made gl3 UBOs optional; also tried other snake oil

This commit is contained in:
aap 2020-05-14 11:54:20 +02:00
parent 57634dc46d
commit 2d6ca32102
27 changed files with 374 additions and 583 deletions

View File

@ -1,10 +1,15 @@
all: header_vs.inc im2d_gl2.inc im3d_gl2.inc default_vs_gl2.inc simple_fs_gl2.inc matfx_gl2.inc skin_gl2.inc
all: header_vs.inc header_fs.inc im2d_gl2.inc im3d_gl2.inc default_vs_gl2.inc simple_fs_gl2.inc matfx_gl2.inc skin_gl2.inc
header_vs.inc: header.vert
(echo 'const char *header_vert_src =';\
sed 's/..*/"&\\n"/' header.vert;\
echo ';') >header_vs.inc
header_fs.inc: header.frag
(echo 'const char *header_frag_src =';\
sed 's/..*/"&\\n"/' header.frag;\
echo ';') >header_fs.inc
im2d_gl2.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\
sed 's/..*/"&\\n"/' im2d.vert;\

View File

@ -0,0 +1,13 @@
uniform vec2 u_alphaRef;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform float u_fogRange;
uniform float u_fogDisable;
uniform vec4 u_fogColor;
void DoAlphaTest(float a)
{
if(a < u_alphaRef.x || a >= u_alphaRef.y)
discard;
}

View File

@ -0,0 +1,15 @@
const char *header_frag_src =
"uniform vec2 u_alphaRef;\n"
"uniform float u_fogStart;\n"
"uniform float u_fogEnd;\n"
"uniform float u_fogRange;\n"
"uniform float u_fogDisable;\n"
"uniform vec4 u_fogColor;\n"
"void DoAlphaTest(float a)\n"
"{\n"
" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n"
" discard;\n"
"}\n"
;

View File

@ -1,11 +1,3 @@
uniform vec2 u_alphaRef;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform float u_fogRange;
uniform float u_fogDisable;
uniform vec4 u_fogColor;
uniform sampler2D tex0;
uniform sampler2D tex1;
@ -34,22 +26,7 @@ main(void)
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
color.a = pass1.a;
if(color.a < u_alphaRef.x || color.a >= u_alphaRef.y)
discard;
/*
switch(u_alphaTest){
default:
case 0: break;
case 1:
if(color.a < u_alphaRef)
discard;
break;
case 2:
if(color.a >= u_alphaRef)
discard;
break;
}
*/
DoAlphaTest(color.a);
gl_FragColor = color;
}

View File

@ -31,14 +31,6 @@ const char *matfx_env_vert_src =
"}\n"
;
const char *matfx_env_frag_src =
"uniform vec2 u_alphaRef;\n"
"uniform float u_fogStart;\n"
"uniform float u_fogEnd;\n"
"uniform float u_fogRange;\n"
"uniform float u_fogDisable;\n"
"uniform vec4 u_fogColor;\n"
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
@ -67,22 +59,7 @@ const char *matfx_env_frag_src =
" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
" color.a = pass1.a;\n"
" if(color.a < u_alphaRef.x || color.a >= u_alphaRef.y)\n"
" discard;\n"
"/*\n"
" switch(u_alphaTest){\n"
" default:\n"
" case 0: break;\n"
" case 1:\n"
" if(color.a < u_alphaRef)\n"
" discard;\n"
" break;\n"
" case 2:\n"
" if(color.a >= u_alphaRef)\n"
" discard;\n"
" break;\n"
" }\n"
"*/\n"
" DoAlphaTest(color.a);\n"
" gl_FragColor = color;\n"
"}\n"

