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git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@15060 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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10
data/shaders/colortexturedquad.frag
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10
data/shaders/colortexturedquad.frag
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@ -0,0 +1,10 @@
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#version 130
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uniform sampler2D texture;
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in vec2 uv;
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in vec4 col;
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void main()
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{
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gl_FragColor = texture2D(texture, uv) * col;
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}
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18
data/shaders/colortexturedquad.vert
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18
data/shaders/colortexturedquad.vert
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@ -0,0 +1,18 @@
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#version 130
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uniform vec2 center;
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uniform vec2 size;
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uniform vec2 texcenter;
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uniform vec2 texsize;
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in vec2 position;
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in vec2 texcoord;
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in ivec4 color;
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out vec2 uv;
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out vec4 col;
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void main()
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{
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col = vec4(color) / 255.;
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uv = texcoord * texsize + texcenter;
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gl_Position = vec4(position * size + center, 0., 1.);
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}
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@ -53,6 +53,7 @@ PFNGLTEXBUFFERPROC glTexBuffer;
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#endif
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static GLuint quad_buffer;
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static GLuint ColoredVertex;
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static bool is_gl_init = false;
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// Please leave this code, it's for debugging purpose
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@ -186,6 +187,17 @@ void initGL()
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glGenBuffers(1, &quad_buffer);
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glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
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glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(float), quad_vertex, GL_STATIC_DRAW);
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const int quad_color[] = {
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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};
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glGenBuffers(1, &ColoredVertex);
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glBindBuffer(GL_ARRAY_BUFFER, ColoredVertex);
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glBufferData(GL_ARRAY_BUFFER, 16 * sizeof(int), quad_color, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@ -286,6 +298,97 @@ static GLuint TexturedQuadUniformSize;
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static GLuint TexturedQuadUniformTexcenter;
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static GLuint TexturedQuadUniformTexsize;
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static GLuint ColorTexturedQuadShader;
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static GLuint ColorTexturedQuadAttribPosition;
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static GLuint ColorTexturedQuadAttribTexCoord;
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static GLuint ColorTexturedQuadAttribColor;
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static GLuint ColorTexturedQuadUniformTexture;
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static GLuint ColorTexturedQuadUniformCenter;
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static GLuint ColorTexturedQuadUniformSize;
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static GLuint ColorTexturedQuadUniformTexcenter;
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static GLuint ColorTexturedQuadUniformTexsize;
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static void drawTexColoredQuad(const video::ITexture *texture, const video::SColor *col, float width, float height,
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float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
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float tex_width, float tex_height)
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{
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int colors[] = {
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col[0].getRed(), col[0].getGreen(), col[0].getBlue(), col[0].getAlpha(),
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col[1].getRed(), col[1].getGreen(), col[1].getBlue(), col[1].getAlpha(),
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col[2].getRed(), col[2].getGreen(), col[2].getBlue(), col[2].getAlpha(),
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col[3].getRed(), col[3].getGreen(), col[3].getBlue(), col[3].getAlpha(),
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};
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if (!ColorTexturedQuadShader) {
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ColorTexturedQuadShader = LoadProgram(file_manager->getAsset("shaders/colortexturedquad.vert").c_str(), file_manager->getAsset("shaders/colortexturedquad.frag").c_str());
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ColorTexturedQuadAttribPosition = glGetAttribLocation(ColorTexturedQuadShader, "position");
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ColorTexturedQuadAttribTexCoord = glGetAttribLocation(ColorTexturedQuadShader, "texcoord");
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ColorTexturedQuadAttribColor = glGetAttribLocation(ColorTexturedQuadShader, "color");
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ColorTexturedQuadUniformTexture = glGetUniformLocation(ColorTexturedQuadShader, "texture");
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ColorTexturedQuadUniformCenter = glGetUniformLocation(ColorTexturedQuadShader, "center");
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ColorTexturedQuadUniformSize = glGetUniformLocation(ColorTexturedQuadShader, "size");
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ColorTexturedQuadUniformTexcenter = glGetUniformLocation(ColorTexturedQuadShader, "texcenter");
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ColorTexturedQuadUniformTexsize = glGetUniformLocation(ColorTexturedQuadShader, "texsize");
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}
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glUseProgram(ColorTexturedQuadShader);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
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glUniform1i(ColorTexturedQuadUniformTexture, 0);
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glUniform2f(ColorTexturedQuadUniformCenter, center_pos_x, center_pos_y);
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glUniform2f(ColorTexturedQuadUniformSize, width, height);
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glUniform2f(ColorTexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
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glUniform2f(ColorTexturedQuadUniformTexsize, tex_width, tex_height);
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glEnableVertexAttribArray(ColorTexturedQuadAttribPosition);
