diff options
-rw-r--r-- | backends/platform/ios7/ios7_video.h | 3 | ||||
-rw-r--r-- | backends/platform/ios7/ios7_video.mm | 18 |
2 files changed, 14 insertions, 7 deletions
diff --git a/backends/platform/ios7/ios7_video.h b/backends/platform/ios7/ios7_video.h index 030d81cd9f..ca1a0c5efb 100644 --- a/backends/platform/ios7/ios7_video.h +++ b/backends/platform/ios7/ios7_video.h @@ -64,7 +64,8 @@ typedef struct { GLuint _screenSizeSlot; GLuint _textureSlot; - GLuint _shakeSlot; + GLuint _shakeXSlot; + GLuint _shakeYSlot; GLuint _positionSlot; GLuint _textureCoordSlot; diff --git a/backends/platform/ios7/ios7_video.mm b/backends/platform/ios7/ios7_video.mm index 914dc6ded1..999f3d3678 100644 --- a/backends/platform/ios7/ios7_video.mm +++ b/backends/platform/ios7/ios7_video.mm @@ -266,7 +266,8 @@ uint getSizeNextPOT(uint size) { - (void)compileShaders { const char *vertexPrg = "uniform vec2 ScreenSize;" - "uniform float Shake;" + "uniform float ShakeX;" + "uniform float ShakeY;" "" "attribute vec2 Position;" "attribute vec2 TexCoord;" @@ -277,7 +278,7 @@ uint getSizeNextPOT(uint size) { "void main(void) {" " DestColor = vec4(Position.x, Position.y, 0, 1);" " o_TexCoord = TexCoord;" - " gl_Position = vec4((Position.x / ScreenSize.x) * 2.0 - 1.0, (1.0 - (Position.y + Shake) / ScreenSize.y) * 2.0 - 1.0, 0, 1);" + " gl_Position = vec4(((Position.x + ShakeX) / ScreenSize.x) * 2.0 - 1.0, (1.0 - (Position.y + ShakeY) / ScreenSize.y) * 2.0 - 1.0, 0, 1);" "}"; const char *fragmentPrg = @@ -309,7 +310,8 @@ uint getSizeNextPOT(uint size) { _screenSizeSlot = (GLuint) glGetUniformLocation(programHandle, "ScreenSize"); _textureSlot = (GLuint) glGetUniformLocation(programHandle, "Texture"); - _shakeSlot = (GLuint) glGetUniformLocation(programHandle, "Shake"); + _shakeXSlot = (GLuint) glGetUniformLocation(programHandle, "ShakeX"); + _shakeYSlot = (GLuint) glGetUniformLocation(programHandle, "ShakeY"); _positionSlot = (GLuint) glGetAttribLocation(programHandle, "Position"); _textureCoordSlot = (GLuint) glGetAttribLocation(programHandle, "TexCoord"); @@ -869,9 +871,11 @@ uint getSizeNextPOT(uint size) { - (void)setViewTransformation { // Scale the shake offset according to the overlay size. We need this to // adjust the overlay mouse click coordinates when an offset is set. + _scaledShakeXOffset = (int)(_videoContext.shakeXOffset / (GLfloat)_videoContext.screenWidth * CGRectGetWidth(_overlayRect)); _scaledShakeYOffset = (int)(_videoContext.shakeYOffset / (GLfloat)_videoContext.screenHeight * CGRectGetHeight(_overlayRect)); - glUniform1f(_shakeSlot, _scaledShakeYOffset); + glUniform1f(_shakeXSlot, _scaledShakeXOffset); + glUniform1f(_shakeYSlot, _scaledShakeYOffset); } - (void)clearColorBuffer { @@ -910,23 +914,25 @@ uint getSizeNextPOT(uint size) { point.y *= self.contentScaleFactor; CGRect *area; - int width, height, offsetY; + int width, height, offsetX, offsetY; if (_videoContext.overlayVisible) { area = &_overlayRect; width = _videoContext.overlayWidth; height = _videoContext.overlayHeight; + offsetX = _scaledShakeXOffset; offsetY = _scaledShakeYOffset; } else { area = &_gameScreenRect; width = _videoContext.screenWidth; height = _videoContext.screenHeight; + offsetX = _videoContext.shakeXOffset; offsetY = _videoContext.shakeYOffset; } point.x = (point.x - CGRectGetMinX(*area)) / CGRectGetWidth(*area); point.y = (point.y - CGRectGetMinY(*area)) / CGRectGetHeight(*area); - *x = (int)(point.x * width); + *x = (int)(point.x * width + offsetX); // offsetY describes the translation of the screen in the upward direction, // thus we need to add it here. *y = (int)(point.y * height + offsetY); |