View File

@ -1,11 +1,3 @@
uniform vec2 u_alphaRef;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform float u_fogRange;
uniform float u_fogDisable;
uniform vec4 u_fogColor;
uniform sampler2D tex0;
varying vec4 v_color;
@ -18,23 +10,7 @@ main(void)
vec4 color;
color = v_color*texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
if(color.a < u_alphaRef.x || color.a >= u_alphaRef.y)
discard;
/*
switch(u_alphaTest){
default:
case 0: break;
case 1:
if(color.a < u_alphaRef)
discard;
break;
case 2:
if(color.a >= u_alphaRef)
discard;
break;
}
*/
DoAlphaTest(color.a);
gl_FragColor = color;
}

View File

@ -1,12 +1,4 @@
const char *simple_frag_src =
"uniform vec2 u_alphaRef;\n"
"uniform float u_fogStart;\n"
"uniform float u_fogEnd;\n"
"uniform float u_fogRange;\n"
"uniform float u_fogDisable;\n"
"uniform vec4 u_fogColor;\n"
"uniform sampler2D tex0;\n"
"varying vec4 v_color;\n"
@ -19,23 +11,7 @@ const char *simple_frag_src =
" vec4 color;\n"
" color = v_color*texture2D(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" if(color.a < u_alphaRef.x || color.a >= u_alphaRef.y)\n"
" discard;\n"
"/*\n"
" switch(u_alphaTest){\n"
" default:\n"
" case 0: break;\n"
" case 1:\n"
" if(color.a < u_alphaRef)\n"
" discard;\n"
" break;\n"
" case 2:\n"
" if(color.a >= u_alphaRef)\n"
" discard;\n"
" break;\n"
" }\n"
"*/\n"
" DoAlphaTest(color.a);\n"
" gl_FragColor = color;\n"
"}\n"

