mirror of https://github.com/aap/librw.git
implement new gl uniform system
This commit is contained in:
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8b2caf8f86
commit
276ac82ddf
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@ -67,13 +67,6 @@ struct UniformObject
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RGBAf lightColor[MAX_LIGHTS];
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};
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struct GLShaderState
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{
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RGBA matColor;
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SurfaceProperties surfProps;
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float extraSurfProp;
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};
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const char *shaderDecl120 =
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"#version 120\n"
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"#define GL2\n"
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@ -120,16 +113,11 @@ static GLuint whitetex;
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static UniformState uniformState;
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static UniformScene uniformScene;
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static UniformObject uniformObject;
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static GLShaderState shaderState;
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#ifndef RW_GL_USE_UBOS
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// State
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int32 u_alphaRef;
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int32 u_fogData;
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//int32 u_fogStart;
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//int32 u_fogEnd;
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//int32 u_fogRange;
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//int32 u_fogDisable;
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int32 u_fogColor;
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// Scene
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@ -405,6 +393,8 @@ getAlphaBlend(void)
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return rwStateCache.blendEnable;
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}
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bool32 getAlphaTest(void) { return rwStateCache.alphaTestEnable; }
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static void
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setDepthTest(bool32 enable)
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{
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@ -980,6 +970,7 @@ void
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setWorldMatrix(Matrix *mat)
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{
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convMatrix(&uniformObject.world, mat);
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setUniform(u_world, &uniformObject.world);
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objectDirty = 1;
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}
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@ -1045,6 +1036,12 @@ setLights(WorldLights *lightData)
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}
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uniformObject.lightParams[n].type = 0.0f;
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setUniform(u_ambLight, &uniformObject.ambLight);
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setUniform(u_lightParams, uniformObject.lightParams);
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setUniform(u_lightPosition, uniformObject.lightPosition);
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setUniform(u_lightDirection, uniformObject.lightDirection);
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setUniform(u_lightColor, uniformObject.lightColor);
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out:
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objectDirty = 1;
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return bits;
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@ -1054,6 +1051,7 @@ void
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setProjectionMatrix(float32 *mat)
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{
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memcpy(&uniformScene.proj, mat, 64);
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setUniform(u_proj, uniformScene.proj);
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sceneDirty = 1;
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}
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@ -1061,6 +1059,7 @@ void
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setViewMatrix(float32 *mat)
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{
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memcpy(&uniformScene.view, mat, 64);
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setUniform(u_view, uniformScene.view);
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sceneDirty = 1;
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}
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@ -1071,27 +1070,16 @@ Shader *lastShaderUploaded;
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void
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setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops, float extraSurfProp)
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{
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bool force = lastShaderUploaded != currentShader;
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if(force || !equal(shaderState.matColor, color)){
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rw::RGBAf col;
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convColor(&col, &color);
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glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
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shaderState.matColor = color;
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}
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setUniform(u_matColor, &col);
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if(force ||
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shaderState.surfProps.ambient != surfaceprops.ambient ||
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shaderState.surfProps.specular != surfaceprops.specular ||
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shaderState.surfProps.diffuse != surfaceprops.diffuse ||
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shaderState.extraSurfProp != extraSurfProp){
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float surfProps[4];
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surfProps[0] = surfaceprops.ambient;
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surfProps[1] = surfaceprops.specular;
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surfProps[2] = surfaceprops.diffuse;
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surfProps[3] = extraSurfProp;
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glUniform4fv(U(u_surfProps), 1, surfProps);
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shaderState.surfProps = surfaceprops;
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}
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setUniform(u_surfProps, surfProps);
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}
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void
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@ -1101,54 +1089,30 @@ flushCache(void)
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#ifndef RW_GL_USE_UBOS
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// TODO: this is probably a stupid way to do it without UBOs
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if(lastShaderUploaded != currentShader){
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lastShaderUploaded = currentShader;
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objectDirty = 1;
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sceneDirty = 1;
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stateDirty = 1;
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int i;
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for(i = 0; i < RWGL_NUM_STATES; i++)
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uniformStateDirty[i] = true;
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}
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if(sceneDirty){
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glUniformMatrix4fv(U(u_proj), 1, 0, uniformScene.proj);
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glUniformMatrix4fv(U(u_view), 1, 0, uniformScene.view);
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sceneDirty = 0;
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}
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if(objectDirty){
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glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world);
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glUniform4fv(U(u_ambLight), 1, (float*)&uniformObject.ambLight);
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glUniform4fv(U(u_lightParams), MAX_LIGHTS, (float*)uniformObject.lightParams);
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glUniform4fv(U(u_lightPosition), MAX_LIGHTS, (float*)uniformObject.lightPosition);
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glUniform4fv(U(u_lightDirection), MAX_LIGHTS, (float*)uniformObject.lightDirection);
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glUniform4fv(U(u_lightColor), MAX_LIGHTS, (float*)uniformObject.lightColor);
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objectDirty = 0;
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}
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// if(stateDirty){
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// what's this doing here??
