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Add colored quad and ellipse rendering primitives
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8 changed files with 192 additions and 20 deletions
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@ -1,28 +1,63 @@
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#include "render/gles3.h"
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#include <GLES3/gl3.h>
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// Colored quads
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const GLchar quad_vertex_src[] =
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"uniform mat4 proj;"
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"uniform vec4 color;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"void main() {"
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" gl_Position = proj * vec4(pos, 0.0, 1.0);"
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" v_color = color;"
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" v_texcoord = texcoord;"
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"}";
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const GLchar quad_fragment_src[] =
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"precision mediump float;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"void main() {"
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" gl_FragColor = v_color;"
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"}";
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// Colored ellipses (TODO)
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const GLchar ellipse_fragment_src[] =
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"precision mediump float;"
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"varying vec4 v_color;"
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"varying vec2 v_texcoord;"
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"void main() {"
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" float l = length(v_texcoord - vec2(0.5, 0.5));"
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" if (l > 0.5) discard;"
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" gl_FragColor = v_color;"
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"}";
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// Textured quads
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const GLchar vertex_src[] =
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"uniform mat4 proj;\n"
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"attribute vec2 pos;\n"
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"attribute vec2 texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main() {\n"
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" gl_Position = proj * vec4(pos, 0.0, 1.0);\n"
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" v_texcoord = texcoord;\n"
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"}\n";
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"uniform mat4 proj;"
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"attribute vec2 pos;"
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"attribute vec2 texcoord;"
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"varying vec2 v_texcoord;"
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"void main() {"
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" gl_Position = proj * vec4(pos, 0.0, 1.0);"
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" v_texcoord = texcoord;"
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"}";
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const GLchar fragment_src_RGB[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);\n"
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"}\n";
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"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform sampler2D tex;"
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"void main() {"
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" gl_FragColor = vec4(texture2D(tex, v_texcoord).rgb, 1.0);"
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"}";
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const GLchar fragment_src_RGBA[] =
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"precision mediump float;\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(tex, v_texcoord);\n"
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"}\n";
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"precision mediump float;"
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"varying vec2 v_texcoord;"
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"uniform sampler2D tex;"
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"void main() {"
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" gl_FragColor = texture2D(tex, v_texcoord);"
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"}";
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