View File

@ -58,10 +58,13 @@ struct GlGlobals
const char *winTitle;
} glGlobals;
int32 alphaFunc;
float32 alphaRef;
struct UniformState
{
int32 alphaFunc;
float32 alphaRef;
float32 alphaRefLow;
float32 alphaRefHigh;
float32 fogStart;
float32 fogEnd;
@ -78,34 +81,22 @@ struct UniformScene
float32 view[16];
};
struct UniformLight
{
float32 enabled, radius, minusCosAngle, hardSpot;
V3d position; int32 pad0;
V3d direction; int32 pad1;
RGBAf color;
};
#define MAX_LIGHTS 8
struct UniformObject
{
RawMatrix world;
RGBAf ambLight;
UniformLight directLights[MAX_LIGHTS];
UniformLight pointLights[MAX_LIGHTS];
UniformLight spotLights[MAX_LIGHTS];
};
struct {
struct {
float type;
float radius;
float minusCosAngle;
float hardSpot;
} lightParams[MAX_LIGHTS];
V4d lightPosition[MAX_LIGHTS];
V4d lightDirection[MAX_LIGHTS];
RGBAf lightColor[MAX_LIGHTS];
} lightParams[MAX_LIGHTS];
V4d lightPosition[MAX_LIGHTS];
V4d lightDirection[MAX_LIGHTS];
RGBAf lightColor[MAX_LIGHTS];
};
const char *shaderDecl330 = "#version 330\n";
const char *shaderDecl100es =
@ -125,8 +116,13 @@ const char *shaderDecl = shaderDecl100es;
const char *shaderDecl = shaderDecl330;
#endif
// this needs a define in the shaders as well!
//#define RW_GL_USE_UBOS
#ifndef RW_GLES2
static GLuint vao;
#endif
#ifdef RW_GL_USE_UBOS
static GLuint ubo_state, ubo_scene, ubo_object;
#endif
static GLuint whitetex;
@ -134,7 +130,7 @@ static UniformState uniformState;
static UniformScene uniformScene;
static UniformObject uniformObject;
#ifdef RW_GLES2
#ifndef RW_GL_USE_UBOS
// State
int32 u_alphaRef;
int32 u_fogStart;
@ -271,8 +267,8 @@ setAlphaTest(bool32 enable)
if(rwStateCache.alphaTestEnable != enable){
rwStateCache.alphaTestEnable = enable;
shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
if(uniformState.alphaFunc != shaderfunc){
uniformState.alphaFunc = shaderfunc;
if(alphaFunc != shaderfunc){
alphaFunc = shaderfunc;
stateDirty = 1;
}
}
@ -285,8 +281,8 @@ setAlphaTestFunction(uint32 function)
if(rwStateCache.alphaFunc != function){
rwStateCache.alphaFunc = function;
shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
if(uniformState.alphaFunc != shaderfunc){
uniformState.alphaFunc = shaderfunc;
if(alphaFunc != shaderfunc){
alphaFunc = shaderfunc;
stateDirty = 1;
}
}
@ -560,8 +556,8 @@ setRenderState(int32 state, void *pvalue)
setAlphaTestFunction(value);
break;
case ALPHATESTREF:
if(uniformState.alphaRef != value/255.0f){
uniformState.alphaRef = value/255.0f;
if(alphaRef != value/255.0f){
alphaRef = value/255.0f;
stateDirty = 1;
}
break;
@ -627,7 +623,7 @@ getRenderState(int32 state)
val = rwStateCache.alphaFunc;
break;
case ALPHATESTREF:
val = (uint32)(uniformState.alphaRef*255.0f);
val = (uint32)(alphaRef*255.0f);
break;
case GSALPHATEST:
val = rwStateCache.gsalpha;
@ -645,8 +641,8 @@ static void
resetRenderState(void)
{
rwStateCache.alphaFunc = ALPHAGREATEREQUAL;
uniformState.alphaFunc = 0;
uniformState.alphaRef = 10.0f/255.0f;
alphaFunc = 0;
alphaRef = 10.0f/255.0f;
uniformState.fogDisable = 1.0f;
uniformState.fogStart = 0.0f;
uniformState.fogEnd = 0.0f;
@ -694,62 +690,6 @@ setWorldMatrix(Matrix *mat)
int32
setLights(WorldLights *lightData)
{
#ifndef RW_GLES2
int i, np, ns;
Light *l;
int32 bits;
uniformObject.ambLight = lightData->ambient;
memset(uniformObject.directLights, 0, sizeof(uniformObject.directLights));
memset(uniformObject.pointLights, 0, sizeof(uniformObject.pointLights));
memset(uniformObject.spotLights, 0, sizeof(uniformObject.spotLights));
bits = 0;
for(i = 0; i < lightData->numDirectionals && i < 8; i++){
l = lightData->directionals[i];
uniformObject.directLights[i].enabled = 1.0f;
uniformObject.directLights[i].color = l->color;
uniformObject.directLights[i].direction = l->getFrame()->getLTM()->at;
bits |= VSLIGHT_POINT;
}
np = 0;
ns = 0;
for(i = 0; i < lightData->numLocals; i++){
l = lightData->locals[i];
