OpenGL: new built-in shaders for drawing points

Both of these draw round points with jaggy edges, but treat color & size differently.
This commit is contained in:
2016-09-30 20:44:22 -04:00
parent d1b21d1278
commit 5753a1462f
7 changed files with 114 additions and 0 deletions

View File

@@ -61,6 +61,11 @@ extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_point_uniform_color_frag_glsl[];
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_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
@@ -103,6 +108,9 @@ static struct GPUShadersGlobal {
GPUShader *flat_color_3D;
GPUShader *smooth_color_3D;
GPUShader *depth_only_3D;
/* points */
GPUShader *point_fixed_size_varying_color_3D;
GPUShader *point_varying_size_uniform_color_3D;
} shaders;
} GG = {{NULL}};
@@ -709,6 +717,22 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.depth_only_3D;
break;
case GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR:
if (!GG.shaders.point_fixed_size_varying_color_3D)
GG.shaders.point_fixed_size_varying_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_point_fixed_size_varying_color_vert_glsl,
datatoc_gpu_shader_point_varying_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_fixed_size_varying_color_3D;
break;
case GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR:
if (!GG.shaders.point_varying_size_uniform_color_3D)
GG.shaders.point_varying_size_uniform_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_point_varying_size_no_color_vert_glsl,
datatoc_gpu_shader_point_uniform_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_uniform_color_3D;
break;
}
if (retval == NULL)
@@ -865,6 +889,16 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.smooth_color_3D = NULL;
}
if (GG.shaders.point_fixed_size_varying_color_3D) {
GPU_shader_free(GG.shaders.point_fixed_size_varying_color_3D);
GG.shaders.point_fixed_size_varying_color_3D = NULL;
}
if (GG.shaders.point_varying_size_uniform_color_3D) {
GPU_shader_free(GG.shaders.point_varying_size_uniform_color_3D);
GG.shaders.point_varying_size_uniform_color_3D = NULL;
}
for (i = 0; i < 2 * MAX_FX_SHADERS; ++i) {
if (GG.shaders.fx_shaders[i]) {
GPU_shader_free(GG.shaders.fx_shaders[i]);