL_GetTicks() - rc_canvas[canvas_id].physics2D.time_stamp;
rc_canvas[canvas_id].physics2D.time_stamp = SDL_GetTicks(); rc_canvas[canvas_id].physics2D.time_stamp = SDL_GetTicks();
float step = rc_canvas[canvas_id].physics2D.timeStep < 0 ? (delta_time*0.001f) : rc_canvas[canvas_id].physics2D.timeStep; float step = rc_canvas[canvas_id].physics2D.timeStep < 0 ? (delta_time*0.001f) : rc_canvas[canvas_id].physics2D.timeStep;
@@ -1728,6 +1732,7 @@ void drawSprites(int canvas_id)
//Must set back to canvas 0 (the backbuffer) before returning //Must set back to canvas 0 (the backbuffer) before returning
VideoDriver->setRenderTarget(rc_canvas[0].texture, false, false); VideoDriver->setRenderTarget(rc_canvas[0].texture, false, false);
rc_setDriverMaterial();
} }
//-----------------------------END OF SPRITE STUFF------------------------------------------------------------------------------ //-----------------------------END OF SPRITE STUFF------------------------------------------------------------------------------

View File

@@ -45,6 +45,33 @@
<Add directory="/home/n00b/Projects/steamworks_sdk_162/sdk/redistributable_bin/linux64" /> <Add directory="/home/n00b/Projects/steamworks_sdk_162/sdk/redistributable_bin/linux64" />
</Linker> </Linker>
<Unit filename="../../an8-parser/an8parser.h" /> <Unit filename="../../an8-parser/an8parser.h" />
<Unit filename="../../irrBullet/include/irrBullet.h" />
<Unit filename="../../irrBullet/include/irrBulletBoxShape.h" />
<Unit filename="../../irrBullet/include/irrBulletBvhTriangleMeshShape.h" />
<Unit filename="../../irrBullet/include/irrBulletCapsuleShape.h" />
<Unit filename="../../irrBullet/include/irrBulletCollisionCallBackInformation.h" />
<Unit filename="../../irrBullet/include/irrBulletCollisionObject.h" />
<Unit filename="../../irrBullet/include/irrBulletCollisionObjectAffector.h" />
<Unit filename="../../irrBullet/include/irrBulletCollisionObjectAffectorAttract.h" />
<Unit filename="../../irrBullet/include/irrBulletCollisionObjectAffectorDelete.h" />
<Unit filename="../../irrBullet/include/irrBulletCollisionShape.h" />
<Unit filename="../../irrBullet/include/irrBulletCommon.h" />
<Unit filename="../../irrBullet/include/irrBulletCompileConfig.h" />
<Unit filename="../../irrBullet/include/irrBulletConeShape.h" />
<Unit filename="../../irrBullet/include/irrBulletConvexHullShape.h" />
<Unit filename="../../irrBullet/include/irrBulletCylinderShape.h" />
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<Unit filename="../../irrBullet/include/irrBulletKinematicCharacterController.h" />
<Unit filename="../../irrBullet/include/irrBulletLiquidBody.h" />
<Unit filename="../../irrBullet/include/irrBulletMotionState.h" />
<Unit filename="../../irrBullet/include/irrBulletPhysicsDebug.h" />
<Unit filename="../../irrBullet/include/irrBulletRayCastVehicle.h" />
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<Unit filename="../../irrBullet/include/irrBulletSoftBody.h" />
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<Unit filename="../../irrBullet/src/irrBulletBvhTriangleMeshShape.cpp" /> <Unit filename="../../irrBullet/src/irrBulletBvhTriangleMeshShape.cpp" />

