My Project
Loading...
Searching...
No Matches
SDL_gpu_GLES_2.h
1#ifndef _SDL_GPU_GLES_2_H__
2#define _SDL_GPU_GLES_2_H__
3
4#include "SDL_gpu.h"
5#include "SDL_platform.h"
6
7#if !defined(SDL_GPU_DISABLE_GLES) && !defined(SDL_GPU_DISABLE_GLES_2)
8
9#ifdef __IPHONEOS__
10 #include <OpenGLES/ES2/gl.h>
11 #include <OpenGLES/ES2/glext.h>
12#else
13 #include "GLES2/gl2.h"
14 #include "GLES2/gl2ext.h"
15#endif
16
17 #define glVertexAttribI1i glVertexAttrib1f
18 #define glVertexAttribI2i glVertexAttrib2f
19 #define glVertexAttribI3i glVertexAttrib3f
20 #define glVertexAttribI4i glVertexAttrib4f
21 #define glVertexAttribI1ui glVertexAttrib1f
22 #define glVertexAttribI2ui glVertexAttrib2f
23 #define glVertexAttribI3ui glVertexAttrib3f
24 #define glVertexAttribI4ui glVertexAttrib4f
25 #define glMapBuffer glMapBufferOES
26 #define glUnmapBuffer glUnmapBufferOES
27 #define GL_WRITE_ONLY GL_WRITE_ONLY_OES
28#endif
29
30
31
32#define GPU_CONTEXT_DATA ContextData_GLES_2
33#define GPU_IMAGE_DATA ImageData_GLES_2
34#define GPU_TARGET_DATA TargetData_GLES_2
35
36
37#define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE \
38"#version 100\n\
39precision highp float;\n\
40precision mediump int;\n\
41\
42attribute vec2 gpu_Vertex;\n\
43attribute vec2 gpu_TexCoord;\n\
44attribute mediump vec4 gpu_Color;\n\
45uniform mat4 gpu_ModelViewProjectionMatrix;\n\
46\
47varying mediump vec4 color;\n\
48varying vec2 texCoord;\n\
49\
50void main(void)\n\
51{\n\
52 color = gpu_Color;\n\
53 texCoord = vec2(gpu_TexCoord);\n\
54 gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
55}"
56
57// Tier 3 uses shader attributes to send position, texcoord, and color data for each vertex.
58#define GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE \
59"#version 100\n\
60precision highp float;\n\
61precision mediump int;\n\
62\
63attribute vec2 gpu_Vertex;\n\
64attribute mediump vec4 gpu_Color;\n\
65uniform mat4 gpu_ModelViewProjectionMatrix;\n\
66\
67varying mediump vec4 color;\n\
68\
69void main(void)\n\
70{\n\
71 color = gpu_Color;\n\
72 gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
73}"
74
75
76#define GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE \
77"#version 100\n\
78#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
79precision highp float;\n\
80#else\n\
81precision mediump float;\n\
82#endif\n\
83precision mediump int;\n\
84\
85varying mediump vec4 color;\n\
86varying vec2 texCoord;\n\
87\
88uniform sampler2D tex;\n\
89\
90void main(void)\n\
91{\n\
92 gl_FragColor = texture2D(tex, texCoord) * color;\n\
93}"
94
95#define GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE \
96"#version 100\n\
97#ifdef GL_FRAGMENT_PRECISION_HIGH\n\
98precision highp float;\n\
99#else\n\
100precision mediump float;\n\
101#endif\n\
102precision mediump int;\n\
103\
104varying mediump vec4 color;\n\
105\
106void main(void)\n\
107{\n\
108 gl_FragColor = color;\n\
109}"
110
111
112
113
114typedef struct ContextData_GLES_2
115{
116 SDL_Color last_color;
117 GPU_bool last_use_texturing;
118 unsigned int last_shape;
119 GPU_bool last_use_blending;
120 GPU_BlendMode last_blend_mode;
121 GPU_Rect last_viewport;
122 GPU_Camera last_camera;
123 GPU_bool last_camera_inverted;
124
125 GPU_bool last_depth_test;
126 GPU_bool last_depth_write;
127 GPU_ComparisonEnum last_depth_function;
128
129 GPU_Image* last_image;
130 float* blit_buffer; // Holds sets of 4 vertices, each with interleaved position, tex coords, and colors (e.g. [x0, y0, z0, s0, t0, r0, g0, b0, a0, ...]).
131 unsigned short blit_buffer_num_vertices;
132 unsigned short blit_buffer_max_num_vertices;
133 unsigned short* index_buffer; // Indexes into the blit buffer so we can use 4 vertices for every 2 triangles (1 quad)
134 unsigned int index_buffer_num_vertices;
135 unsigned int index_buffer_max_num_vertices;
136
137 // Tier 3 rendering
138 unsigned int blit_VBO[2]; // For double-buffering
139 unsigned int blit_IBO;
140 GPU_bool blit_VBO_flop;
141
142 GPU_AttributeSource shader_attributes[16];
143 unsigned int attribute_VBO[16];
145
146typedef struct ImageData_GLES_2
147{
148 int refcount;
149 GPU_bool owns_handle;
150 Uint32 handle;
151 Uint32 format;
153
154typedef struct TargetData_GLES_2
155{
156 int refcount;
157 Uint32 handle;
158 Uint32 format;
160
161
162
163#endif
GPU_ComparisonEnum
Definition: SDL_gpu.h:183
Definition: SDL_gpu_GLES_2.h:115
Definition: SDL_gpu.h:710
Definition: SDL_gpu.h:227
Definition: SDL_gpu.h:380
Definition: SDL_gpu.h:334
Definition: SDL_gpu.h:138
Definition: SDL_gpu_GLES_2.h:147
Definition: SDL_gpu_GLES_2.h:155