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support to draw colored textures

This commit is contained in:
Zeno Rogue 2020-09-11 11:08:27 +02:00
parent 8dc7a6cd92
commit 6d8cc0eadc
3 changed files with 34 additions and 2 deletions

View File

@ -598,10 +598,17 @@ void dqi_poly::gldraw() {
#endif
if(tinf) {
glhr::be_textured();
bool col = isize(tinf->colors);
if(col)
glhr::be_color_textured();
else
glhr::be_textured();
if(flags & POLY_SHADE_TEXTURE) current_display->next_shader_flags |= GF_TEXTURE_SHADED;
glBindTexture(GL_TEXTURE_2D, tinf->texture_id);
glhr::vertices_texture(v, tinf->tvertices, offset, offset_texture);
if(isize(tinf->colors))
glhr::vertices_texture_color(v, tinf->tvertices, tinf->colors, offset, offset_texture);
else
glhr::vertices_texture(v, tinf->tvertices, offset, offset_texture);
ioffset = 0;
}
else {

View File

@ -90,6 +90,7 @@ struct escher_floorshape : floorshape {
struct basic_textureinfo {
int texture_id;
vector<glvertex> tvertices;
vector<glvertex> colors;
};
/** basic geometry parameters */

View File

@ -729,6 +729,29 @@ EX void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t, i
#endif
}
EX void vertices_texture_color(const vector<glvertex>& v, const vector<glvertex>& t, const vector<glvertex>& c, int vshift IS(0), int tshift IS(0)) {
#if CAP_VERTEXBUFFER
int q = min(isize(v)-vshift, isize(t)-tshift);
vector<ct_vertex> tv(q);
for(int i=0; i<q; i++)
tv[i].coords = v[vshift+i],
tv[i].texture[0] = t[tshift+i][0],
tv[i].texture[1] = t[tshift+i][1],
tv[i].color = c[tshift+i];
prepare(tv);
#else
vertices(v, vshift);
WITHSHADER({
glVertexAttribPointer(aTexture, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[tshift]);
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(glvertex), &c[tshift]);
}, {
glTexCoordPointer(SHDIM, GL_FLOAT, 0, &t[tshift]);
glColorPointer(4, GL_FLOAT, sizeof(colored_vertex), &c[0]);
}
)
#endif
}
EX void prepare(vector<colored_vertex>& v) {
#if CAP_VERTEXBUFFER
bindbuffer(v);
@ -835,6 +858,7 @@ EX void switch_to_text(const vector<glvertex>& v, const vector<glvertex>& t) {
EX void be_nontextured() { current_display->next_shader_flags = 0; }
EX void be_textured() { current_display->next_shader_flags = GF_TEXTURE; }
EX void be_color_textured() { current_display->next_shader_flags = GF_TEXTURE | GF_VARCOLOR; }
EX }