Characters are now black again.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15060 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2014-01-13 22:16:04 +00:00
parent c88d89a4f0
commit 43a206ff2c
3 changed files with 137 additions and 28 deletions

View File

@ -0,0 +1,10 @@
#version 130
uniform sampler2D texture;
in vec2 uv;
in vec4 col;
void main()
{
gl_FragColor = texture2D(texture, uv) * col;
}

View File

@ -0,0 +1,18 @@
#version 130
uniform vec2 center;
uniform vec2 size;
uniform vec2 texcenter;
uniform vec2 texsize;
in vec2 position;
in vec2 texcoord;
in ivec4 color;
out vec2 uv;
out vec4 col;
void main()
{
col = vec4(color) / 255.;
uv = texcoord * texsize + texcenter;
gl_Position = vec4(position * size + center, 0., 1.);
}

View File

@ -53,6 +53,7 @@ PFNGLTEXBUFFERPROC glTexBuffer;
#endif
static GLuint quad_buffer;
static GLuint ColoredVertex;
static bool is_gl_init = false;
// Please leave this code, it's for debugging purpose
@ -186,6 +187,17 @@ void initGL()
glGenBuffers(1, &quad_buffer);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), quad_vertex, GL_STATIC_DRAW);
const int quad_color[] = {
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
};
glGenBuffers(1, &ColoredVertex);
glBindBuffer(GL_ARRAY_BUFFER, ColoredVertex);
glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(int), quad_color, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@ -286,6 +298,97 @@ static GLuint TexturedQuadUniformSize;
static GLuint TexturedQuadUniformTexcenter;
static GLuint TexturedQuadUniformTexsize;
static GLuint ColorTexturedQuadShader;
static GLuint ColorTexturedQuadAttribPosition;
static GLuint ColorTexturedQuadAttribTexCoord;
static GLuint ColorTexturedQuadAttribColor;
static GLuint ColorTexturedQuadUniformTexture;
static GLuint ColorTexturedQuadUniformCenter;
static GLuint ColorTexturedQuadUniformSize;
static GLuint ColorTexturedQuadUniformTexcenter;
static GLuint ColorTexturedQuadUniformTexsize;
static void drawTexColoredQuad(const video::ITexture *texture, const video::SColor *col, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
{
int colors[] = {
col[0].getRed(), col[0].getGreen(), col[0].getBlue(), col[0].getAlpha(),
col[1].getRed(), col[1].getGreen(), col[1].getBlue(), col[1].getAlpha(),
col[2].getRed(), col[2].getGreen(), col[2].getBlue(), col[2].getAlpha(),
col[3].getRed(), col[3].getGreen(), col[3].getBlue(), col[3].getAlpha(),
};
if (!ColorTexturedQuadShader) {
ColorTexturedQuadShader = LoadProgram(file_manager->getAsset("shaders/colortexturedquad.vert").c_str(), file_manager->getAsset("shaders/colortexturedquad.frag").c_str());
ColorTexturedQuadAttribPosition = glGetAttribLocation(ColorTexturedQuadShader, "position");
ColorTexturedQuadAttribTexCoord = glGetAttribLocation(ColorTexturedQuadShader, "texcoord");
ColorTexturedQuadAttribColor = glGetAttribLocation(ColorTexturedQuadShader, "color");
ColorTexturedQuadUniformTexture = glGetUniformLocation(ColorTexturedQuadShader, "texture");
ColorTexturedQuadUniformCenter = glGetUniformLocation(ColorTexturedQuadShader, "center");
ColorTexturedQuadUniformSize = glGetUniformLocation(ColorTexturedQuadShader, "size");
ColorTexturedQuadUniformTexcenter = glGetUniformLocation(ColorTexturedQuadShader, "texcenter");
ColorTexturedQuadUniformTexsize = glGetUniformLocation(ColorTexturedQuadShader, "texsize");
}
glUseProgram(ColorTexturedQuadShader);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
glUniform1i(ColorTexturedQuadUniformTexture, 0);
glUniform2f(ColorTexturedQuadUniformCenter, center_pos_x, center_pos_y);
glUniform2f(ColorTexturedQuadUniformSize, width, height);
glUniform2f(ColorTexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
glUniform2f(ColorTexturedQuadUniformTexsize, tex_width, tex_height);
glEnableVertexAttribArray(ColorTexturedQuadAttribPosition);
glEnableVertexAttribArray(ColorTexturedQuadAttribTexCoord);
glEnableVertexAttribArray(ColorTexturedQuadAttribColor);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(ColorTexturedQuadAttribPosition, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(ColorTexturedQuadAttribTexCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
glBindBuffer(GL_ARRAY_BUFFER, ColoredVertex);
glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(int), colors);
glVertexAttribPointer(ColorTexturedQuadAttribColor, 4, GL_UNSIGNED_INT, GL_FALSE, 4 * sizeof(float), 0);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(ColorTexturedQuadAttribPosition);
glDisableVertexAttribArray(ColorTexturedQuadAttribTexCoord);
glDisableVertexAttribArray(ColorTexturedQuadAttribColor);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void drawTexQuad(const video::ITexture *texture, float width, float height,
float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
float tex_width, float tex_height)
{
if (!TexturedQuadShader) {
TexturedQuadShader = LoadProgram(file_manager->getAsset("shaders/texturedquad.vert").c_str(), file_manager->getAsset("shaders/texturedquad.frag").c_str());
TexturedQuadAttribPosition = glGetAttribLocation(TexturedQuadShader, "position");
TexturedQuadAttribTexCoord = glGetAttribLocation(TexturedQuadShader, "texcoord");
TexturedQuadUniformTexture = glGetUniformLocation(TexturedQuadShader, "texture");
TexturedQuadUniformCenter = glGetUniformLocation(TexturedQuadShader, "center");
TexturedQuadUniformSize = glGetUniformLocation(TexturedQuadShader, "size");
TexturedQuadUniformTexcenter = glGetUniformLocation(TexturedQuadShader, "texcenter");
TexturedQuadUniformTexsize = glGetUniformLocation(TexturedQuadShader, "texsize");
}
glUseProgram(TexturedQuadShader);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
glUniform1i(TexturedQuadUniformTexture, 0);
glUniform2f(TexturedQuadUniformCenter, center_pos_x, center_pos_y);
glUniform2f(TexturedQuadUniformSize, width, height);
glUniform2f(TexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
glUniform2f(TexturedQuadUniformTexsize, tex_width, tex_height);
glEnableVertexAttribArray(TexturedQuadAttribPosition);
glEnableVertexAttribArray(TexturedQuadAttribTexCoord);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(TexturedQuadAttribPosition, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(TexturedQuadAttribTexCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(TexturedQuadAttribPosition);
glDisableVertexAttribArray(TexturedQuadAttribTexCoord);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
const video::SColor* const colors, bool useAlphaChannelOfTexture)
@ -345,34 +448,12 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
}
if (!TexturedQuadShader) {
TexturedQuadShader = LoadProgram(file_manager->getAsset("shaders/texturedquad.vert").c_str(), file_manager->getAsset("shaders/texturedquad.frag").c_str());
TexturedQuadAttribPosition = glGetAttribLocation(TexturedQuadShader, "position");
TexturedQuadAttribTexCoord = glGetAttribLocation(TexturedQuadShader, "texcoord");
TexturedQuadUniformTexture = glGetUniformLocation(TexturedQuadShader, "texture");
TexturedQuadUniformCenter = glGetUniformLocation(TexturedQuadShader, "center");
TexturedQuadUniformSize = glGetUniformLocation(TexturedQuadShader, "size");
TexturedQuadUniformTexcenter = glGetUniformLocation(TexturedQuadShader, "texcenter");
TexturedQuadUniformTexsize = glGetUniformLocation(TexturedQuadShader, "texsize");
}
glUseProgram(TexturedQuadShader);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
glUniform1i(TexturedQuadUniformTexture, 0);
glUniform2f(TexturedQuadUniformCenter, center_pos_x, center_pos_y);
glUniform2f(TexturedQuadUniformSize, width, height);
glUniform2f(TexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
glUniform2f(TexturedQuadUniformTexsize, tex_width, tex_height);
glEnableVertexAttribArray(TexturedQuadAttribPosition);
glEnableVertexAttribArray(TexturedQuadAttribTexCoord);
glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
glVertexAttribPointer(TexturedQuadAttribPosition, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
glVertexAttribPointer(TexturedQuadAttribTexCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableVertexAttribArray(TexturedQuadAttribPosition);
glDisableVertexAttribArray(TexturedQuadAttribTexCoord);
glBindBuffer(GL_ARRAY_BUFFER, 0);
if (colors)
drawTexColoredQuad(texture, colors, width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
else
drawTexQuad(texture, width, height, center_pos_x, center_pos_y,
tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
}
static GLuint ColoredQuadShader;