OpenGL: tweak image shaders & code that uses them

- rename image shaders to describe exactly what they do
- rename inputs to match other built-in shaders
- set & use active texture unit
- no need to enable/disable textures with GLSL
- pull vertex format setup out of loops
This commit is contained in:
2016-10-18 00:08:34 -04:00
parent 0c6939f5f5
commit 70ff63e63f
10 changed files with 92 additions and 86 deletions

View File

@@ -53,9 +53,9 @@ extern char datatoc_gpu_shader_2D_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_texture_vert_glsl[];
extern char datatoc_gpu_shader_2D_texture_2D_frag_glsl[];
extern char datatoc_gpu_shader_2D_texture_rect_frag_glsl[];
extern char datatoc_gpu_shader_3D_image_vert_glsl[];
extern char datatoc_gpu_shader_image_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl[];
extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
@@ -105,9 +105,9 @@ static struct GPUShadersGlobal {
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
/* for drawing text */
GPUShader *text;
/* for drawing texture */
GPUShader *texture_2D;
GPUShader *texture_rect;
/* for drawing images */
GPUShader *image_modulate_alpha_3D;
GPUShader *image_rect_modulate_alpha_3D;
/* for simple 2D drawing */
GPUShader *uniform_color_2D;
GPUShader *flat_color_2D;
@@ -651,21 +651,21 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.text;
break;
case GPU_SHADER_2D_TEXTURE_2D:
if (!GG.shaders.texture_2D)
GG.shaders.texture_2D = GPU_shader_create(
datatoc_gpu_shader_2D_texture_vert_glsl,
datatoc_gpu_shader_2D_texture_2D_frag_glsl,
case GPU_SHADER_3D_IMAGE_MODULATE_ALPHA:
if (!GG.shaders.image_modulate_alpha_3D)
GG.shaders.image_modulate_alpha_3D = GPU_shader_create(
datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_modulate_alpha_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.texture_2D;
retval = GG.shaders.image_modulate_alpha_3D;
break;
case GPU_SHADER_2D_TEXTURE_RECT:
if (!GG.shaders.texture_rect)
GG.shaders.texture_rect = GPU_shader_create(
datatoc_gpu_shader_2D_texture_vert_glsl,
datatoc_gpu_shader_2D_texture_rect_frag_glsl,
case GPU_SHADER_3D_IMAGE_RECT_MODULATE_ALPHA:
if (!GG.shaders.image_rect_modulate_alpha_3D)
GG.shaders.image_rect_modulate_alpha_3D = GPU_shader_create(
datatoc_gpu_shader_3D_image_vert_glsl,
datatoc_gpu_shader_image_rect_modulate_alpha_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.texture_rect;
retval = GG.shaders.image_rect_modulate_alpha_3D;
break;
case GPU_SHADER_2D_UNIFORM_COLOR:
if (!GG.shaders.uniform_color_2D)
@@ -917,14 +917,14 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.text = NULL;
}
if (GG.shaders.texture_2D) {
GPU_shader_free(GG.shaders.texture_2D);
GG.shaders.texture_2D = NULL;
if (GG.shaders.image_modulate_alpha_3D) {
GPU_shader_free(GG.shaders.image_modulate_alpha_3D);
GG.shaders.image_modulate_alpha_3D = NULL;
}
if (GG.shaders.texture_rect) {
GPU_shader_free(GG.shaders.texture_rect);
GG.shaders.texture_rect = NULL;
if (GG.shaders.image_rect_modulate_alpha_3D) {
GPU_shader_free(GG.shaders.image_rect_modulate_alpha_3D);
GG.shaders.image_rect_modulate_alpha_3D = NULL;
}
if (GG.shaders.uniform_color_2D) {