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uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
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uniformState.fogStart = rwStateCache.fogStart;
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uniformState.fogEnd = rwStateCache.fogEnd;
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uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
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if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
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float alphaTest[4];
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switch(alphaFunc){
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case ALPHAALWAYS:
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default:
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glUniform2f(U(u_alphaRef), -1000.0f, 1000.0f);
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alphaTest[0] = -1000.0f;
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alphaTest[1] = 1000.0f;
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break;
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case ALPHAGREATEREQUAL:
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glUniform2f(U(u_alphaRef), alphaRef, 1000.0f);
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alphaTest[0] = alphaRef;
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alphaTest[1] = 1000.0f;
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break;
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case ALPHALESS:
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glUniform2f(U(u_alphaRef), -1000.0f, alphaRef);
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alphaTest[0] = -1000.0f;
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alphaTest[1] = alphaRef;
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break;
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}
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setUniform(u_alphaRef, alphaTest);
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uniformStateDirty[RWGL_ALPHAFUNC] = false;
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uniformStateDirty[RWGL_ALPHAREF] = false;
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}
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@ -1162,19 +1126,17 @@ flushCache(void)
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uniformState.fogRange,
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uniformState.fogDisable
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};
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glUniform4fv(U(u_fogData), 1, fogData);
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setUniform(u_fogData, fogData);
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uniformStateDirty[RWGL_FOG] = false;
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uniformStateDirty[RWGL_FOGSTART] = false;
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uniformStateDirty[RWGL_FOGEND] = false;
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}
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if(uniformStateDirty[RWGL_FOGCOLOR]){
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glUniform4fv(U(u_fogColor), 1, (float*)&uniformState.fogColor);
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setUniform(u_fogColor, &uniformState.fogColor);
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uniformStateDirty[RWGL_FOGCOLOR] = false;
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}
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// stateDirty = 0;
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// }
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#else
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if(objectDirty){
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
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@ -1214,6 +1176,7 @@ flushCache(void)
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stateDirty = 0;
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}
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#endif
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flushUniforms();
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}
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static void
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@ -1796,29 +1759,25 @@ initOpenGL(void)
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}
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#ifndef RW_GL_USE_UBOS
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u_alphaRef = registerUniform("u_alphaRef");
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u_fogData = registerUniform("u_fogData");
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// u_fogStart = registerUniform("u_fogStart");
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// u_fogEnd = registerUniform("u_fogEnd");
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// u_fogRange = registerUniform("u_fogRange");
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// u_fogDisable = registerUniform("u_fogDisable");
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u_fogColor = registerUniform("u_fogColor");
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u_proj = registerUniform("u_proj");
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u_view = registerUniform("u_view");
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u_world = registerUniform("u_world");
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u_ambLight = registerUniform("u_ambLight");
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u_lightParams = registerUniform("u_lightParams");
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u_lightPosition = registerUniform("u_lightPosition");
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u_lightDirection = registerUniform("u_lightDirection");
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u_lightColor = registerUniform("u_lightColor");
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u_alphaRef = registerUniform("u_alphaRef", UNIFORM_VEC4);
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u_fogData = registerUniform("u_fogData", UNIFORM_VEC4);
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u_fogColor = registerUniform("u_fogColor", UNIFORM_VEC4);
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u_proj = registerUniform("u_proj", UNIFORM_MAT4);
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u_view = registerUniform("u_view", UNIFORM_MAT4);
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u_world = registerUniform("u_world", UNIFORM_MAT4);
