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Diya-API/Diya/Diya2DPrimShape.class.st

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