mirror of https://github.com/encounter/SDL.git
Renderer opengles2: turn color Uniform into Attribute.
all attributes are copied interleaved (based on rmg-nik initial patch+ + minor clean up of data structure + add check for colorswap
This commit is contained in:
parent
bfa159313b
commit
53a2608bd2
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@ -74,7 +74,6 @@ typedef struct GLES2_ProgramCacheEntry
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint uniform_locations[16];
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Uint32 color;
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GLfloat projection[4][4];
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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@ -90,16 +89,16 @@ typedef struct GLES2_ProgramCache
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typedef enum
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{
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GLES2_ATTRIBUTE_POSITION = 0,
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GLES2_ATTRIBUTE_TEXCOORD = 1,
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GLES2_ATTRIBUTE_ANGLE = 2,
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GLES2_ATTRIBUTE_CENTER = 3,
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GLES2_ATTRIBUTE_COLOR = 1,
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GLES2_ATTRIBUTE_TEXCOORD = 2,
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GLES2_ATTRIBUTE_ANGLE = 3,
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GLES2_ATTRIBUTE_CENTER = 4,
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} GLES2_Attribute;
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typedef enum
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{
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GLES2_UNIFORM_PROJECTION,
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GLES2_UNIFORM_TEXTURE,
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GLES2_UNIFORM_COLOR,
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GLES2_UNIFORM_TEXTURE_U,
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GLES2_UNIFORM_TEXTURE_V
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} GLES2_Uniform;
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@ -131,7 +130,6 @@ typedef struct
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SDL_Rect cliprect;
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SDL_bool texturing;
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SDL_bool is_copy_ex;
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Uint32 color;
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Uint32 clear_color;
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int drawablew;
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int drawableh;
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@ -422,6 +420,7 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
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data->glAttachShader(entry->id, vertex);
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data->glAttachShader(entry->id, fragment);
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
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@ -443,10 +442,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
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data->glGetUniformLocation(entry->id, "u_texture_u");
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entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
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data->glGetUniformLocation(entry->id, "u_texture");
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entry->uniform_locations[GLES2_UNIFORM_COLOR] =
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data->glGetUniformLocation(entry->id, "u_color");
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entry->color = 0;
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data->glUseProgram(entry->id);
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if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
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@ -461,9 +456,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
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if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
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data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
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}
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if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
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data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
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}
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/* Cache the linked program */
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if (data->program_cache.head) {
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@ -667,7 +659,12 @@ GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
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static int
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GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * (2 + 4) * sizeof (GLfloat), 0, &cmd->data.draw.first);
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int i;
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if (!verts) {
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@ -678,6 +675,10 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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*(verts++) = 0.5f + points[i].y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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return 0;
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@ -686,8 +687,13 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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static int
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GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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int i;
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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const size_t vertlen = sizeof (GLfloat) * (2 + 4) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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@ -698,27 +704,31 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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*(verts++) = 0.5f + points[i].y;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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/* Make the last line segment one pixel longer, to satisfy the
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diamond-exit rule. */
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verts -= 4;
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verts -= 2 + 4 + 2 + 4;
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{
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const GLfloat xstart = verts[0];
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const GLfloat ystart = verts[1];
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const GLfloat xend = verts[2];
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const GLfloat yend = verts[3];
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const GLfloat xend = verts[2 + 4];
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const GLfloat yend = verts[3 + 4];
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if (ystart == yend) { /* horizontal line */
