Oops, also offload colour-fill vertices as well

This commit is contained in:
Clownacy 2020-09-15 16:18:48 +01:00
parent 0f5af36951
commit e2b64df84a

View file

@ -85,6 +85,7 @@ static struct
GLuint id;
struct
{
GLint vertex_transform;
GLint colour;
} uniforms;
} program_colour_fill;
@ -125,10 +126,11 @@ static size_t actual_screen_height;
#ifdef USE_OPENGLES2
static const GLchar *vertex_shader_plain = " \
#version 100\n \
uniform mat4 vertex_transform; \
attribute vec2 input_vertex_coordinates; \
void main() \
{ \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0) * vertex_transform; \
} \
";
@ -197,10 +199,11 @@ void main() \
#else
static const GLchar *vertex_shader_plain = " \
#version 150 core\n \
uniform mat4 vertex_transform; \
in vec2 input_vertex_coordinates; \
void main() \
{ \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0); \
gl_Position = vec4(input_vertex_coordinates.xy, 0.0, 1.0) * vertex_transform; \
} \
";
@ -514,6 +517,7 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t scree
program_texture_colour_key.uniforms.texture_coordinate_transform = glGetUniformLocation(program_texture_colour_key.id, "texture_coordinate_transform");
program_texture_colour_key.uniforms.vertex_transform = glGetUniformLocation(program_texture_colour_key.id, "vertex_transform");
program_colour_fill.uniforms.vertex_transform = glGetUniformLocation(program_colour_fill.id, "vertex_transform");
program_colour_fill.uniforms.colour = glGetUniformLocation(program_colour_fill.id, "colour");
program_glyph.uniforms.texture_coordinate_transform = glGetUniformLocation(program_glyph.id, "texture_coordinate_transform");
@ -874,7 +878,15 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, surface->texture_id, 0);
glViewport(0, 0, surface->width, surface->height);
const GLfloat vertex_transform[4 * 4] = {
2.0f / surface->width, 0.0f, 0.0f, -1.0f,
0.0f, 2.0f / surface->height, 0.0f, -1.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
glUseProgram(program_colour_fill.id);
glUniformMatrix4fv(program_colour_fill.uniforms.vertex_transform, 1, GL_FALSE, vertex_transform);
glDisable(GL_BLEND);
@ -889,10 +901,10 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
if (vertex_buffer_slot != NULL)
{
const GLfloat vertex_left = rect->left * 2.0f / surface->width - 1.0f;
const GLfloat vertex_top = rect->top * 2.0f / surface->height - 1.0f;
const GLfloat vertex_right = rect->right * 2.0f / surface->width - 1.0f;
const GLfloat vertex_bottom = rect->bottom * 2.0f / surface->height - 1.0f;
const GLfloat vertex_left = rect->left;
const GLfloat vertex_top = rect->top;
const GLfloat vertex_right = rect->right;
const GLfloat vertex_bottom = rect->bottom;
vertex_buffer_slot->vertices[0][0].position.x = vertex_left;
vertex_buffer_slot->vertices[0][0].position.y = vertex_top;