OpenGL: simple 2D shader with flat color

Flat color means each primitive will use color from the provoking
vertex.
This commit is contained in:
2016-08-08 04:56:02 -04:00
parent 4214b3c44a
commit c73e4e99a5
5 changed files with 50 additions and 0 deletions

View File

@@ -102,6 +102,8 @@ set(SRC
data_to_c_simple(shaders/gpu_shader_2D_uniform_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_uniform_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_flat_color_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)

View File

@@ -92,6 +92,7 @@ typedef enum GPUBuiltinShader {
/* for simple drawing */
GPU_SHADER_2D_UNIFORM_COLOR,
GPU_SHADER_2D_FLAT_COLOR,
GPU_SHADER_2D_SMOOTH_COLOR,
} GPUBuiltinShader;

View File

@@ -48,6 +48,8 @@
/* Non-generated shaders */
extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
@@ -77,6 +79,7 @@ static struct GPUShadersGlobal {
GPUShader *fx_shaders[MAX_FX_SHADERS * 2];
/* for simple drawing */
GPUShader *uniform_color_2D;
GPUShader *flat_color_2D;
GPUShader *smooth_color_2D;
} shaders;
} GG = {{NULL}};
@@ -638,6 +641,14 @@ GPUShader *GPU_shader_get_builtin_shader(GPUBuiltinShader shader)
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.uniform_color_2D;
break;
case GPU_SHADER_2D_FLAT_COLOR:
if (!GG.shaders.flat_color_2D)
GG.shaders.flat_color_2D = GPU_shader_create(
datatoc_gpu_shader_2D_flat_color_vert_glsl,
datatoc_gpu_shader_2D_flat_color_frag_glsl,
NULL, NULL, NULL, 0, 0, 0);
retval = GG.shaders.flat_color_2D;
break;
case GPU_SHADER_2D_SMOOTH_COLOR:
if (!GG.shaders.smooth_color_2D)
GG.shaders.smooth_color_2D = GPU_shader_create(
@@ -762,6 +773,11 @@ void GPU_shader_free_builtin_shaders(void)
GG.shaders.uniform_color_2D = NULL;
}
if (GG.shaders.flat_color_2D) {
GPU_shader_free(GG.shaders.flat_color_2D);
GG.shaders.flat_color_2D = NULL;
}
if (GG.shaders.smooth_color_2D) {
GPU_shader_free(GG.shaders.smooth_color_2D);
GG.shaders.smooth_color_2D = NULL;

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@@ -0,0 +1,13 @@
#if __VERSION__ == 120
flat varying vec4 finalColor;
#define fragColor gl_FragColor
#else
flat in vec4 finalColor;
out vec4 fragColor;
#endif
void main()
{
fragColor = finalColor;
}

View File

@@ -0,0 +1,18 @@
#if __VERSION__ == 120
attribute vec2 pos;
attribute vec4 color;
flat varying vec4 finalColor;
#else
in vec2 pos;
in vec4 color;
flat out vec4 finalColor;
#endif
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
finalColor = color;
}