switch(l->getType()){
case Light::POINT:
if(np >= 8)
continue;
uniformObject.pointLights[np].enabled = 1.0f;
uniformObject.pointLights[np].color = l->color;
uniformObject.pointLights[np].position = l->getFrame()->getLTM()->pos;
uniformObject.pointLights[np].radius = l->radius;
np++;
bits |= VSLIGHT_POINT;
break;
case Light::SPOT:
case Light::SOFTSPOT:
if(np >= 8)
continue;
uniformObject.spotLights[ns].enabled = 1.0f;
uniformObject.spotLights[ns].color = l->color;
uniformObject.spotLights[ns].position = l->getFrame()->getLTM()->pos;
uniformObject.spotLights[ns].direction = l->getFrame()->getLTM()->at;
uniformObject.spotLights[ns].radius = l->radius;
uniformObject.spotLights[ns].minusCosAngle = l->minusCosAngle;
if(l->getType() == Light::SOFTSPOT)
uniformObject.spotLights[ns].hardSpot = 0.0f;
else
uniformObject.spotLights[ns].hardSpot = 1.0f;
ns++;
bits |= VSLIGHT_SPOT;
break;
}
}
#else
int i, n;
Light *l;
int32 bits;
@ -764,9 +704,9 @@ setLights(WorldLights *lightData)
n = 0;
for(i = 0; i < lightData->numDirectionals && i < 8; i++){
l = lightData->directionals[i];
lightParams[n].type = 1.0f;
lightColor[n] = l->color;
memcpy(&lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
uniformObject.lightParams[n].type = 1.0f;
uniformObject.lightColor[n] = l->color;
memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
bits |= VSLIGHT_POINT;
n++;
if(n >= MAX_LIGHTS)
@ -778,10 +718,10 @@ setLights(WorldLights *lightData)
switch(l->getType()){
case Light::POINT:
lightParams[n].type = 2.0f;
lightParams[n].radius = l->radius;
lightColor[n] = l->color;
memcpy(&lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
uniformObject.lightParams[n].type = 2.0f;
uniformObject.lightParams[n].radius = l->radius;
uniformObject.lightColor[n] = l->color;
memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
bits |= VSLIGHT_POINT;
n++;
if(n >= MAX_LIGHTS)
@ -789,17 +729,17 @@ setLights(WorldLights *lightData)
break;
case Light::SPOT:
case Light::SOFTSPOT:
lightParams[n].type = 3.0f;
lightParams[n].minusCosAngle = l->minusCosAngle;
lightParams[n].radius = l->radius;
lightColor[n] = l->color;
memcpy(&lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
memcpy(&lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
uniformObject.lightParams[n].type = 3.0f;
uniformObject.lightParams[n].minusCosAngle = l->minusCosAngle;
uniformObject.lightParams[n].radius = l->radius;
uniformObject.lightColor[n] = l->color;
memcpy(&uniformObject.lightPosition[n], &l->getFrame()->getLTM()->pos, sizeof(V3d));
memcpy(&uniformObject.lightDirection[n], &l->getFrame()->getLTM()->at, sizeof(V3d));
// lower bound of falloff
if(l->getType() == Light::SOFTSPOT)
lightParams[n].hardSpot = 0.0f;
uniformObject.lightParams[n].hardSpot = 0.0f;
else
lightParams[n].hardSpot = 1.0f;
uniformObject.lightParams[n].hardSpot = 1.0f;
bits |= VSLIGHT_SPOT;
n++;
if(n >= MAX_LIGHTS)
@ -808,9 +748,8 @@ setLights(WorldLights *lightData)
}
}
lightParams[n].type = 0.0f;
uniformObject.lightParams[n].type = 0.0f;
out:
#endif
objectDirty = 1;
return bits;
}
@ -834,10 +773,10 @@ Shader *lastShaderUploaded;
void
flushCache(void)
{
#ifdef RW_GLES2
#ifndef RW_GL_USE_UBOS
#define U(i) currentShader->uniformLocations[i]
// TODO: this is probably a stupid way to do it with gl2
// TODO: this is probably a stupid way to do it without UBOs
if(lastShaderUploaded != currentShader){
lastShaderUploaded = currentShader;
objectDirty = 1;
@ -848,10 +787,10 @@ flushCache(void)
if(objectDirty){
glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world);
glUniform4fv(U(u_ambLight), 1, (float*)&uniformObject.ambLight);
glUniform4fv(U(u_lightParams), MAX_LIGHTS, (float*)lightParams);
glUniform4fv(U(u_lightPosition), MAX_LIGHTS, (float*)lightPosition);
glUniform4fv(U(u_lightDirection), MAX_LIGHTS, (float*)lightDirection);
glUniform4fv(U(u_lightColor), MAX_LIGHTS, (float*)lightColor);
