OpenGL: new built-in shaders for drawing points
Both of these draw round points with jaggy edges, but treat color & size differently.
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@@ -135,6 +135,11 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_no_color_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC)
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data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)
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@@ -104,6 +104,9 @@ typedef enum GPUBuiltinShader {
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/* basic 2D texture drawing */
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GPU_SHADER_2D_TEXTURE_2D,
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GPU_SHADER_2D_TEXTURE_RECT,
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/* points */
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GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
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GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
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} GPUBuiltinShader;
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GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);
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@@ -61,6 +61,11 @@ extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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extern char datatoc_gpu_shader_point_varying_color_frag_glsl[];
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extern char datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl[];
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extern char datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl[];
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extern char datatoc_gpu_shader_text_vert_glsl[];
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extern char datatoc_gpu_shader_text_frag_glsl[];
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@@ -103,6 +108,9 @@ static struct GPUShadersGlobal {
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GPUShader *flat_color_3D;
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GPUShader *smooth_color_3D;
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GPUShader *depth_only_3D;
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/* points */
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GPUShader *point_fixed_size_varying_color_3D;
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GPUShader *point_varying_size_uniform_color_3D;
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} shaders;
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} GG = {{NULL}};
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@@ -709,6 +717,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.depth_only_3D;
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break;
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case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR:
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if (!GG.shaders.point_fixed_size_varying_color_3D)
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GG.shaders.point_fixed_size_varying_color_3D = GPU_shader_create(
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datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
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datatoc_gpu_shader_point_varying_color_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.point_fixed_size_varying_color_3D;
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break;
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case GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR:
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if (!GG.shaders.point_varying_size_uniform_color_3D)
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GG.shaders.point_varying_size_uniform_color_3D = GPU_shader_create(
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datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl,
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datatoc_gpu_shader_point_uniform_color_frag_glsl,
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NULL, NULL, NULL, 0, 0, 0);
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retval = GG.shaders.point_varying_size_uniform_color_3D;
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break;
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}
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if (retval == NULL)
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@@ -865,6 +889,16 @@ void GPU_shader_free_builtin_shaders(void)
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GG.shaders.smooth_color_3D = NULL;
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}
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if (GG.shaders.point_fixed_size_varying_color_3D) {
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GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D);
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GG.shaders.point_fixed_size_varying_color_3D = NULL;
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}
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if (GG.shaders.point_varying_size_uniform_color_3D) {
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GPU_shader_free(GG.shaders.point_varying_size_uniform_color_3D);
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GG.shaders.point_varying_size_uniform_color_3D = NULL;
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}
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for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
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if (GG.shaders.fx_shaders[i]) {
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GPU_shader_free(GG.shaders.fx_shaders[i]);
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@@ -0,0 +1,16 @@
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute vec4 color;
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varying vec4 finalColor;
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#else
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in vec3 pos;
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in vec4 color;
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out vec4 finalColor;
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#endif
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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finalColor = color;
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}
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@@ -0,0 +1,14 @@
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#if __VERSION__ == 120
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attribute vec3 pos;
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attribute float size;
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#else
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in vec3 pos;
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in float size;
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#endif
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void main()
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{
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gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
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gl_PointSize = size;
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}
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@@ -0,0 +1,21 @@
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uniform vec4 color;
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#if __VERSION__ == 120
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#define fragColor gl_FragColor
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#else
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out vec4 fragColor;
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#endif
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void main()
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{
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vec2 centered = gl_PointCoord - vec2(0.5);
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float dist_squared = dot(centered, centered);
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const float rad_squared = 0.25;
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// round point with jaggy edges
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if (dist_squared > rad_squared)
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discard;
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fragColor = color;
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}
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@@ -0,0 +1,21 @@
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#if __VERSION__ == 120
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varying vec4 finalColor;
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#define fragColor gl_FragColor
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#else
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in vec4 finalColor;
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out vec4 fragColor;
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#endif
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void main()
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{
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vec2 centered = gl_PointCoord - vec2(0.5);
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float dist_squared = dot(centered, centered);
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const float rad_squared = 0.25;
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// round point with jaggy edges
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if (dist_squared > rad_squared)
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discard;
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fragColor = finalColor;
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}
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