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SDL_gpu_GLES_2.h
1 #ifndef _SDL_GPU_GLES_2_H__
2 #define _SDL_GPU_GLES_2_H__
3 
4 #include "SDL_gpu.h"
5 #include "SDL_platform.h"
6 
7 #if !defined(SDL_GPU_DISABLE_GLES) && !defined(SDL_GPU_DISABLE_GLES_2)
8 
9 #ifdef __IPHONEOS__
10  #include <OpenGLES/ES2/gl.h>
11  #include <OpenGLES/ES2/glext.h>
12 #else
13  #include "GLES2/gl2.h"
14  #include "GLES2/gl2ext.h"
15 #endif
16 
17  #define glVertexAttribI1i glVertexAttrib1f
18  #define glVertexAttribI2i glVertexAttrib2f
19  #define glVertexAttribI3i glVertexAttrib3f
20  #define glVertexAttribI4i glVertexAttrib4f
21  #define glVertexAttribI1ui glVertexAttrib1f
22  #define glVertexAttribI2ui glVertexAttrib2f
23  #define glVertexAttribI3ui glVertexAttrib3f
24  #define glVertexAttribI4ui glVertexAttrib4f
25  #define glMapBuffer glMapBufferOES
26  #define glUnmapBuffer glUnmapBufferOES
27  #define GL_WRITE_ONLY GL_WRITE_ONLY_OES
28 #endif
29 
30 
31 
32 #define GPU_CONTEXT_DATA ContextData_GLES_2
33 #define GPU_IMAGE_DATA ImageData_GLES_2
34 #define GPU_TARGET_DATA TargetData_GLES_2
35 
36 
37 #define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE \
38 "#version 100\n\
39 precision highp float;\n\
40 precision mediump int;\n\
41 \
42 attribute vec2 gpu_Vertex;\n\
43 attribute vec2 gpu_TexCoord;\n\
44 attribute mediump vec4 gpu_Color;\n\
45 uniform mat4 gpu_ModelViewProjectionMatrix;\n\
46 \
47 varying mediump vec4 color;\n\
48 varying vec2 texCoord;\n\
49 \
50 void main(void)\n\
51 {\n\
52  color = gpu_Color;\n\
53  texCoord = vec2(gpu_TexCoord);\n\
54  gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
55 }"
56 
57 // Tier 3 uses shader attributes to send position, texcoord, and color data for each vertex.
58 #define GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE \
59 "#version 100\n\
60 precision highp float;\n\
61 precision mediump int;\n\
62 \
63 attribute vec2 gpu_Vertex;\n\
64 attribute mediump vec4 gpu_Color;\n\
65 uniform mat4 gpu_ModelViewProjectionMatrix;\n\
66 \
67 varying mediump vec4 color;\n\
68 \
69 void main(void)\n\
70 {\n\
71  color = gpu_Color;\n\
72  gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
73 }"
74 
75 
76 #define GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE \
77 "#version 100\n\
78 #ifdef GL_FRAGMENT_PRECISION_HIGH\n\
79 precision highp float;\n\
80 #else\n\
81 precision mediump float;\n\
82 #endif\n\
83 precision mediump int;\n\
84 \
85 varying mediump vec4 color;\n\
86 varying vec2 texCoord;\n\
87 \
88 uniform sampler2D tex;\n\
89 \
90 void main(void)\n\
91 {\n\
92  gl_FragColor = texture2D(tex, texCoord) * color;\n\
93 }"
94 
95 #define GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE \
96 "#version 100\n\
97 #ifdef GL_FRAGMENT_PRECISION_HIGH\n\
98 precision highp float;\n\
99 #else\n\
100 precision mediump float;\n\
101 #endif\n\
102 precision mediump int;\n\
103 \
104 varying mediump vec4 color;\n\
105 \
106 void main(void)\n\
107 {\n\
108  gl_FragColor = color;\n\
109 }"
110 
111 
112 
113 
114 typedef struct ContextData_GLES_2
115 {
116  SDL_Color last_color;
117  GPU_bool last_use_texturing;
118  unsigned int last_shape;
119  GPU_bool last_use_blending;
120  GPU_BlendMode last_blend_mode;
121  GPU_Rect last_viewport;
122  GPU_Camera last_camera;
123  GPU_bool last_camera_inverted;
124 
125  GPU_Image* last_image;
126  GPU_Target* last_target;
127  float* blit_buffer; // Holds sets of 4 vertices, each with interleaved position, tex coords, and colors (e.g. [x0, y0, z0, s0, t0, r0, g0, b0, a0, ...]).
128  unsigned short blit_buffer_num_vertices;
129  unsigned short blit_buffer_max_num_vertices;
130  unsigned short* index_buffer; // Indexes into the blit buffer so we can use 4 vertices for every 2 triangles (1 quad)
131  unsigned int index_buffer_num_vertices;
132  unsigned int index_buffer_max_num_vertices;
133 
134  // Tier 3 rendering
135  unsigned int blit_VBO[2]; // For double-buffering
136  unsigned int blit_IBO;
137  GPU_bool blit_VBO_flop;
138 
139  GPU_AttributeSource shader_attributes[16];
140  unsigned int attribute_VBO[16];
142 
143 typedef struct ImageData_GLES_2
144 {
145  int refcount;
146  GPU_bool owns_handle;
147  Uint32 handle;
148  Uint32 format;
150 
151 typedef struct TargetData_GLES_2
152 {
153  int refcount;
154  Uint32 handle;
155  Uint32 format;
157 
158 
159 
160 #endif
Definition: SDL_gpu_GLES_2.h:151
Definition: SDL_gpu.h:578
Definition: SDL_gpu.h:300
Definition: SDL_gpu_GLES_2.h:143
Definition: SDL_gpu_GLES_2.h:114
Definition: SDL_gpu.h:159
Definition: SDL_gpu.h:398
Definition: SDL_gpu.h:263
Definition: SDL_gpu.h:89