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Class {
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#name : #Diya2DPrimShape,
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#superclass : #Diya2DNode,
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#instVars : [
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'texture',
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'type',
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'bbox'
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],
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#category : #'Diya-Graphics'
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}
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{ #category : #accessing }
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Diya2DPrimShape >> borderWidth [
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^ self ? #border
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]
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{ #category : #accessing }
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Diya2DPrimShape >> boundingBox [
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^ bbox applyTf: self tf.
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]
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{ #category : #initialization }
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Diya2DPrimShape >> draw [
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vbuffer ifNil: [ ^self ].
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"configure vao vbo for texture QUAD"
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self texture ifNotNil: [
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self texture setup.
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context texture0 setImage2D: self texture.
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context texture0 active.
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].
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context vao enableAttribute: 0.
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OpenGLVertexArray vertexAttributePointerIndex: 0 size:4 type: GL_FLOAT normalized: GL_FALSE stride: 16 pointer: nil .
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context vbo data: GL_ARRAY_BUFFER data: vbuffer usage: GL_STATIC_DRAW.
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OpenGL drawArrays: type first:0 count:((vbuffer size )>> 2 ).
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"reset value"
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self texture ifNotNil: [self texture drop.].
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self borderWidth > 0 ifTrue: [ self drawBorder ].
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context vao disableAttribute: 0.
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]
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{ #category : #initialization }
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Diya2DPrimShape >> drawBorder [
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"Diya2DShader uniqueInstance use."
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shader setUniform: #u_color value: (self ? #borderColor) asGL4FArray;
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setUniform: #u_texture_type value: 1.
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OpenGL
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lineWidth: self borderWidth.
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self drawLines.
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OpenGL lineWidth: 1.0.
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]
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{ #category : #initialization }
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Diya2DPrimShape >> drawLineAt: offset [
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OpenGL drawArrays: GL_LINES first:(offset) count:2.
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]
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{ #category : #initialization }
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Diya2DPrimShape >> drawLines [
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self subclassResponsibility
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]
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{ #category : #accessing }
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Diya2DPrimShape >> extent [
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^ bbox extent
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]
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{ #category : #initialization }
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Diya2DPrimShape >> initialize [
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super initialize.
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texture := nil.
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children := nil.
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type := GL_TRIANGLES.
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bbox := Rectangle origin: 0@0 corner: 0@0.
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]
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{ #category : #accessing }
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Diya2DPrimShape >> inner: aPoint [
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bbox ifNil: [ ^false ].
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^ bbox containsPoint: (self local: aPoint)
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]
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{ #category : #initialization }
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Diya2DPrimShape >> setUpShader [
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super setUpShader.
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self shader
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setUniform: #u_color value: (self ? #color) asGL4FArray;
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setUniform: #u_bg_color value: (self ? #bgColor) asGL4FArray;
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setUniform: #u_texture_type value:
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(self texture ifNil: [ 0 ] ifNotNil:[self texture format]).
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]
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{ #category : #accessing }
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Diya2DPrimShape >> texture [
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^ texture
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]
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{ #category : #accessing }
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Diya2DPrimShape >> texture: anObject [
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texture := anObject
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]
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{ #category : #accessing }
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Diya2DPrimShape >> textureNamed: name [
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self texture: (context assets texture: name)
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]
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