OpenGL: another built-in shader for 2D points

GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR
This commit is contained in:
2016-10-06 16:31:49 -04:00
parent 86e439e311
commit 198e3a35c8
4 changed files with 37 additions and 3 deletions

View File

@@ -140,6 +140,7 @@ data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)

View File

@@ -106,6 +106,7 @@ typedef enum GPUBuiltinShader {
GPU_SHADER_2D_TEXTURE_RECT,
/* points */
GPU_SHADER_2D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,

View File

@@ -66,6 +66,7 @@ extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
@@ -111,6 +112,7 @@ static struct GPUShadersGlobal {
GPUShader *depth_only_3D;
/* points */
GPUShader *point_fixed_size_uniform_color_2D;
GPUShader *point_varying_size_varying_color_2D;
GPUShader *point_fixed_size_uniform_color_3D;
GPUShader *point_fixed_size_varying_color_3D;
GPUShader *point_varying_size_uniform_color_3D;
@@ -729,6 +731,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_fixed_size_uniform_color_2D;
break;
case GPU_SHADER_2D_POINT_VARYING_SIZE_VARYING_COLOR:
if (!GG.shaders.point_varying_size_varying_color_2D)
GG.shaders.point_varying_size_varying_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_point_varying_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_varying_color_2D;
break;
case GPU_SHADER_3D_POINT_FIXED_SIZE_UNIFORM_COLOR:
if (!GG.shaders.point_fixed_size_uniform_color_3D)
GG.shaders.point_fixed_size_uniform_color_3D = GPU_shader_create(
@@ -850,8 +860,6 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
void GPU_shader_free_builtin_shaders(void)
{
int i;
if (GG.shaders.vsm_store) {
GPU_shader_free(GG.shaders.vsm_store);
GG.shaders.vsm_store = NULL;
@@ -922,6 +930,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.point_fixed_size_uniform_color_2D = NULL;
}
if (GG.shaders.point_varying_size_varying_color_2D) {
GPU_shader_free(GG.shaders.point_varying_size_varying_color_2D);
GG.shaders.point_varying_size_varying_color_2D = NULL;
}
if (GG.shaders.point_fixed_size_uniform_color_3D) {
GPU_shader_free(GG.shaders.point_fixed_size_uniform_color_3D);
GG.shaders.point_fixed_size_uniform_color_3D = NULL;
@@ -942,7 +955,7 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.point_varying_size_varying_color_3D = NULL;
}
for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
for (int i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
if (GG.shaders.fx_shaders[i]) {
GPU_shader_free(GG.shaders.fx_shaders[i]);
GG.shaders.fx_shaders[i] = NULL;

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@@ -0,0 +1,19 @@
#if __VERSION__ == 120
attribute vec2 pos;
attribute float size;
attribute vec4 color;
varying vec4 finalColor;
#else
in vec2 pos;
in float size;
in vec4 color;
out vec4 finalColor;
#endif
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
gl_PointSize = size;
finalColor = color;
}