View File

@@ -1,5 +1,5 @@
# depslib dependency file v1.0 # depslib dependency file v1.0
1755890851 source:/home/n00b/Projects/RCBASIC4/rcbasic_runtime/main.cpp 1756622892 source:/home/n00b/Projects/RCBASIC4/rcbasic_runtime/main.cpp
"rc_os_defines.h" "rc_os_defines.h"
<emscripten.h> <emscripten.h>
<sys/param.h> <sys/param.h>
@@ -33,7 +33,7 @@
<irrtheora.h> <irrtheora.h>
"rc_func130_cases.h" "rc_func130_cases.h"
1755890765 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_os_defines.h 1756622892 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_os_defines.h
<TargetConditionals.h> <TargetConditionals.h>
1754605794 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_defines.h 1754605794 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_defines.h
@@ -2145,7 +2145,8 @@
<BulletCollision/Gimpact/btGImpactShape.h> <BulletCollision/Gimpact/btGImpactShape.h>
"irrBulletTriangleMeshShape.h" "irrBulletTriangleMeshShape.h"
1724469097 /home/n00b/Projects/irrBullet/include/irrBulletTriangleMeshShape.h 1756629046 /home/n00b/Projects/irrBullet/include/irrBulletTriangleMeshShape.h
<ITerrainSceneNode.h>
"irrBulletCollisionShape.h" "irrBulletCollisionShape.h"
<BulletCollision/CollisionShapes/btTriangleMesh.h> <BulletCollision/CollisionShapes/btTriangleMesh.h>
"irrBulletCommon.h" "irrBulletCommon.h"
@@ -2287,10 +2288,11 @@
"btBulletCollisionCommon.h" "btBulletCollisionCommon.h"
"irrBulletBoxShape.h" "irrBulletBoxShape.h"
1724469097 source:/home/n00b/Projects/irrBullet/src/irrBulletBvhTriangleMeshShape.cpp 1756629408 source:/home/n00b/Projects/irrBullet/src/irrBulletBvhTriangleMeshShape.cpp
<btBulletDynamicsCommon.h> <btBulletDynamicsCommon.h>
<btBulletCollisionCommon.h> <btBulletCollisionCommon.h>
"irrBulletBvhTriangleMeshShape.h" "irrBulletBvhTriangleMeshShape.h"
<iostream>
1724627004 source:/home/n00b/Projects/irrBullet/src/irrBulletCapsuleShape.cpp 1724627004 source:/home/n00b/Projects/irrBullet/src/irrBulletCapsuleShape.cpp
<ISceneNode.h> <ISceneNode.h>
@@ -2442,12 +2444,15 @@
<btBulletCollisionCommon.h> <btBulletCollisionCommon.h>
"irrBulletSphereShape.h" "irrBulletSphereShape.h"
1724469097 source:/home/n00b/Projects/irrBullet/src/irrBulletTriangleMeshShape.cpp 1756629131 source:/home/n00b/Projects/irrBullet/src/irrBulletTriangleMeshShape.cpp
<ITerrainSceneNode.h>
<IMesh.h> <IMesh.h>
<IMeshBuffer.h> <IMeshBuffer.h>
<CDynamicMeshBuffer.h>
"btBulletDynamicsCommon.h" "btBulletDynamicsCommon.h"
"btBulletCollisionCommon.h" "btBulletCollisionCommon.h"
"irrBulletTriangleMeshShape.h" "irrBulletTriangleMeshShape.h"
<iostream>
1748037413 source:/home/n00b/Projects/irrBullet/src/irrBulletWorld.cpp 1748037413 source:/home/n00b/Projects/irrBullet/src/irrBulletWorld.cpp
<IrrlichtDevice.h> <IrrlichtDevice.h>
@@ -2527,7 +2532,7 @@
1752028340 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_base_actor.h 1752028340 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_base_actor.h
"ProjectiveTextures.h" "ProjectiveTextures.h"
1755897401 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_actor_material.h 1755925625 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_actor_material.h
"rc_fx_materials.h" "rc_fx_materials.h"
1752028340 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_actor_animation.h 1752028340 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_actor_animation.h
@@ -2559,7 +2564,7 @@
<vector> <vector>
<algorithm> <algorithm>
1755890976 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_fx_materials.h 1755925625 /home/n00b/Projects/RCBASIC4/rcbasic_runtime/rc_fx_materials.h
<irrlicht.h> <irrlicht.h>
"CShader.h" "CShader.h"
"rc_fx_shaders.h" "rc_fx_shaders.h"

View File

@@ -2,129 +2,9 @@
<CodeBlocks_layout_file> <CodeBlocks_layout_file>
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<Cursor> <Cursor>
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<File name="rc_video.h" open="0" top="0" tabpos="21" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
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</Cursor>
</File>
<File name="../../irrBullet/src/irrBulletcommon.cpp" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor>
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</Cursor>
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<File name="../../irrBullet/src/irrBulletRigidBody.cpp" open="0" top="0" tabpos="11" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
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<File name="rc_actor_material.h" open="1" top="0" tabpos="20" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
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<File name="rc_constraint.h" open="0" top="0" tabpos="15" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0"> <File name="rc_constraint.h" open="0" top="0" tabpos="15" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
@@ -132,94 +12,19 @@
<Cursor1 position="8391" topLine="231" /> <Cursor1 position="8391" topLine="231" />
</Cursor> </Cursor>
</File> </File>
<File name="rc_font.h" open="0" top="0" tabpos="5" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0"> <File name="rc_gfx_core.h" open="1" top="1" tabpos="29" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
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</File> </File>
<File name="rc_joints.h" open="0" top="0" tabpos="0" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0"> <File name="rc_os_defines.h" open="1" top="0" tabpos="26" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor> <Cursor>
<Cursor1 position="310" topLine="0" /> <Cursor1 position="91" topLine="0" />
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<File name="rc_net.h" open="0" top="0" tabpos="13" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
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<Cursor1 position="3769" topLine="186" />
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<Cursor1 position="6262" topLine="615" />
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@@ -227,19 +32,9 @@
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</Cursor> </Cursor>
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<File name="../../irrBullet/src/irrBulletGhostObject.cpp" open="0" top="0" tabpos="13" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0"> <File name="rc_test.h" open="0" top="0" tabpos="12" split="0" active="1" splitpos="0" zoom_1="0" zoom_2="0">
<Cursor> <Cursor>
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@@ -247,14 +42,129 @@
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