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u_ambLight = registerUniform("u_ambLight", UNIFORM_VEC4);
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u_lightParams = registerUniform("u_lightParams", UNIFORM_VEC4, MAX_LIGHTS);
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u_lightPosition = registerUniform("u_lightPosition", UNIFORM_VEC4, MAX_LIGHTS);
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u_lightDirection = registerUniform("u_lightDirection", UNIFORM_VEC4, MAX_LIGHTS);
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u_lightColor = registerUniform("u_lightColor", UNIFORM_VEC4, MAX_LIGHTS);
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lastShaderUploaded = nil;
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#else
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registerBlock("Scene");
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registerBlock("Object");
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registerBlock("State");
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#endif
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u_matColor = registerUniform("u_matColor");
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u_surfProps = registerUniform("u_surfProps");
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u_matColor = registerUniform("u_matColor", UNIFORM_VEC4);
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u_surfProps = registerUniform("u_surfProps", UNIFORM_VEC4);
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glClearColor(0.25, 0.25, 0.25, 1.0);
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@ -53,7 +53,7 @@ static int primTypeMap[] = {
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void
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openIm2D(void)
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{
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u_xform = registerUniform("u_xform");
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u_xform = registerUniform("u_xform", UNIFORM_VEC4);
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#include "shaders/im2d_gl.inc"
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#include "shaders/simple_fs_gl.inc"
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@ -120,7 +120,8 @@ im2DSetXform(void)
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xform[1] = -2.0f/cam->frameBuffer->height;
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xform[2] = -1.0f;
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xform[3] = 1.0f;
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glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform);
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setUniform(u_xform, xform);
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// glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform);
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}
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void
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@ -24,8 +24,6 @@ namespace gl3 {
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#ifdef RW_OPENGL
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#define U(i) currentShader->uniformLocations[i]
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static Shader *envShader;
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static int32 u_texMatrix;
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static int32 u_fxparams;
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@ -77,7 +75,7 @@ uploadEnvMatrix(Frame *frame)
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invMtx.pos.set(0.0f, 0.0f, 0.0f);
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RawMatrix::mult(&envMtx, &invMtx, &normal2texcoord);
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}
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glUniformMatrix4fv(U(u_texMatrix), 1, GL_FALSE, (float*)&envMtx);
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setUniform(u_texMatrix, &envMtx);
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}
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void
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@ -99,18 +97,19 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, uint32 flags, Mat
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setMaterial(flags, m->color, m->surfaceProps);
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float fxparams[2];
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float fxparams[4];
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fxparams[0] = env->coefficient;
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fxparams[1] = env->fbAlpha ? 0.0f : 1.0f;
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fxparams[2] = fxparams[3] = 0.0f;
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glUniform2fv(U(u_fxparams), 1, fxparams);
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setUniform(u_fxparams, fxparams);
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static float zero[4];
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static float one[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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// This clamps the vertex color below. With it we can achieve both PC and PS2 style matfx
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if(MatFX::modulateEnvMap)
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glUniform4fv(U(u_colorClamp), 1, zero);
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setUniform(u_colorClamp, zero);
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else
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glUniform4fv(U(u_colorClamp), 1, one);
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setUniform(u_colorClamp, one);
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rw::SetRenderState(VERTEXALPHA, 1);
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rw::SetRenderState(SRCBLEND, BLENDONE);
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@ -193,9 +192,9 @@ matfxClose(void *o, int32, int32)
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void
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initMatFX(void)
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{
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u_texMatrix = registerUniform("u_texMatrix");
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u_fxparams = registerUniform("u_fxparams");
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u_colorClamp = registerUniform("u_colorClamp");
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u_texMatrix = registerUniform("u_texMatrix", UNIFORM_MAT4);