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glEnableVertexAttribArray(ColorTexturedQuadAttribTexCoord);
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glEnableVertexAttribArray(ColorTexturedQuadAttribColor);
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glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
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glVertexAttribPointer(ColorTexturedQuadAttribPosition, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glVertexAttribPointer(ColorTexturedQuadAttribTexCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
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glBindBuffer(GL_ARRAY_BUFFER, ColoredVertex);
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glBufferSubData(GL_ARRAY_BUFFER, 0, 16 * sizeof(int), colors);
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glVertexAttribPointer(ColorTexturedQuadAttribColor, 4, GL_UNSIGNED_INT, GL_FALSE, 4 * sizeof(float), 0);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(ColorTexturedQuadAttribPosition);
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glDisableVertexAttribArray(ColorTexturedQuadAttribTexCoord);
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glDisableVertexAttribArray(ColorTexturedQuadAttribColor);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void drawTexQuad(const video::ITexture *texture, float width, float height,
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float center_pos_x, float center_pos_y, float tex_center_pos_x, float tex_center_pos_y,
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float tex_width, float tex_height)
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{
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if (!TexturedQuadShader) {
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TexturedQuadShader = LoadProgram(file_manager->getAsset("shaders/texturedquad.vert").c_str(), file_manager->getAsset("shaders/texturedquad.frag").c_str());
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TexturedQuadAttribPosition = glGetAttribLocation(TexturedQuadShader, "position");
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TexturedQuadAttribTexCoord = glGetAttribLocation(TexturedQuadShader, "texcoord");
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TexturedQuadUniformTexture = glGetUniformLocation(TexturedQuadShader, "texture");
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TexturedQuadUniformCenter = glGetUniformLocation(TexturedQuadShader, "center");
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TexturedQuadUniformSize = glGetUniformLocation(TexturedQuadShader, "size");
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TexturedQuadUniformTexcenter = glGetUniformLocation(TexturedQuadShader, "texcenter");
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TexturedQuadUniformTexsize = glGetUniformLocation(TexturedQuadShader, "texsize");
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}
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glUseProgram(TexturedQuadShader);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
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glUniform1i(TexturedQuadUniformTexture, 0);
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glUniform2f(TexturedQuadUniformCenter, center_pos_x, center_pos_y);
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glUniform2f(TexturedQuadUniformSize, width, height);
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glUniform2f(TexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
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glUniform2f(TexturedQuadUniformTexsize, tex_width, tex_height);
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glEnableVertexAttribArray(TexturedQuadAttribPosition);
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glEnableVertexAttribArray(TexturedQuadAttribTexCoord);
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glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
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glVertexAttribPointer(TexturedQuadAttribPosition, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glVertexAttribPointer(TexturedQuadAttribTexCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(TexturedQuadAttribPosition);
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glDisableVertexAttribArray(TexturedQuadAttribTexCoord);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
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const video::SColor* const colors, bool useAlphaChannelOfTexture)
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@ -345,34 +448,12 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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}
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if (!TexturedQuadShader) {
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TexturedQuadShader = LoadProgram(file_manager->getAsset("shaders/texturedquad.vert").c_str(), file_manager->getAsset("shaders/texturedquad.frag").c_str());
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TexturedQuadAttribPosition = glGetAttribLocation(TexturedQuadShader, "position");
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TexturedQuadAttribTexCoord = glGetAttribLocation(TexturedQuadShader, "texcoord");
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TexturedQuadUniformTexture = glGetUniformLocation(TexturedQuadShader, "texture");
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TexturedQuadUniformCenter = glGetUniformLocation(TexturedQuadShader, "center");
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TexturedQuadUniformSize = glGetUniformLocation(TexturedQuadShader, "size");
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TexturedQuadUniformTexcenter = glGetUniformLocation(TexturedQuadShader, "texcenter");
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TexturedQuadUniformTexsize = glGetUniformLocation(TexturedQuadShader, "texsize");
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}
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glUseProgram(TexturedQuadShader);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, static_cast<const irr::video::COpenGLTexture*>(texture)->getOpenGLTextureName());
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glUniform1i(TexturedQuadUniformTexture, 0);
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glUniform2f(TexturedQuadUniformCenter, center_pos_x, center_pos_y);
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glUniform2f(TexturedQuadUniformSize, width, height);
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glUniform2f(TexturedQuadUniformTexcenter, tex_center_pos_x, tex_center_pos_y);
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glUniform2f(TexturedQuadUniformTexsize, tex_width, tex_height);
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glEnableVertexAttribArray(TexturedQuadAttribPosition);
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glEnableVertexAttribArray(TexturedQuadAttribTexCoord);
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glBindBuffer(GL_ARRAY_BUFFER, quad_buffer);
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glVertexAttribPointer(TexturedQuadAttribPosition, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glVertexAttribPointer(TexturedQuadAttribTexCoord, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (GLvoid *)(2 * sizeof(float)));
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDisableVertexAttribArray(TexturedQuadAttribPosition);
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glDisableVertexAttribArray(TexturedQuadAttribTexCoord);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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if (colors)
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drawTexColoredQuad(texture, colors, width, height, center_pos_x, center_pos_y,
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tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
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else
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drawTexQuad(texture, width, height, center_pos_x, center_pos_y,
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tex_center_pos_x, tex_center_pos_y, tex_width, tex_height);
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}
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static GLuint ColoredQuadShader;
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