ref: 2c9531062bfa7e5b994718a7449d63180128d389
parent: e447c9fb929e61a40203b0193ee8d4cab8d72f7e
author: Clownacy <Clownacy@users.noreply.github.com>
date: Wed Jul 31 17:00:07 EDT 2019
Move away from Legacy OpenGL shader variables
--- a/src/Backends/Rendering/OpenGL2.cpp
+++ b/src/Backends/Rendering/OpenGL2.cpp
@@ -33,8 +33,8 @@
static GLuint program_colour_fill;
static GLuint program_glyph;
-static GLint uniform_colour_fill_colour;
-static GLint uniform_glyph_colour;
+static GLint program_colour_fill_uniform_colour;
+static GLint program_glyph_uniform_colour;
static GLuint framebuffer_id;
static GLfloat vertex_buffer[4][2];
@@ -44,18 +44,22 @@
static const GLchar *vertex_shader_plain = " \
#version 120\n \
+attribute vec2 input_vertex_coordinates; \
void main() \
{ \
- gl_Position = gl_Vertex; \
+ gl_Position = vec4(input_vertex_coordinates.x, input_vertex_coordinates.y, 0.0, 1.0); \
} \
";
static const GLchar *vertex_shader_texture = " \
#version 120\n \
+attribute vec2 input_vertex_coordinates; \
+attribute vec2 input_texture_coordinates; \
+varying vec2 texture_coordinates; \
void main() \
{ \
- gl_TexCoord[0] = gl_MultiTexCoord0; \
- gl_Position = gl_Vertex; \
+ texture_coordinates = input_texture_coordinates; \
+ gl_Position = vec4(input_vertex_coordinates.x, input_vertex_coordinates.y, 0.0, 1.0); \
} \
";
@@ -62,9 +66,10 @@
static const GLchar *fragment_shader_texture = " \
#version 120\n \
uniform sampler2D tex; \
+varying vec2 texture_coordinates; \
void main() \
{ \
- gl_FragColor = texture2D(tex, gl_TexCoord[0].st); \
+ gl_FragColor = texture2D(tex, texture_coordinates); \
} \
";
@@ -71,9 +76,10 @@
static const GLchar *fragment_shader_texture_colour_key = " \
#version 120\n \
uniform sampler2D tex; \
+varying vec2 texture_coordinates; \
void main() \
{ \
- vec4 colour = texture2D(tex, gl_TexCoord[0].st); \
+ vec4 colour = texture2D(tex, texture_coordinates); \
\
if (colour.xyz == vec3(0.0f, 0.0f, 0.0f)) \
discard; \
@@ -95,9 +101,10 @@
#version 120\n \
uniform sampler2D tex; \
uniform vec4 colour; \
+varying vec2 texture_coordinates; \
void main() \
{ \
- gl_FragColor = colour * texture2D(tex, gl_TexCoord[0].st); \
+ gl_FragColor = colour * texture2D(tex, texture_coordinates); \
} \
";
@@ -127,6 +134,9 @@
glAttachShader(program_id, fragment_shader);
+ glBindAttribLocation(program_id, 1, "input_vertex_coordinates");
+ glBindAttribLocation(program_id, 2, "input_texture_coordinates");
+
glLinkProgram(program_id);
glGetProgramiv(program_id, GL_LINK_STATUS, &shader_status);
@@ -168,10 +178,6 @@
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, vertex_buffer);
- glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinate_buffer);
-
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
@@ -185,9 +191,13 @@
printf("Failed to compile shaders\n");
// Get shader uniforms
- uniform_colour_fill_colour = glGetUniformLocation(program_colour_fill, "colour");
- uniform_glyph_colour = glGetUniformLocation(program_glyph, "colour");
+ program_colour_fill_uniform_colour = glGetUniformLocation(program_colour_fill, "colour");
+ program_glyph_uniform_colour = glGetUniformLocation(program_glyph, "colour");
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vertex_buffer);
+ glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, texture_coordinate_buffer);
+
// Set up framebuffer (used for surface-to-surface blitting)
glGenFramebuffersEXT(1, &framebuffer_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer_id);
@@ -220,7 +230,8 @@
{
glUseProgram(program_texture);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ // Enable texture coordinates, since this uses textures
+ glEnableVertexAttribArray(2);
// Target actual screen, and not our framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
@@ -316,7 +327,8 @@
// Switch to colour-key shader if we have to
glUseProgram(colour_key ? program_texture_colour_key : program_texture);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ // Enable texture coordinates, since this uses textures
+ glEnableVertexAttribArray(2);
glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
@@ -382,9 +394,10 @@
glUseProgram(program_colour_fill);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ // Disable texture coordinate array, since this doesn't use textures
+ glDisableVertexAttribArray(2);
- glUniform4f(uniform_colour_fill_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
+ glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
const GLfloat vertex_left = (rect->left * (2.0f / surface->width)) - 1.0f;
const GLfloat vertex_right = (rect->right * (2.0f / surface->width)) - 1.0f;
@@ -520,7 +533,8 @@
{
glUseProgram(program_glyph);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ // Enable texture coordinates, since this uses textures
+ glEnableVertexAttribArray(2);
glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
@@ -529,7 +543,7 @@
const GLfloat vertex_top = (y * (2.0f / surface->height)) - 1.0f;
const GLfloat vertex_bottom = ((y + glyph->height) * (2.0f / surface->height)) - 1.0f;
- glUniform4f(uniform_glyph_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
+ glUniform4f(program_glyph_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
texture_coordinate_buffer[0][0] = 0.0f;
texture_coordinate_buffer[0][1] = 0.0f;