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verts[(xend > xstart) ? 2 : 0] += 1.0f;
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verts[(xend > xstart) ? 2 + 4: 0] += 1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[(yend > ystart) ? 3 : 1] += 1.0f;
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verts[(yend > ystart) ? 3 + 4: 1] += 1.0f;
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} else { /* bump a pixel in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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verts[2] += SDL_cosf(angle);
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verts[3] += SDL_sinf(angle);
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verts[2 + 4] += SDL_cosf(angle);
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verts[3 + 4] += SDL_sinf(angle);
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}
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}
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@ -728,7 +738,12 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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static int
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GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * (2 + 4) * sizeof (GLfloat), 0, &cmd->data.draw.first);
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int i;
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if (!verts) {
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@ -745,12 +760,28 @@ GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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const GLfloat maxy = rect->y + rect->h;
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*(verts++) = minx;
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*(verts++) = miny;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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return 0;
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@ -760,9 +791,14 @@ static int
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GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_FRect * dstrect)
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{
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 4 * (2 + 4 + 2) * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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@ -782,19 +818,37 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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*(verts++) = minx;
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*(verts++) = miny;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = maxu;
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*(verts++) = maxv;
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@ -806,6 +860,11 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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/* render expects cos value - 1 (see GLES2_Vertex_Default) */
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const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
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const GLfloat s = (GLfloat) SDL_sin(radian_angle);
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@ -814,7 +873,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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const GLfloat centery = center->y + dstrect->y;
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GLfloat minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 4 * (2 + 4 + 2 + 2 + 2) * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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@ -846,37 +905,53 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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*(verts++) = minx;
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*(verts++) = miny;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = maxx;
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*(verts++) = miny;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = minx;
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*(verts++) = maxy;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = maxx;
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*(verts++) = maxy;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = maxu;
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*(verts++) = minv;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = r;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = maxu;
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*(verts++) = maxv;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = s;
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*(verts++) = c;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = centerx;
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*(verts++) = centery;
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*(verts++) = centerx;
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*(verts++) = centery;
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@ -891,6 +966,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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SDL_Texture *texture = cmd->data.draw.texture;
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const SDL_BlendMode blend = cmd->data.draw.blend;
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GLES2_ProgramCacheEntry *program;
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int stride = sizeof (GLfloat) * (2 /* position */ + 4 /* color */);
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SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
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@ -960,6 +1036,13 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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data->drawstate.texture = texture;
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}
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if (texture) {
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stride += sizeof (GLfloat) * 2; /* tex coord */
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}
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if (is_copy_ex) {
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stride += sizeof (GLfloat) * (2 /* angle sin/cos */ + 2 /* center */);
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}
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if (texture) {
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
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}
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@ -977,17 +1060,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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}
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}
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if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
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if (data->drawstate.color != program->color) {
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const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
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const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
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const Uint8 b = (data->drawstate.color >> 0) & 0xFF;
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const Uint8 a = (data->drawstate.color >> 24) & 0xFF;
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data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
