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SDL_gpu_GLES_2.h File Reference
#include "SDL_gpu.h"
#include "SDL_platform.h"
#include "GLES2/gl2.h"
#include "GLES2/gl2ext.h"
Include dependency graph for SDL_gpu_GLES_2.h:
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Go to the source code of this file.

Classes

struct  ContextData_GLES_2
 
struct  ImageData_GLES_2
 
struct  TargetData_GLES_2
 

Macros

#define glVertexAttribI1i   glVertexAttrib1f
 
#define glVertexAttribI2i   glVertexAttrib2f
 
#define glVertexAttribI3i   glVertexAttrib3f
 
#define glVertexAttribI4i   glVertexAttrib4f
 
#define glVertexAttribI1ui   glVertexAttrib1f
 
#define glVertexAttribI2ui   glVertexAttrib2f
 
#define glVertexAttribI3ui   glVertexAttrib3f
 
#define glVertexAttribI4ui   glVertexAttrib4f
 
#define GPU_CONTEXT_DATA   ContextData_GLES_2
 
#define GPU_IMAGE_DATA   ImageData_GLES_2
 
#define GPU_TARGET_DATA   TargetData_GLES_2
 
#define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE   "#version 100\n\precision mediump float;\n\precision mediump int;\n\\attribute vec2 gpu_Vertex;\n\attribute vec2 gpu_TexCoord;\n\attribute vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\varying vec4 color;\n\varying 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 100\n\precision mediump float;\n\precision mediump int;\n\\attribute vec2 gpu_Vertex;\n\attribute vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\varying 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 100\n\precision mediump float;\n\precision mediump int;\n\\varying vec4 color;\n\varying vec2 texCoord;\n\\uniform sampler2D tex;\n\\void main(void)\n\{\n\ gl_FragColor = texture2D(tex, texCoord) * color;\n\}"
 
#define GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE   "#version 100\n\precision mediump float;\n\precision mediump int;\n\\varying vec4 color;\n\\void main(void)\n\{\n\ gl_FragColor = color;\n\}"
 

Typedefs

typedef struct ContextData_GLES_2 ContextData_GLES_2
 
typedef struct ImageData_GLES_2 ImageData_GLES_2
 
typedef struct TargetData_GLES_2 TargetData_GLES_2
 

Macro Definition Documentation

#define glVertexAttribI1i   glVertexAttrib1f

Definition at line 17 of file SDL_gpu_GLES_2.h.

#define glVertexAttribI1ui   glVertexAttrib1f

Definition at line 21 of file SDL_gpu_GLES_2.h.

#define glVertexAttribI2i   glVertexAttrib2f

Definition at line 18 of file SDL_gpu_GLES_2.h.

#define glVertexAttribI2ui   glVertexAttrib2f

Definition at line 22 of file SDL_gpu_GLES_2.h.

#define glVertexAttribI3i   glVertexAttrib3f

Definition at line 19 of file SDL_gpu_GLES_2.h.

#define glVertexAttribI3ui   glVertexAttrib3f

Definition at line 23 of file SDL_gpu_GLES_2.h.

#define glVertexAttribI4i   glVertexAttrib4f

Definition at line 20 of file SDL_gpu_GLES_2.h.

#define glVertexAttribI4ui   glVertexAttrib4f

Definition at line 24 of file SDL_gpu_GLES_2.h.

#define GPU_CONTEXT_DATA   ContextData_GLES_2

Definition at line 29 of file SDL_gpu_GLES_2.h.

#define GPU_DEFAULT_TEXTURED_FRAGMENT_SHADER_SOURCE   "#version 100\n\precision mediump float;\n\precision mediump int;\n\\varying vec4 color;\n\varying vec2 texCoord;\n\\uniform sampler2D tex;\n\\void main(void)\n\{\n\ gl_FragColor = texture2D(tex, texCoord) * color;\n\}"

Definition at line 73 of file SDL_gpu_GLES_2.h.

Referenced by CreateTargetFromWindow().

#define GPU_DEFAULT_TEXTURED_VERTEX_SHADER_SOURCE   "#version 100\n\precision mediump float;\n\precision mediump int;\n\\attribute vec2 gpu_Vertex;\n\attribute vec2 gpu_TexCoord;\n\attribute vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\varying vec4 color;\n\varying 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 34 of file SDL_gpu_GLES_2.h.

Referenced by CreateTargetFromWindow().

#define GPU_DEFAULT_UNTEXTURED_FRAGMENT_SHADER_SOURCE   "#version 100\n\precision mediump float;\n\precision mediump int;\n\\varying vec4 color;\n\\void main(void)\n\{\n\ gl_FragColor = color;\n\}"

Definition at line 88 of file SDL_gpu_GLES_2.h.

Referenced by CreateTargetFromWindow().

#define GPU_DEFAULT_UNTEXTURED_VERTEX_SHADER_SOURCE   "#version 100\n\precision mediump float;\n\precision mediump int;\n\\attribute vec2 gpu_Vertex;\n\attribute vec4 gpu_Color;\n\uniform mat4 gpu_ModelViewProjectionMatrix;\n\\varying 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 55 of file SDL_gpu_GLES_2.h.

Referenced by CreateTargetFromWindow().

#define GPU_IMAGE_DATA   ImageData_GLES_2

Definition at line 30 of file SDL_gpu_GLES_2.h.

#define GPU_TARGET_DATA   TargetData_GLES_2

Definition at line 31 of file SDL_gpu_GLES_2.h.

Typedef Documentation