OGL32CTX: Fixes sourcerect in draw2DImage replacement
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14918 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -1,6 +1,8 @@
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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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@ -8,6 +10,6 @@ out vec2 tc;
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void main()
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{
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tc = texcoord;
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tc = texcoord * texsize + texcenter;
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gl_Position = vec4(position * size + center, 0., 1.);
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}
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@ -46,7 +46,9 @@ PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced;
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PFNGLDELETEBUFFERSPROC glDeleteBuffers;
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#endif
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static GLuint quad_buffer;
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static bool is_gl_init = false;
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void initGL()
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{
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if (is_gl_init)
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@ -93,6 +95,16 @@ void initGL()
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glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)IRR_OGL_LOAD_EXTENSION("glDrawArraysInstanced");
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glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)IRR_OGL_LOAD_EXTENSION("glDeleteBuffers");
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#endif
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const float quad_vertex[] = {
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-1., -1., -1., 1., // UpperLeft
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-1., 1., -1., -1., // LowerLeft
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1., 1., 1., -1., // LowerRight
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1., -1., 1., 1. // UpperRight
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};
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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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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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// Mostly from shader tutorial
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@ -183,13 +195,14 @@ void bindUniformToTextureUnit(GLuint location, GLuint texid, unsigned textureUni
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glUniform1i(location, textureUnit);
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}
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static GLuint quad_buffer;
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static GLuint TexturedQuadShader;
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static GLuint TexturedQuadAttribPosition;
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static GLuint TexturedQuadAttribTexCoord;
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static GLuint TexturedQuadUniformTexture;
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static GLuint TexturedQuadUniformCenter;
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static GLuint TexturedQuadUniformSize;
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static GLuint TexturedQuadUniformTexcenter;
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static GLuint TexturedQuadUniformTexsize;
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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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@ -198,28 +211,45 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
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#ifndef OGL32CTX
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irr_driver->getVideoDriver()->draw2DImage(texture, destRect, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
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#else
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core::dimension2d<u32> frame_size =
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irr_driver->getVideoDriver()->getCurrentRenderTargetSize();
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const int screen_w = frame_size.Width;
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const int screen_h = frame_size.Height;
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float center_pos_x = destRect.UpperLeftCorner.X + destRect.LowerRightCorner.X;
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center_pos_x /= screen_w;
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center_pos_x -= 1;
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center_pos_x -= 1.;
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float center_pos_y = destRect.UpperLeftCorner.Y + destRect.LowerRightCorner.Y;
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center_pos_y /= screen_h;
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center_pos_y = 1 - center_pos_y;
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center_pos_y = 1. - center_pos_y;
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float width = destRect.LowerRightCorner.X - destRect.UpperLeftCorner.X;
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width /= screen_w;
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float height = destRect.LowerRightCorner.Y - destRect.UpperLeftCorner.Y;
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height /= screen_h;
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const core::dimension2d<u32>& ss = texture->getOriginalSize();
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float tex_center_pos_x = sourceRect.UpperLeftCorner.X + sourceRect.LowerRightCorner.X;
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tex_center_pos_x /= ss.Width * 2.;
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//tex_center_pos_x -= 1.;
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float tex_center_pos_y = sourceRect.UpperLeftCorner.Y + sourceRect.LowerRightCorner.Y;
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tex_center_pos_y /= ss.Height * 2.;
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//tex_center_pos_y -= 1.;
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float tex_width = sourceRect.LowerRightCorner.X - sourceRect.UpperLeftCorner.X;
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tex_width /= ss.Width * 2.;
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float tex_height = sourceRect.LowerRightCorner.Y - sourceRect.UpperLeftCorner.Y;
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tex_height /= ss.Height * 2.;
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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const core::rect<f32> tcoords(
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sourceRect.UpperLeftCorner.X * invW,
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sourceRect.UpperLeftCorner.Y * invH,
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sourceRect.LowerRightCorner.X * invW,
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sourceRect.LowerRightCorner.Y *invH);
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initGL();
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const float quad_vertex[] = {
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-1., -1., 0., 1.,
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-1., 1., 0., 0.,
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1., -1., 1., 1.,
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1., 1., 1., 0.
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};
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if (useAlphaChannelOfTexture)
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{
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glEnable(GL_BLEND);
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@ -233,14 +263,14 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
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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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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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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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@ -248,12 +278,14 @@ void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect
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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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glDrawArrays(GL_QUADS, 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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@ -288,13 +320,6 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
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height /= screen_h;
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initGL();
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const float quad_vertex[] =
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{
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-1., -1., 0., 1.,
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-1., 1., 0., 0.,
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1., -1., 1., 1.,
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1., 1., 1., 0.
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};
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if (color.getAlpha() < 255)
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{
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@ -311,9 +336,6 @@ void GL32_draw2DRectangle(video::SColor color, const core::rect<s32>& position,
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if (!ColoredQuadShader)
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{
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ColoredQuadShader = LoadProgram(file_manager->getAsset("shaders/coloredquad.vert").c_str(), file_manager->getAsset("shaders/coloredquad.frag").c_str());
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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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ColoredQuadUniformColor = glGetUniformLocation(ColoredQuadShader, "color");
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}
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glUseProgram(ColoredQuadShader);
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