Use specialised shaders for everything
Saves us having to do a bunch of extra legwork (setting up the blank default texture, setting the colour modifier to white, etc.), and should improve performance. While I was at it, I made the colour modifier a uniform, so it only has to be set once per quad, rather than once per vertex.
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a5fd0cebc0
1 changed files with 60 additions and 46 deletions
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@ -27,40 +27,53 @@ typedef struct Backend_Glyph
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static SDL_Window *window;
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static SDL_GLContext context;
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static GLuint normal_program_id;
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static GLuint colour_key_program_id;
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static GLuint program_texture;
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static GLuint program_texture_colour_key;
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static GLuint program_colour_fill;
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static GLuint program_glyph;
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static GLint uniform_colour_fill_colour;
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static GLint uniform_glyph_colour;
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static GLuint framebuffer_id;
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static GLfloat vertex_buffer[4][2];
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static GLfloat texture_coordinate_buffer[4][2];
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static GLubyte colour_buffer[4][3];
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static Backend_Surface framebuffer_surface;
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static const GLchar *vertex_shader_source = " \
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static const GLchar *vertex_shader_plain = " \
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#version 120\n \
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void main() \
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{ \
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gl_Position = gl_ModelViewMatrix * gl_Vertex; \
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} \
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";
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static const GLchar *vertex_shader_texture = " \
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#version 120\n \
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void main() \
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{ \
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gl_FrontColor = gl_Color; \
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gl_TexCoord[0] = gl_MultiTexCoord0; \
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gl_Position = gl_ModelViewMatrix * gl_Vertex; \
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} \
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";
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static const GLchar *fragment_shader_source_normal = " \
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static const GLchar *fragment_shader_texture = " \
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#version 120\n \
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uniform sampler2D tex; \
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void main() \
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{ \
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gl_FragColor = gl_Color * texture2D(tex, gl_TexCoord[0].st); \
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gl_FragColor = texture2D(tex, gl_TexCoord[0].st); \
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} \
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";
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static const GLchar *fragment_shader_source_colour_key = " \
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static const GLchar *fragment_shader_texture_colour_key = " \
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#version 120\n \
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uniform sampler2D tex; \
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void main() \
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{ \
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vec4 colour = gl_Color * texture2D(tex, gl_TexCoord[0].st); \
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vec4 colour = texture2D(tex, gl_TexCoord[0].st); \
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\
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if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \
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discard; \
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@ -69,6 +82,25 @@ void main() \
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} \
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";
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static const GLchar *fragment_shader_colour_fill = " \
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#version 120\n \
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uniform vec4 colour; \
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void main() \
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{ \
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gl_FragColor = colour; \
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} \
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";
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static const GLchar *fragment_shader_glyph = " \
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#version 120\n \
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uniform sampler2D tex; \
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uniform vec4 colour; \
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void main() \
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{ \
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gl_FragColor = colour * texture2D(tex, gl_TexCoord[0].st); \
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} \
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";
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static GLuint CompileShader(const char *vertex_shader_source, const char *fragment_shader_source)
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{
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GLint shader_status;
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@ -147,29 +179,26 @@ BOOL Backend_Init(SDL_Window *p_window)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertex_buffer);
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glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinate_buffer);
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glColorPointer(3, GL_UNSIGNED_BYTE, 0, colour_buffer);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Set up blank default texture (it seems to be black by default, which sucks for colour modulation)
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const unsigned char white_pixel[3] = {0xFF, 0xFF, 0xFF};
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glBindTexture(GL_TEXTURE_2D, 0);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 1, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, white_pixel);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// Set up our shaders
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normal_program_id = CompileShader(vertex_shader_source, fragment_shader_source_normal);
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colour_key_program_id = CompileShader(vertex_shader_source, fragment_shader_source_colour_key);
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program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
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program_texture_colour_key = CompileShader(vertex_shader_texture, fragment_shader_texture_colour_key);
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program_colour_fill = CompileShader(vertex_shader_plain, fragment_shader_colour_fill);
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program_glyph = CompileShader(vertex_shader_texture, fragment_shader_glyph);
