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author | David Robillard <d@drobilla.net> | 2019-12-07 18:30:28 +0100 |
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committer | David Robillard <d@drobilla.net> | 2019-12-11 23:06:47 +0100 |
commit | 642b1d97ba8ed6bce9a29c7b7988ab27b98e9219 (patch) | |
tree | 04a2283c23e16d76e408193e7e791d231314a1b7 | |
parent | 13f9ef04aaf5f3583ef83bffc094758f0d640634 (diff) | |
download | pugl-642b1d97ba8ed6bce9a29c7b7988ab27b98e9219.tar.gz pugl-642b1d97ba8ed6bce9a29c7b7988ab27b98e9219.tar.bz2 pugl-642b1d97ba8ed6bce9a29c7b7988ab27b98e9219.zip |
GL3 Test: Calculate border color on the GPU
-rw-r--r-- | shaders/rect.frag | 18 | ||||
-rw-r--r-- | test/pugl_gl3_test.c | 18 |
2 files changed, 14 insertions, 22 deletions
diff --git a/shaders/rect.frag b/shaders/rect.frag index d128f37..cb25bed 100644 --- a/shaders/rect.frag +++ b/shaders/rect.frag @@ -11,7 +11,6 @@ hardcoded, but could be made a uniform or vertex attribute easily enough. */ uniform vec2 u_size; -uniform vec4 u_borderColor; uniform vec4 u_fillColor; noperspective in vec2 f_uv; @@ -23,14 +22,15 @@ main() { const float border_width = 2.0; - float t = step(border_width, f_uv[1]); - float r = step(border_width, u_size.x - f_uv[0]); - float b = step(border_width, u_size.y - f_uv[1]); - float l = step(border_width, f_uv[0]); - float fill_mix = t * r * b * l; - float border_mix = 1.0 - fill_mix; - vec4 fill = fill_mix * u_fillColor; - vec4 border = border_mix * u_borderColor; + vec4 border_color = u_fillColor + vec4(0.0, 0.4, 0.4, 0.0); + float t = step(border_width, f_uv[1]); + float r = step(border_width, u_size.x - f_uv[0]); + float b = step(border_width, u_size.y - f_uv[1]); + float l = step(border_width, f_uv[0]); + float fill_mix = t * r * b * l; + float border_mix = 1.0 - fill_mix; + vec4 fill = fill_mix * u_fillColor; + vec4 border = border_mix * border_color; FragColor = fill + border; } diff --git a/test/pugl_gl3_test.c b/test/pugl_gl3_test.c index 9ddf7db..672dc65 100644 --- a/test/pugl_gl3_test.c +++ b/test/pugl_gl3_test.c @@ -59,7 +59,6 @@ typedef struct float pos[2]; float size[2]; float fillColor[4]; - float borderColor[4]; } Rect; // clang-format off @@ -87,7 +86,6 @@ typedef struct GLint u_MVP; GLint u_size; GLint u_fillColor; - GLint u_borderColor; unsigned framesDrawn; int quit; } PuglTestApp; @@ -125,7 +123,6 @@ drawRect(const PuglTestApp* app, const Rect* rect, mat4 projection) // Set uniforms for the various rectangle attributes glUniform2fv(app->u_size, 1, rect->size); glUniform4fv(app->u_fillColor, 1, rect->fillColor); - glUniform4fv(app->u_borderColor, 1, rect->borderColor); // Draw glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, 0); @@ -207,14 +204,11 @@ makeRects(const size_t numRects) const float s = (sinf(i) / 2.0f + 0.5f); const float c = (cosf(i) / 2.0f + 0.5f); - rects[i].size[0] = minSize + s * maxSize; - rects[i].size[1] = minSize + c * maxSize; - rects[i].fillColor[1] = s / 2.0f + 0.25f; - rects[i].fillColor[2] = c / 2.0f + 0.25f; - rects[i].fillColor[3] = boxAlpha; - rects[i].borderColor[1] = rects[i].fillColor[1] + 0.4f; - rects[i].borderColor[2] = rects[i].fillColor[1] + 0.4f; - rects[i].borderColor[3] = boxAlpha; + rects[i].size[0] = minSize + s * maxSize; + rects[i].size[1] = minSize + c * maxSize; + rects[i].fillColor[1] = s / 2.0f + 0.25f; + rects[i].fillColor[2] = c / 2.0f + 0.25f; + rects[i].fillColor[3] = boxAlpha; } return rects; @@ -330,8 +324,6 @@ main(int argc, char** argv) app.u_MVP = glGetUniformLocation(app.drawRect.program, "MVP"); app.u_size = glGetUniformLocation(app.drawRect.program, "u_size"); app.u_fillColor = glGetUniformLocation(app.drawRect.program, "u_fillColor"); - app.u_borderColor = - glGetUniformLocation(app.drawRect.program, "u_borderColor"); // Generate/bind a VAO to track state glGenVertexArrays(1, &app.vao); |