OpenGL: one more point shader

Added a built-in shader for points that vary both size and color.
This commit is contained in:
2016-10-01 17:32:29 -04:00
parent 5753a1462f
commit 875d63ccb5
4 changed files with 36 additions and 0 deletions

View File

@@ -139,6 +139,7 @@ data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC)
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_text_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC)

View File

@@ -107,6 +107,7 @@ typedef enum GPUBuiltinShader {
/* points */
GPU_SHADER_3D_POINT_FIXED_SIZE_VARYING_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_UNIFORM_COLOR,
GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR,
} GPUBuiltinShader;
GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader);

View File

@@ -65,6 +65,7 @@ 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_3D_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 {
/* points */
GPUShader *point_fixed_size_varying_color_3D;
GPUShader *point_varying_size_uniform_color_3D;
GPUShader *point_varying_size_varying_color_3D;
} shaders;
} GG = {{NULL}};
@@ -733,6 +735,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.point_varying_size_uniform_color_3D;
break;
case GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR:
if (!GG.shaders.point_varying_size_varying_color_3D)
GG.shaders.point_varying_size_varying_color_3D = GPU_shader_create(
datatoc_gpu_shader_3D_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_3D;
break;
}
if (retval == NULL)
@@ -899,6 +909,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.point_varying_size_uniform_color_3D = NULL;
}
if (GG.shaders.point_varying_size_varying_color_3D) {
GPU_shader_free(GG.shaders.point_varying_size_varying_color_3D);
GG.shaders.point_varying_size_varying_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]);

View File

@@ -0,0 +1,19 @@
#if __VERSION__ == 120
attribute vec3 pos;
attribute float size;
attribute vec4 color;
varying vec4 finalColor;
#else
in vec3 pos;
in float size;
in vec4 color;
out vec4 finalColor;
#endif
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 1.0);
gl_PointSize = size;
finalColor = color;
}