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u_fxparams = registerUniform("u_fxparams", UNIFORM_VEC4);
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u_colorClamp = registerUniform("u_colorClamp", UNIFORM_VEC4);
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Driver::registerPlugin(PLATFORM_GL3, 0, ID_MATFX,
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matfxOpen, matfxClose);
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@ -22,6 +22,12 @@ namespace gl3 {
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UniformRegistry uniformRegistry;
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static char nameBuffer[(MAX_UNIFORMS + MAX_BLOCKS)*32]; // static because memory system isn't up yet when we register
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static uint32 nameBufPtr;
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static float uniformData[512*4]; // seems enough
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static uint32 dataPtr;
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static int uniformTypesize[] = {
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0, 4, 4, 16
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};
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static char*
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shader_strdup(const char *name)
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@ -35,7 +41,7 @@ shader_strdup(const char *name)
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}
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int32
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registerUniform(const char *name)
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registerUniform(const char *name, UniformType type, int32 num)
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{
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int i;
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i = findUniform(name);
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@ -45,7 +51,21 @@ registerUniform(const char *name)
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assert(0 && "no space for uniform");
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return -1;
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}
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uniformRegistry.uniformNames[uniformRegistry.numUniforms] = shader_strdup(name);
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Uniform *u = &uniformRegistry.uniforms[uniformRegistry.numUniforms];
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u->name = shader_strdup(name);
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u->type = type;
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// u->dirty = false;
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u->serialNum = 0;
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if(type == UNIFORM_NA){
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u->num = 0;
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u->data = nil;
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}else{
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u->num = num;
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u->data = &uniformData[dataPtr];
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dataPtr += uniformTypesize[type]*num;
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assert(dataPtr <= nelem(uniformData));
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}
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return uniformRegistry.numUniforms++;
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}
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@ -54,7 +74,7 @@ findUniform(const char *name)
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{
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int i;
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for(i = 0; i < uniformRegistry.numUniforms; i++)
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if(strcmp(name, uniformRegistry.uniformNames[i]) == 0)
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if(strcmp(name, uniformRegistry.uniforms[i].name) == 0)
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return i;
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return -1;
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}
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@ -82,6 +102,47 @@ findBlock(const char *name)
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return -1;
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}
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void
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setUniform(int32 id, void *data)
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{
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Uniform *u = &uniformRegistry.uniforms[id];
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assert(u->type != UNIFORM_NA);
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if(memcmp(u->data, data, uniformTypesize[u->type]*u->num * sizeof(float)) != 0){
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memcpy(u->data, data, uniformTypesize[u->type]*u->num * sizeof(float));
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//u->dirty = true;
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u->serialNum++;
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}
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}
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void
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flushUniforms(void)
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{
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for(int i = 0; i < uniformRegistry.numUniforms; i++){
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int32 loc = currentShader->uniformLocations[i];
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if(loc == -1)
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continue;
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Uniform *u = &uniformRegistry.uniforms[i];
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// if(force || u->dirty)
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if(currentShader->serialNums[i] != u->serialNum)
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switch(u->type){
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case UNIFORM_NA:
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break;
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case UNIFORM_VEC4:
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glUniform4fv(loc, u->num, (GLfloat*)u->data);
