diff options
author | pommicket <pommicket@gmail.com> | 2022-12-31 11:29:22 -0500 |
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committer | pommicket <pommicket@gmail.com> | 2022-12-31 11:29:22 -0500 |
commit | f40e9f02ef3ca0a86282a927c9bb7887900100b2 (patch) | |
tree | 6fc3b5d23daf6cc44153bf9ff6d041898797cff2 /text.c | |
parent | 949eb5b1b8a1835cc872741930fef767b0885e36 (diff) |
move NDC conversion to GPU
Diffstat (limited to 'text.c')
-rw-r--r-- | text.c | 15 |
1 files changed, 6 insertions, 9 deletions
@@ -88,17 +88,20 @@ static GLuint text_program; static GLuint text_vbo, text_vao; static GLuint text_v_pos, text_v_color, text_v_tex_coord; static GLint text_u_sampler; +static GLint text_u_window_size; static bool text_init(void) { char const *vshader_code = "attribute vec4 v_color;\n\ attribute vec2 v_pos;\n\ attribute vec2 v_tex_coord;\n\ +uniform vec2 u_window_size;\n\ OUT vec4 color;\n\ OUT vec2 tex_coord;\n\ void main() {\n\ color = v_color;\n\ tex_coord = v_tex_coord;\n\ - gl_Position = vec4(v_pos, 0.0, 1.0);\n\ + vec2 p = v_pos * (2.0 / u_window_size);\n\ + gl_Position = vec4(p.x - 1.0, 1.0 - p.y, 0.0, 1.0);\n\ }\n\ "; char const *fshader_code = "IN vec4 color;\n\ @@ -115,6 +118,7 @@ void main() {\n\ text_v_color = gl_attrib_loc(text_program, "v_color"); text_v_tex_coord = gl_attrib_loc(text_program, "v_tex_coord"); text_u_sampler = gl_uniform_loc(text_program, "sampler"); + text_u_window_size = gl_uniform_loc(text_program, "u_window_size"); glGenBuffers(1, &text_vbo); glGenVertexArrays(1, &text_vao); @@ -239,14 +243,6 @@ void text_render(Font *font) { if (font->triangles[i]) { // render these triangles size_t ntriangles = arr_len(font->triangles[i]); - - // convert coordinates to NDC - for (size_t t = 0; t < ntriangles; ++t) { - TextTriangle *triangle = &font->triangles[i][t]; - gl_convert_to_ndc(&triangle->v1.pos); - gl_convert_to_ndc(&triangle->v2.pos); - gl_convert_to_ndc(&triangle->v3.pos); - } if (gl_version_major >= 3) glBindVertexArray(text_vao); @@ -262,6 +258,7 @@ void text_render(Font *font) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, font->textures[i]); glUniform1i(text_u_sampler, 0); + glUniform2f(text_u_window_size, gl_window_width, gl_window_height); glDrawArrays(GL_TRIANGLES, 0, (GLsizei)(3 * ntriangles)); arr_clear(font->triangles[i]); } |