glUniform4fv(U(u_lightParams), MAX_LIGHTS, (float*)uniformObject.lightParams);
glUniform4fv(U(u_lightPosition), MAX_LIGHTS, (float*)uniformObject.lightPosition);
glUniform4fv(U(u_lightDirection), MAX_LIGHTS, (float*)uniformObject.lightDirection);
glUniform4fv(U(u_lightColor), MAX_LIGHTS, (float*)uniformObject.lightColor);
objectDirty = 0;
}
@ -867,16 +806,16 @@ flushCache(void)
uniformState.fogEnd = rwStateCache.fogEnd;
uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
switch(uniformState.alphaFunc){
switch(alphaFunc){
case ALPHAALWAYS:
default:
glUniform2f(U(u_alphaRef), -1000.0f, 1000.0f);
break;
case ALPHAGREATEREQUAL:
glUniform2f(U(u_alphaRef), uniformState.alphaRef, 1000.0f);
glUniform2f(U(u_alphaRef), alphaRef, 1000.0f);
break;
case ALPHALESS:
glUniform2f(U(u_alphaRef), -1000.0f, uniformState.alphaRef);
glUniform2f(U(u_alphaRef), -1000.0f, alphaRef);
break;
}
@ -890,24 +829,39 @@ flushCache(void)
#else
if(objectDirty){
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformObject),
&uniformObject);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), nil, GL_STREAM_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject, GL_STREAM_DRAW);
objectDirty = 0;
}
if(sceneDirty){
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformScene),
&uniformScene);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), nil, GL_STREAM_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene, GL_STREAM_DRAW);
sceneDirty = 0;
}
if(stateDirty){
switch(alphaFunc){
case ALPHAALWAYS:
default:
uniformState.alphaRefLow = -1000.0f;
uniformState.alphaRefHigh = 1000.0f;
break;
case ALPHAGREATEREQUAL:
uniformState.alphaRefLow = alphaRef;
uniformState.alphaRefHigh = 1000.0f;
break;
case ALPHALESS:
uniformState.alphaRefLow = -1000.0f;
uniformState.alphaRefHigh = alphaRef;
break;
}
uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
uniformState.fogStart = rwStateCache.fogStart;
uniformState.fogEnd = rwStateCache.fogEnd;
uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformState),
&uniformState);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), nil, GL_STREAM_DRAW);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState, GL_STREAM_DRAW);
stateDirty = 0;
}
#endif
@ -1283,7 +1237,7 @@ stopGLFW(void)
static int
initOpenGL(void)
{
#ifdef RW_GLES2
#ifndef RW_GL_USE_UBOS
u_alphaRef = registerUniform("u_alphaRef");
u_fogStart = registerUniform("u_fogStart");
u_fogEnd = registerUniform("u_fogEnd");
@ -1322,26 +1276,28 @@ initOpenGL(void)
#ifndef RW_GLES2
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
#endif
#ifdef RW_GL_USE_UBOS
glGenBuffers(1, &ubo_state);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_state);
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("State"), ubo_state);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformState), &uniformState,
GL_DYNAMIC_DRAW);
GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glGenBuffers(1, &ubo_scene);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_scene);
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Scene"), ubo_scene);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformScene), &uniformScene,
GL_DYNAMIC_DRAW);
GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glGenBuffers(1, &ubo_object);
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
glBindBufferBase(GL_UNIFORM_BUFFER, gl3::findBlock("Object"), ubo_object);
glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject,
GL_DYNAMIC_DRAW);
GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
#endif
@ -1353,7 +1309,7 @@ initOpenGL(void)
#include "shaders/simple_fs_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, default_vert_src, nil };
const char *fs[] = { shaderDecl, simple_frag_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
defaultShader = Shader::create(vs, fs);
assert(defaultShader);