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program->color = data->drawstate.color;
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}
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}
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if (blend != data->drawstate.blend) {
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if (blend == SDL_BLENDMODE_NONE) {
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data->glDisable(GL_BLEND);
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@ -1004,7 +1076,8 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
|
|||
}
|
||||
|
||||
/* all drawing commands use this */
|
||||
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
|
||||
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) cmd->data.draw.first);
|
||||
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * 2));
|
||||
|
||||
if (is_copy_ex != was_copy_ex) {
|
||||
if (is_copy_ex) {
|
||||
|
@ -1018,8 +1091,8 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
|
|||
}
|
||||
|
||||
if (is_copy_ex) {
|
||||
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
|
||||
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
|
||||
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 4 + 2)));
|
||||
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 4 + 2 + 2)));
|
||||
}
|
||||
|
||||
return 0;
|
||||
|
@ -1175,11 +1248,6 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
|
|||
while (cmd) {
|
||||
switch (cmd->command) {
|
||||
case SDL_RENDERCMD_SETDRAWCOLOR: {
|
||||
const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
|
||||
const Uint8 g = cmd->data.color.g;
|
||||
const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
|
||||
const Uint8 a = cmd->data.color.a;
|
||||
data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b);
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -2081,12 +2149,12 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
|
|||
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
||||
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
|
||||
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR);
|
||||
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
|
||||
|
||||
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
data->drawstate.blend = SDL_BLENDMODE_INVALID;
|
||||
data->drawstate.color = 0xFFFFFFFF;
|
||||
data->drawstate.clear_color = 0xFFFFFFFF;
|
||||
data->drawstate.projection[3][0] = -1.0f;
|
||||
data->drawstate.projection[3][3] = 1.0f;
|
||||
|
|
|
@ -39,10 +39,12 @@
|
|||
static const Uint8 GLES2_Vertex_Default[] = " \
|
||||
uniform mat4 u_projection; \
|
||||
attribute vec2 a_position; \
|
||||
attribute vec4 a_color; \
|
||||
attribute vec2 a_texCoord; \
|
||||
attribute vec2 a_angle; \
|
||||
attribute vec2 a_center; \
|
||||
varying vec2 v_texCoord; \
|
||||
varying vec4 v_color; \
|
||||
\
|
||||
void main() \
|
||||
{ \
|
||||
|
@ -53,29 +55,30 @@ static const Uint8 GLES2_Vertex_Default[] = " \
|
|||
v_texCoord = a_texCoord; \
|
||||
gl_Position = u_projection * vec4(position, 0.0, 1.0);\
|
||||
gl_PointSize = 1.0; \
|
||||
v_color = a_color; \
|
||||
} \
|
||||
";
|
||||
|
||||
static const Uint8 GLES2_Fragment_Solid[] = " \
|
||||
precision mediump float; \
|
||||
uniform vec4 u_color; \
|
||||
varying vec4 v_color; \
|
||||
\
|
||||
void main() \
|
||||
{ \
|
||||
gl_FragColor = u_color; \
|
||||
gl_FragColor = v_color; \
|
||||
} \
|
||||
";
|
||||
|
||||
static const Uint8 GLES2_Fragment_TextureABGR[] = " \
|
||||
precision mediump float; \
|
||||
uniform sampler2D u_texture; \
|
||||
uniform vec4 u_color; \
|
||||
varying vec4 v_color; \
|
||||
varying vec2 v_texCoord; \
|
||||
\
|
||||
void main() \
|
||||
{ \
|
||||
gl_FragColor = texture2D(u_texture, v_texCoord); \
|
||||
gl_FragColor *= u_color; \
|
||||
gl_FragColor *= v_color; \
|
||||
} \
|
||||
";
|
||||
|
||||
|
@ -83,7 +86,7 @@ static const Uint8 GLES2_Fragment_TextureABGR[] = " \
|
|||
static const Uint8 GLES2_Fragment_TextureARGB[] = " \
|
||||
precision mediump float; \
|
||||
uniform sampler2D u_texture; \
|
||||
uniform vec4 u_color; \
|
||||
varying vec4 v_color; \
|
||||
varying vec2 v_texCoord; \
|
||||
\
|
||||
void main() \
|
||||
|
@ -92,7 +95,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \
|
|||
gl_FragColor = abgr; \
|
||||
gl_FragColor.r = abgr.b; \
|
||||
gl_FragColor.b = abgr.r; \
|
||||
gl_FragColor *= u_color; \
|
||||
gl_FragColor *= v_color; \
|
||||
} \
|
||||
";
|
||||
|
||||
|
@ -100,7 +103,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \
|
|||
static const Uint8 GLES2_Fragment_TextureRGB[] = " \
|
||||
precision mediump float; \
|
||||
uniform sampler2D u_texture; \
|
||||
uniform vec4 u_color; \
|
||||
varying vec4 v_color; \
|
||||
varying vec2 v_texCoord; \
|
||||
\
|
||||
void main() \
|
||||
|
@ -110,7 +113,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \
|
|||
gl_FragColor.r = abgr.b; \
|
||||
gl_FragColor.b = abgr.r; \
|
||||
gl_FragColor.a = 1.0; \
|
||||
gl_FragColor *= u_color; \
|
||||
gl_FragColor *= v_color; \
|
||||
} \
|
||||
";
|
||||
|
||||
|
@ -118,7 +121,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \
|
|||
static const Uint8 GLES2_Fragment_TextureBGR[] = " \
|
||||
precision mediump float; \
|
||||
uniform sampler2D u_texture; \
|
||||
uniform vec4 u_color; \
|
||||
varying vec4 v_color; \
|
||||
varying vec2 v_texCoord; \
|
||||
\
|
||||
void main() \
|
||||
|
@ -126,7 +129,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
|
|||
vec4 abgr = texture2D(u_texture, v_texCoord); \
|
||||
gl_FragColor = abgr; \
|
||||
gl_FragColor.a = 1.0; \
|
||||
gl_FragColor *= u_color; \
|
||||
gl_FragColor *= v_color; \
|
||||
} \
|
||||
";
|
||||
|
||||
|
@ -163,7 +166,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
|
|||
"uniform sampler2D u_texture;\n" \
|
||||
"uniform sampler2D u_texture_u;\n" \
|
||||
"uniform sampler2D u_texture_v;\n" \
|
||||
"uniform vec4 u_color;\n" \
|
||||
"varying vec4 v_color;\n" \
|
||||
"varying vec2 v_texCoord;\n" \
|
||||
"\n" \
|
||||
|
||||
|
@ -185,7 +188,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
|
|||
"\n" \
|
||||
" // That was easy. :) \n" \
|
||||
" gl_FragColor = vec4(rgb, 1);\n" \
|
||||
" gl_FragColor *= u_color;\n" \
|
||||
" gl_FragColor *= v_color;\n" \
|
||||
"}" \
|
||||
|
||||
#define NV12_SHADER_BODY \
|
||||
|
@ -205,7 +208,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
|
|||
"\n" \
|
||||
" // That was easy. :) \n" \
|
||||
" gl_FragColor = vec4(rgb, 1);\n" \
|
||||
" gl_FragColor *= u_color;\n" \
|
||||
" gl_FragColor *= v_color;\n" \
|
||||
"}" \
|
||||
|
||||
#define NV21_SHADER_BODY \
|
||||
|
@ -225,7 +228,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
|
|||
"\n" \
|
||||
" // That was easy. :) \n" \
|
||||
" gl_FragColor = vec4(rgb, 1);\n" \
|
||||
" gl_FragColor *= u_color;\n" \
|
||||
" gl_FragColor *= v_color;\n" \
|
||||
"}" \
|
||||
|
||||
/* YUV to ABGR conversion */
|
||||
|
@ -284,13 +287,13 @@ static const Uint8 GLES2_Fragment_TextureExternalOES[] = " \
|
|||
#extension GL_OES_EGL_image_external : require\n\
|
||||
precision mediump float; \
|
||||
uniform samplerExternalOES u_texture; \
|
||||
uniform vec4 u_color; \
|
||||
varying vec4 v_color; \
|
||||
varying vec2 v_texCoord; \
|
||||
\
|
||||
void main() \
|
||||
{ \
|
||||
gl_FragColor = texture2D(u_texture, v_texCoord); \
|
||||
gl_FragColor *= u_color; \
|
||||
gl_FragColor *= v_color; \
|
||||
} \
|
||||
";
|
||||
|
||||
|
|
Loading…
Reference in New Issue