mirror of
https://github.com/hrydgard/ppsspp.git
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8d6a5fd694
Otherwise, we get the min/max/etc. value instead.
114 lines
2.9 KiB
C++
114 lines
2.9 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "gfx_es2/glsl_program.h"
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#include "gfx_es2/gl_state.h"
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#include "UIShader.h"
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static GLSLProgram *glslModulate;
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static GLSLProgram *glslPlain;
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static const char modulate_fs[] =
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"#ifdef GL_ES\n"
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"precision lowp float;\n"
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"#endif\n"
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"uniform sampler2D sampler0;\n"
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"varying vec2 v_texcoord0;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(sampler0, v_texcoord0) * v_color;\n"
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"}\n";
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static const char modulate_vs[] =
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"attribute vec4 a_position;\n"
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"attribute vec4 a_color;\n"
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"attribute vec2 a_texcoord0;\n"
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"uniform mat4 u_worldviewproj;\n"
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"varying vec2 v_texcoord0;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" v_texcoord0 = a_texcoord0;\n"
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" v_color = a_color;\n"
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" gl_Position = u_worldviewproj * a_position;\n"
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"}\n";
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static const char plain_fs[] =
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"#ifdef GL_ES\n"
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"precision lowp float;\n"
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"#endif\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" gl_FragColor = v_color;\n"
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"}\n";
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static const char plain_vs[] =
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"attribute vec4 a_position;\n"
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"attribute vec4 a_color;\n"
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"uniform mat4 u_worldviewproj;\n"
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"varying vec4 v_color;\n"
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"void main() {\n"
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" v_color = a_color;\n"
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" gl_Position = u_worldviewproj * a_position;\n"
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"}\n";
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void UIShader_Init() {
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// Compile UI shaders
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glslModulate = glsl_create_source(modulate_vs, modulate_fs);
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glslPlain = glsl_create_source(plain_vs, plain_fs);
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}
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GLSLProgram *UIShader_Get()
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{
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return glslModulate;
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}
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GLSLProgram *UIShader_GetPlain()
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{
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return glslPlain;
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}
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void UIShader_Shutdown()
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{
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glsl_destroy(glslModulate);
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glsl_destroy(glslPlain);
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}
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void UIShader_Prepare()
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{
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// Draw 2D overlay stuff
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glstate.cullFace.disable();
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glstate.depthTest.disable();
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glstate.scissorTest.disable();
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glstate.stencilTest.disable();
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glstate.stencilMask.set(0xFF);
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#if !defined(USING_GLES2)
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glstate.colorLogicOp.disable();
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#endif
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glstate.dither.enable();
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glstate.blend.enable();
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glstate.blendFuncSeparate.set(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glstate.blendEquationSeparate.set(GL_FUNC_ADD, GL_FUNC_ADD);
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glstate.Restore();
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uiTexture->Bind(0);
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}
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