View File

@ -58,20 +58,18 @@ openIm2D(void)
#include "shaders/simple_fs_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
const char *fs[] = { shaderDecl, simple_frag_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
im2dShader = Shader::create(vs, fs);
assert(im2dShader);
glGenBuffers(1, &im2DIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2,
nil, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenBuffers(1, &im2DVbo);
glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex),
nil, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@ -113,8 +111,8 @@ im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices)
cam = (Camera*)engine->currentCamera;
glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(Im2DVertex),
vertices, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices);
xform[0] = 2.0f/cam->frameBuffer->width;
xform[1] = -2.0f/cam->frameBuffer->height;
@ -142,12 +140,12 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
// TODO: fixed size
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices*2,
indices, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices);
glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(Im2DVertex),
vertices, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex), nil, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im2DVertex), vertices);
xform[0] = 2.0f/cam->frameBuffer->width;
xform[1] = -2.0f/cam->frameBuffer->height;
@ -192,20 +190,18 @@ openIm3D(void)
#include "shaders/simple_fs_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, im3d_vert_src, nil };
const char *fs[] = { shaderDecl, simple_frag_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
im3dShader = Shader::create(vs, fs);
assert(im3dShader);
glGenBuffers(1, &im3DIbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2,
nil, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glGenBuffers(1, &im3DVbo);
glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex),
nil, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
@ -234,8 +230,8 @@ im3DTransform(void *vertices, int32 numVertices, Matrix *world, uint32 flags)
// TODO: fixed size
glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(Im3DVertex),
vertices, GL_DYNAMIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex), nil, GL_STREAM_DRAW);
glBufferSubData(GL_ARRAY_BUFFER, 0, numVertices*sizeof(Im3DVertex), vertices);
setAttribPointers(im3dattribDesc, 3);
num3DVertices = numVertices;
}
@ -248,21 +244,19 @@ im3DRenderPrimitive(PrimitiveType primType)
flushCache();
glDrawArrays(primTypeMap[primType], 0, num3DVertices);
disableAttribPointers(im3dattribDesc, 3);
}
void
im3DRenderIndexedPrimitive(PrimitiveType primType, void *indices, int32 numIndices)
{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices*2,
indices, GL_DYNAMIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2, nil, GL_STREAM_DRAW);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, numIndices*2, indices);
flushCache();
glDrawElements(primTypeMap[primType], numIndices,
GL_UNSIGNED_SHORT, nil);
disableAttribPointers(im3dattribDesc, 3);
}
void

View File

@ -47,7 +47,7 @@ matfxOpen(void *o, int32, int32)
#include "shaders/matfx_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, matfx_env_vert_src, nil };
const char *fs[] = { shaderDecl, matfx_env_frag_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, matfx_env_frag_src, nil };
envShader = Shader::create(vs, fs);
assert(envShader);

View File

@ -19,8 +19,10 @@ namespace gl3 {
#ifdef RW_GLES2
#include "gl2_shaders/header_vs.inc"
#include "gl2_shaders/header_fs.inc"
#else
#include "shaders/header_vs.inc"
#include "shaders/header_fs.inc"
#endif
UniformRegistry uniformRegistry;
@ -202,7 +204,7 @@ Shader::create(const char **vsrc, const char **fsrc)
printf("\n");
#endif
#ifdef RW_GLES2
#ifdef xxxRW_GLES2
int numAttribs;
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numAttribs);
for(i = 0; i < numAttribs; i++){

View File

@ -45,7 +45,7 @@ skinOpen(void *o, int32, int32)
#include "shaders/skin_gl3.inc"
#endif
const char *vs[] = { shaderDecl, header_vert_src, skin_vert_src, nil };
const char *fs[] = { shaderDecl, simple_frag_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
skinShader = Shader::create(vs, fs);
assert(skinShader);

View File

@ -164,6 +164,7 @@ enum
extern const char *shaderDecl; // #version stuff
extern const char *header_vert_src;
extern const char *header_frag_src;
// per Scene
void setProjectionMatrix(float32*);