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break;
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case UNIFORM_IVEC4:
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glUniform4iv(loc, u->num, (GLint*)u->data);
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break;
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case UNIFORM_MAT4:
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glUniformMatrix4fv(loc, u->num, GL_FALSE, (GLfloat*)u->data);
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break;
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}
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currentShader->serialNums[i] = u->serialNum;
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//u->dirty = false;
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}
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}
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Shader *currentShader;
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static void
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@ -238,9 +299,12 @@ Shader::create(const char **vsrc, const char **fsrc)
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// query uniform locations
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sh->program = program;
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sh->uniformLocations = rwNewT(GLint, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER);
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for(i = 0; i < uniformRegistry.numUniforms; i++)
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sh->serialNums = rwNewT(uint32, uniformRegistry.numUniforms, MEMDUR_EVENT | ID_DRIVER);
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for(i = 0; i < uniformRegistry.numUniforms; i++){
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sh->uniformLocations[i] = glGetUniformLocation(program,
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uniformRegistry.uniformNames[i]);
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uniformRegistry.uniforms[i].name);
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sh->serialNums[i] = ~0; // let's hope this means dirty
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}
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// set samplers
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glUseProgram(program);
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@ -24,8 +24,6 @@ namespace gl3 {
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||||
#ifdef RW_OPENGL
|
||||
|
||||
#define U(i) currentShader->uniformLocations[i]
|
||||
|
||||
static Shader *skinShader;
|
||||
static int32 u_boneMatrices;
|
||||
|
||||
|
@ -246,8 +244,7 @@ uploadSkinMatrices(Atomic *a)
|
|||
m++;
|
||||
}
|
||||
}
|
||||
glUniformMatrix4fv(U(u_boneMatrices), 64, GL_FALSE,
|
||||
(GLfloat*)skinMatrices);
|
||||
setUniform(u_boneMatrices, skinMatrices);
|
||||
}
|
||||
|
||||
void
|
||||
|
@ -313,7 +310,7 @@ skinClose(void *o, int32, int32)
|
|||
void
|
||||
initSkin(void)
|
||||
{
|
||||
u_boneMatrices = registerUniform("u_boneMatrices");
|
||||
u_boneMatrices = registerUniform("u_boneMatrices", UNIFORM_MAT4, 64);
|
||||
|
||||
Driver::registerPlugin(PLATFORM_GL3, 0, ID_SKIN,
|
||||
skinOpen, skinClose);
|
||||
|
|
|
@ -196,6 +196,8 @@ inline void setMaterial(uint32 flags, const RGBA &color, const SurfaceProperties
|
|||
void setAlphaBlend(bool32 enable);
|
||||
bool32 getAlphaBlend(void);
|
||||
|
||||
bool32 getAlphaTest(void);
|
||||
|
||||
void bindFramebuffer(uint32 fbo);
|
||||
uint32 bindTexture(uint32 texid);
|
||||
|
||||
|
|
|
@ -9,20 +9,41 @@ enum {
|
|||
MAX_BLOCKS = 20
|
||||
};
|
||||
|
||||
enum UniformType
|
||||
{
|
||||
UNIFORM_NA, // managed by the user
|
||||
UNIFORM_VEC4,
|
||||
UNIFORM_IVEC4,
|
||||
UNIFORM_MAT4
|
||||
};
|
||||
|
||||
struct Uniform
|
||||
{
|
||||
char *name;
|
||||
UniformType type;
|
||||
//bool dirty;
|
||||
uint32 serialNum;
|
||||
int32 num;
|
||||
void *data;
|
||||
};
|
||||
|
||||
struct UniformRegistry
|
||||
{
|
||||
int32 numUniforms;
|
||||
char *uniformNames[MAX_UNIFORMS];
|
||||
Uniform uniforms[MAX_UNIFORMS];
|
||||
|
||||
int32 numBlocks;
|
||||
char *blockNames[MAX_BLOCKS];
|
||||
};
|
||||
|
||||
int32 registerUniform(const char *name);
|
||||
int32 registerUniform(const char *name, UniformType type = UNIFORM_NA, int32 num = 1);
|
||||
int32 findUniform(const char *name);
|
||||
int32 registerBlock(const char *name);
|
||||
int32 findBlock(const char *name);
|
||||
|
||||
void setUniform(int32 id, void *data);
|
||||
void flushUniforms(void);
|
||||
|
||||
extern UniformRegistry uniformRegistry;
|
||||
|
||||
struct Shader
|
||||
|
@ -30,6 +51,7 @@ struct Shader
|
|||
GLuint program;
|
||||
// same number of elements as UniformRegistry::numUniforms
|
||||
GLint *uniformLocations;
|
||||
uint32 *serialNums;
|
||||
|
||||
static Shader *create(const char **vsrc, const char **fsrc);
|
||||
// static Shader *fromFiles(const char *vs, const char *fs);
|
||||
|
|
|
@ -6,7 +6,7 @@ layout(std140) uniform State
|
|||
vec4 u_fogColor;
|
||||
};
|
||||
#else
|
||||
uniform vec2 u_alphaRef;
|
||||
uniform vec4 u_alphaRef;
|
||||
|
||||
uniform vec4 u_fogData;
|
||||
uniform vec4 u_fogColor;
|
||||
|
|
|
@ -28,7 +28,7 @@ layout(std140) uniform State
|
|||
vec4 u_fogColor;
|
||||
};
|
||||
#else
|
||||
uniform vec2 u_alphaRef;
|
||||
uniform vec4 u_alphaRef;
|
||||
uniform vec4 u_fogData;
|
||||
uniform vec4 u_fogColor;
|
||||
#endif
|
||||
|
|
|
@ -7,7 +7,7 @@ const char *header_frag_src =
|
|||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
"#else\n"
|
||||
"uniform vec2 u_alphaRef;\n"
|
||||
"uniform vec4 u_alphaRef;\n"
|
||||
|
||||
"uniform vec4 u_fogData;\n"
|
||||
"uniform vec4 u_fogColor;\n"
|
||||
|
|
|
@ -29,7 +29,7 @@ const char *header_vert_src =
|
|||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
"#else\n"
|
||||
"uniform vec2 u_alphaRef;\n"
|
||||
"uniform vec4 u_alphaRef;\n"
|
||||
"uniform vec4 u_fogData;\n"
|
||||
"uniform vec4 u_fogColor;\n"
|
||||
"#endif\n"
|
||||
|
|
|
@ -1,7 +1,7 @@
|
|||
uniform sampler2D tex0;
|
||||
uniform sampler2D tex1;
|
||||
|
||||
uniform vec2 u_fxparams;
|
||||
uniform vec4 u_fxparams;
|
||||
uniform vec4 u_colorClamp;
|
||||
|
||||
#define shininess (u_fxparams.x)
|
||||
|
|
|
@ -31,7 +31,7 @@ const char *matfx_env_frag_src =
|
|||
"uniform sampler2D tex0;\n"
|
||||
"uniform sampler2D tex1;\n"
|
||||
|
||||
"uniform vec2 u_fxparams;\n"
|
||||
"uniform vec4 u_fxparams;\n"
|
||||
"uniform vec4 u_colorClamp;\n"
|
||||
|
||||
"#define shininess (u_fxparams.x)\n"
|
||||
|
|
Loading…
Reference in New Issue