change internal default shader to use -1,-1 texCoords as no texture
This commit is contained in:
parent
2f402dd9a8
commit
db2d6be751
27
graphics.go
27
graphics.go
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@ -200,7 +200,6 @@ func (s *Sprite) Draw(t ...Transform) {
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r, g, b, a := colorToRGBA(s.color)
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ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
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ctx.Shader().SetUniformInt(pixelgl.IsTexture, 1)
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s.va.Draw()
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})
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@ -240,10 +239,10 @@ func NewLineColor(parent pixelgl.Doer, c color.Color, a, b Vec, width float64) *
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}
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})
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lc.va.SetVertexAttributeVec4(0, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
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lc.va.SetVertexAttributeVec4(1, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
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lc.va.SetVertexAttributeVec4(2, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
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lc.va.SetVertexAttributeVec4(3, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
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for i := 0; i < 4; i++ {
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lc.va.SetVertexAttributeVec4(i, pixelgl.Color, mgl32.Vec4{1, 1, 1, 1})
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lc.va.SetVertexAttributeVec2(i, pixelgl.TexCoord, mgl32.Vec2{-1, -1})
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}
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lc.setPoints()
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@ -312,7 +311,6 @@ func (lc *LineColor) Draw(t ...Transform) {
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r, g, b, a := colorToRGBA(lc.color)
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ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
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ctx.Shader().SetUniformInt(pixelgl.IsTexture, 0)
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})
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lc.va.Draw()
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@ -373,6 +371,11 @@ func NewPolygonColor(parent pixelgl.Doer, c color.Color, points ...Vec) *Polygon
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pixelgl.Color,
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mgl32.Vec4{1, 1, 1, 1},
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)
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pc.va.SetVertexAttributeVec2(
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i,
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pixelgl.TexCoord,
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mgl32.Vec2{-1, -1},
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)
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}
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return pc
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@ -419,7 +422,6 @@ func (pc *PolygonColor) Draw(t ...Transform) {
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r, g, b, a := colorToRGBA(pc.color)
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ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
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ctx.Shader().SetUniformInt(pixelgl.IsTexture, 0)
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})
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pc.va.Draw()
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@ -488,6 +490,11 @@ func NewEllipseColor(parent pixelgl.Doer, c color.Color, radius Vec, fill float6
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pixelgl.Color,
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mgl32.Vec4{1, 1, 1, 1},
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)
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ec.va.SetVertexAttributeVec2(
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i,
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pixelgl.TexCoord,
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mgl32.Vec2{-1, -1},
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)
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ec.va.SetVertexAttributeVec2(
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j,
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pixelgl.Position,
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@ -501,6 +508,11 @@ func NewEllipseColor(parent pixelgl.Doer, c color.Color, radius Vec, fill float6
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pixelgl.Color,
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mgl32.Vec4{1, 1, 1, 1},
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)
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ec.va.SetVertexAttributeVec2(
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j,
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pixelgl.TexCoord,
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mgl32.Vec2{-1, -1},
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)
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}
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return ec
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@ -538,7 +550,6 @@ func (ec *EllipseColor) Draw(t ...Transform) {
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r, g, b, a := colorToRGBA(ec.color)
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ctx.Shader().SetUniformVec4(pixelgl.MaskColor, mgl32.Vec4{r, g, b, a})
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ctx.Shader().SetUniformMat3(pixelgl.Transform, mat)
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ctx.Shader().SetUniformInt(pixelgl.IsTexture, 0)
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})
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ec.va.Draw()
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@ -20,8 +20,6 @@ const (
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Transform
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// MaskColor is a masking color. When drawing, each color gets multiplied by this color.
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MaskColor
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// IsTexture signals, whether a texture is present.
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IsTexture
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// NumStandardAttrPurposes is the number of standard attribute purposes
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NumStandardAttrPurposes
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)
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@ -346,7 +346,6 @@ var defaultVertexFormat = pixelgl.VertexFormat{
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var defaultUniformFormat = pixelgl.UniformFormat{
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"maskColor": {Purpose: pixelgl.MaskColor, Type: pixelgl.Vec4},
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"transform": {Purpose: pixelgl.Transform, Type: pixelgl.Mat3},
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"isTexture": {Purpose: pixelgl.IsTexture, Type: pixelgl.Int},
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}
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var defaultVertexShader = `
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@ -377,14 +376,13 @@ in vec2 TexCoord;
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out vec4 color;
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uniform vec4 maskColor;
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uniform int isTexture;
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uniform sampler2D tex;
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void main() {
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if (isTexture != 0) {
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color = maskColor * Color * texture(tex, vec2(TexCoord.x, 1 - TexCoord.y));
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} else {
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if (TexCoord == vec2(-1, -1)) {
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color = maskColor * Color;
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} else {
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color = maskColor * Color * texture(tex, vec2(TexCoord.x, 1 - TexCoord.y));
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}
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}
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`
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