SDL_gpu
0.11.0
A hardware-accelerated, cross-platform 2D graphics API
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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\}" |
#define GL_WRITE_ONLY GL_WRITE_ONLY_OES |
Definition at line 27 of file SDL_gpu_GLES_3.h.
#define glMapBuffer glMapBufferOES |
Definition at line 25 of file SDL_gpu_GLES_3.h.
#define glUnmapBuffer glUnmapBufferOES |
Definition at line 26 of file SDL_gpu_GLES_3.h.
#define glVertexAttribI1i glVertexAttrib1f |
Definition at line 19 of file SDL_gpu_GLES_3.h.
#define glVertexAttribI1ui glVertexAttrib1f |
Definition at line 22 of file SDL_gpu_GLES_3.h.
#define glVertexAttribI2i glVertexAttrib2f |
Definition at line 20 of file SDL_gpu_GLES_3.h.
#define glVertexAttribI2ui glVertexAttrib2f |
Definition at line 23 of file SDL_gpu_GLES_3.h.
#define glVertexAttribI3i glVertexAttrib3f |
Definition at line 21 of file SDL_gpu_GLES_3.h.
#define glVertexAttribI3ui glVertexAttrib3f |
Definition at line 24 of file SDL_gpu_GLES_3.h.
#define GPU_CONTEXT_DATA ContextData_GLES_3 |
Definition at line 32 of file SDL_gpu_GLES_3.h.
#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.
#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.
#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.
#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.
#define GPU_IMAGE_DATA ImageData_GLES_3 |
Definition at line 33 of file SDL_gpu_GLES_3.h.
#define GPU_TARGET_DATA TargetData_GLES_3 |
Definition at line 34 of file SDL_gpu_GLES_3.h.