SDL_gpu  0.11.0
A hardware-accelerated, cross-platform 2D graphics API
Data Structures | Macros
SDL_gpu_GLES_3.h File Reference
#include "SDL_gpu.h"
#include "SDL_platform.h"
#include "GLES3/gl3.h"
#include "GLES2/gl2ext.h"

Go to the source code of this file.

Data Structures

struct  ContextData_GLES_3
 
struct  ImageData_GLES_3
 
struct  TargetData_GLES_3
 

Macros

#define glVertexAttribI1i   glVertexAttrib1f
 
#define glVertexAttribI2i   glVertexAttrib2f
 
#define glVertexAttribI3i   glVertexAttrib3f
 
#define glVertexAttribI1ui   glVertexAttrib1f
 
#define glVertexAttribI2ui   glVertexAttrib2f
 
#define glVertexAttribI3ui   glVertexAttrib3f
 
#define glMapBuffer   glMapBufferOES
 
#define glUnmapBuffer   glUnmapBufferOES
 
#define GL_WRITE_ONLY   GL_WRITE_ONLY_OES
 
#define GPU_CONTEXT_DATA   ContextData_GLES_3
 
#define GPU_IMAGE_DATA   ImageData_GLES_3
 
#define GPU_TARGET_DATA   TargetData_GLES_3
 
#define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE   "#version 300 es\n\precision highp float;\n\precision mediump int;\n\\in vec2 gpu_Vertex;\n\in vec2 gpu_TexCoord;\n\in mediump vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\out mediump vec4 color;\n\out vec2 texCoord;\n\\void main(void)\n\{\n\ color = gpu_Color;\n\ texCoord = vec2(gpu_TexCoord);\n\ gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\}"
 
#define GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE   "#version 300 es\n\precision highp float;\n\precision mediump int;\n\\in vec2 gpu_Vertex;\n\in mediump vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\out mediump vec4 color;\n\\void main(void)\n\{\n\ color = gpu_Color;\n\ gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\}"
 
#define GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE   "#version 300 es\n\#ifdef GL_FRAGMENT_PRECISION_HIGH\n\precision highp float;\n\#else\n\precision mediump float;\n\#endif\n\precision mediump int;\n\\in mediump vec4 color;\n\in vec2 texCoord;\n\\uniform sampler2D tex;\n\\out vec4 fragColor;\n\\void main(void)\n\{\n\ fragColor = texture(tex, texCoord) * color;\n\}"
 
#define GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE   "#version 300 es\n\#ifdef GL_FRAGMENT_PRECISION_HIGH\n\precision highp float;\n\#else\n\precision mediump float;\n\#endif\n\precision mediump int;\n\\in mediump vec4 color;\n\\out vec4 fragColor;\n\\void main(void)\n\{\n\ fragColor = color;\n\}"
 

Macro Definition Documentation

◆ GL_WRITE_ONLY

#define GL_WRITE_ONLY   GL_WRITE_ONLY_OES

Definition at line 27 of file SDL_gpu_GLES_3.h.

◆ glMapBuffer

#define glMapBuffer   glMapBufferOES

Definition at line 25 of file SDL_gpu_GLES_3.h.

◆ glUnmapBuffer

#define glUnmapBuffer   glUnmapBufferOES

Definition at line 26 of file SDL_gpu_GLES_3.h.

◆ glVertexAttribI1i

#define glVertexAttribI1i   glVertexAttrib1f

Definition at line 19 of file SDL_gpu_GLES_3.h.

◆ glVertexAttribI1ui

#define glVertexAttribI1ui   glVertexAttrib1f

Definition at line 22 of file SDL_gpu_GLES_3.h.

◆ glVertexAttribI2i

#define glVertexAttribI2i   glVertexAttrib2f

Definition at line 20 of file SDL_gpu_GLES_3.h.

◆ glVertexAttribI2ui

#define glVertexAttribI2ui   glVertexAttrib2f

Definition at line 23 of file SDL_gpu_GLES_3.h.

◆ glVertexAttribI3i

#define glVertexAttribI3i   glVertexAttrib3f

Definition at line 21 of file SDL_gpu_GLES_3.h.

◆ glVertexAttribI3ui

#define glVertexAttribI3ui   glVertexAttrib3f

Definition at line 24 of file SDL_gpu_GLES_3.h.

◆ GPU_CONTEXT_DATA

#define GPU_CONTEXT_DATA   ContextData_GLES_3

Definition at line 32 of file SDL_gpu_GLES_3.h.

◆ GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE

#define GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE   "#version 300 es\n\#ifdef GL_FRAGMENT_PRECISION_HIGH\n\precision highp float;\n\#else\n\precision mediump float;\n\#endif\n\precision mediump int;\n\\in mediump vec4 color;\n\in vec2 texCoord;\n\\uniform sampler2D tex;\n\\out vec4 fragColor;\n\\void main(void)\n\{\n\ fragColor = texture(tex, texCoord) * color;\n\}"

Definition at line 76 of file SDL_gpu_GLES_3.h.

◆ GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE

#define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE   "#version 300 es\n\precision highp float;\n\precision mediump int;\n\\in vec2 gpu_Vertex;\n\in vec2 gpu_TexCoord;\n\in mediump vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\out mediump vec4 color;\n\out vec2 texCoord;\n\\void main(void)\n\{\n\ color = gpu_Color;\n\ texCoord = vec2(gpu_TexCoord);\n\ gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\}"

Definition at line 37 of file SDL_gpu_GLES_3.h.

◆ GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE

#define GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE   "#version 300 es\n\#ifdef GL_FRAGMENT_PRECISION_HIGH\n\precision highp float;\n\#else\n\precision mediump float;\n\#endif\n\precision mediump int;\n\\in mediump vec4 color;\n\\out vec4 fragColor;\n\\void main(void)\n\{\n\ fragColor = color;\n\}"

Definition at line 97 of file SDL_gpu_GLES_3.h.

◆ GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE

#define GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE   "#version 300 es\n\precision highp float;\n\precision mediump int;\n\\in vec2 gpu_Vertex;\n\in mediump vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\out mediump vec4 color;\n\\void main(void)\n\{\n\ color = gpu_Color;\n\ gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\}"

Definition at line 58 of file SDL_gpu_GLES_3.h.

◆ GPU_IMAGE_DATA

#define GPU_IMAGE_DATA   ImageData_GLES_3

Definition at line 33 of file SDL_gpu_GLES_3.h.

◆ GPU_TARGET_DATA

#define GPU_TARGET_DATA   TargetData_GLES_3

Definition at line 34 of file SDL_gpu_GLES_3.h.