ppsspp/UI/UIShader.cpp
Unknown W. Brackets 8d6a5fd694 Use correct stencil values with non-add blending.
Otherwise, we get the min/max/etc. value instead.
2014-08-04 19:16:10 -07:00

114 lines
2.9 KiB
C++

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