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if (normal_program_id == 0 || colour_key_program_id == 0)
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if (program_texture == 0 || program_texture_colour_key == 0 || program_colour_fill == 0 || program_glyph == 0)
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printf("Failed to compile shaders\n");
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// Get shader uniforms
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uniform_colour_fill_colour = glGetUniformLocation(program_colour_fill, "colour");
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uniform_glyph_colour = glGetUniformLocation(program_glyph, "colour");
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// Set up framebuffer (used for surface-to-surface blitting)
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glGenFramebuffersEXT(1, &framebuffer_id);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_id);
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@ -191,14 +220,16 @@ void Backend_Deinit(void)
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{
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glDeleteTextures(1, &framebuffer_surface.texture_id);
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glDeleteFramebuffersEXT(1, &framebuffer_id);
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glDeleteProgram(colour_key_program_id);
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glDeleteProgram(program_glyph);
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glDeleteProgram(program_colour_fill);
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glDeleteProgram(program_texture_colour_key);
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glDeleteProgram(program_texture);
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SDL_GL_DeleteContext(context);
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}
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void Backend_DrawScreen(void)
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{
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// Disable colour-keying
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glUseProgram(normal_program_id);
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glUseProgram(program_texture);
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// Target actual screen, and not our framebuffer
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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@ -214,10 +245,6 @@ void Backend_DrawScreen(void)
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glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
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colour_buffer[0][0] = colour_buffer[1][0] = colour_buffer[2][0] = colour_buffer[3][0] = 0xFF;
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colour_buffer[0][1] = colour_buffer[1][1] = colour_buffer[2][1] = colour_buffer[3][1] = 0xFF;
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colour_buffer[0][2] = colour_buffer[1][2] = colour_buffer[2][2] = colour_buffer[3][2] = 0xFF;
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texture_coordinate_buffer[0][0] = 0.0f;
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texture_coordinate_buffer[0][1] = 1.0f;
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texture_coordinate_buffer[1][0] = 1.0f;
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@ -304,7 +331,7 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, long x
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return;
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// Switch to colour-key shader if we have to
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glUseProgram(colour_key ? colour_key_program_id : normal_program_id);
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glUseProgram(colour_key ? program_texture_colour_key : program_texture);
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glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
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@ -318,10 +345,6 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, long x
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const GLfloat vertex_top = (GLfloat)y;
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const GLfloat vertex_bottom = (GLfloat)y + (rect->bottom - rect->top);
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colour_buffer[0][0] = colour_buffer[1][0] = colour_buffer[2][0] = colour_buffer[3][0] = 0xFF;
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colour_buffer[0][1] = colour_buffer[1][1] = colour_buffer[2][1] = colour_buffer[3][1] = 0xFF;
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colour_buffer[0][2] = colour_buffer[1][2] = colour_buffer[2][2] = colour_buffer[3][2] = 0xFF;
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texture_coordinate_buffer[0][0] = texture_left;
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texture_coordinate_buffer[0][1] = texture_top;
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texture_coordinate_buffer[1][0] = texture_right;
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@ -370,15 +393,9 @@ static void ColourFillCommon(const RECT *rect, unsigned char red, unsigned char
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if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
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return;
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// Disable colour-keying
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glUseProgram(normal_program_id);
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glUseProgram(program_colour_fill);
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// Use blank default texture, for a solid colour-fill
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glBindTexture(GL_TEXTURE_2D, 0);
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colour_buffer[0][0] = colour_buffer[1][0] = colour_buffer[2][0] = colour_buffer[3][0] = red;
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colour_buffer[0][1] = colour_buffer[1][1] = colour_buffer[2][1] = colour_buffer[3][1] = green;
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colour_buffer[0][2] = colour_buffer[1][2] = colour_buffer[2][2] = colour_buffer[3][2] = blue;
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glUniform4f(uniform_colour_fill_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
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vertex_buffer[0][0] = (GLfloat)rect->left;
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vertex_buffer[0][1] = (GLfloat)rect->top;
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@ -504,8 +521,7 @@ void Backend_UnloadGlyph(Backend_Glyph *glyph)
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static void DrawGlyphCommon(Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
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{
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// Disable colour-keying
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glUseProgram(normal_program_id);
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glUseProgram(program_glyph);
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glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
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@ -514,9 +530,7 @@ static void DrawGlyphCommon(Backend_Glyph *glyph, long x, long y, const unsigned
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const GLfloat vertex_top = (GLfloat)y;
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const GLfloat vertex_bottom = (GLfloat)y + glyph->height;
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colour_buffer[0][0] = colour_buffer[1][0] = colour_buffer[2][0] = colour_buffer[3][0] = colours[0];
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colour_buffer[0][1] = colour_buffer[1][1] = colour_buffer[2][1] = colour_buffer[3][1] = colours[1];
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colour_buffer[0][2] = colour_buffer[1][2] = colour_buffer[2][2] = colour_buffer[3][2] = colours[2];
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glUniform4f(uniform_glyph_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
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texture_coordinate_buffer[0][0] = 0.0f;
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texture_coordinate_buffer[0][1] = 0.0f;
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