View File

@ -1,10 +1,15 @@
all: header_vs.inc im2d_gl3.inc im3d_gl3.inc default_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
all: header_vs.inc header_fs.inc im2d_gl3.inc im3d_gl3.inc default_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
header_vs.inc: header.vert
(echo 'const char *header_vert_src =';\
sed 's/..*/"&\\n"/' header.vert;\
echo ';') >header_vs.inc
header_fs.inc: header.frag
(echo 'const char *header_frag_src =';\
sed 's/..*/"&\\n"/' header.frag;\
echo ';') >header_fs.inc
im2d_gl3.inc: im2d.vert
(echo 'const char *im2d_vert_src =';\
sed 's/..*/"&\\n"/' im2d.vert;\

View File

@ -18,29 +18,7 @@ main(void)
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;

View File

@ -19,29 +19,7 @@ const char *default_vert_src =
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
" v_color = clamp(v_color, 0.0f, 1.0);\n"
" v_color *= u_matColor;\n"

View File

@ -0,0 +1,28 @@
#ifdef USE_UBOS
layout(std140) uniform State
{
vec2 u_alphaRef;
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
#else
//uniform int u_alphaTest;
//uniform float u_alphaRef;
uniform vec2 u_alphaRef;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform float u_fogRange;
uniform float u_fogDisable;
uniform vec4 u_fogColor;
#endif
void DoAlphaTest(float a)
{
if(a < u_alphaRef.x || a >= u_alphaRef.y)
discard;
}

View File

@ -1,7 +1,12 @@
#define DIRECTIONALS
//#define POINTLIGHTS
//#define SPOTLIGHTS
#ifdef USE_UBOS
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
vec2 u_alphaRef;
float u_fogStart;
float u_fogEnd;
@ -9,32 +14,47 @@ layout(std140) uniform State
float u_fogDisable;
vec4 u_fogColor;
};
#else
uniform vec2 u_alphaRef;
uniform float u_fogStart;
uniform float u_fogEnd;
uniform float u_fogRange;
uniform float u_fogDisable;
uniform vec4 u_fogColor;
#endif
#ifdef USE_UBOS
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#else
uniform mat4 u_proj;
uniform mat4 u_view;
#endif
#define MAX_LIGHTS 8
struct Light {
float enabled;
float radius;
float minusCosAngle;
float hardSpot;
vec4 position;
vec4 direction;
vec4 color;
};
#ifdef USE_UBOS
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
Light u_directLights[MAX_LIGHTS];
Light u_pointLights[MAX_LIGHTS];
Light u_spotLights[MAX_LIGHTS];
vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot
vec4 u_lightPosition[MAX_LIGHTS];
vec4 u_lightDirection[MAX_LIGHTS];
vec4 u_lightColor[MAX_LIGHTS];
};
#else
uniform mat4 u_world;
uniform vec4 u_ambLight;
uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot
uniform vec4 u_lightPosition[MAX_LIGHTS];
uniform vec4 u_lightDirection[MAX_LIGHTS];
uniform vec4 u_lightColor[MAX_LIGHTS];
#endif
uniform vec4 u_matColor;
uniform vec4 u_surfProps; // amb, spec, diff, extra
@ -43,44 +63,52 @@ uniform vec4 u_surfProps; // amb, spec, diff, extra
#define surfSpecular (u_surfProps.y)
#define surfDiffuse (u_surfProps.z)
vec3 DoDirLight(Light L, vec3 N)
vec3 DoDynamicLight(vec3 V, vec3 N)
{
float l = max(0.0, dot(N, -L.direction.xyz));
return l*L.color.rgb;
}
vec3 DoPointLight(Light L, vec3 V, vec3 N)
{
// As on PS2
vec3 dir = V - L.position.xyz;
vec3 color = vec3(0.0, 0.0, 0.0);
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_lightParams[i].x == 0.0)
break;
#ifdef DIRECTIONALS
if(u_lightParams[i].x == 1.0){
// direct
float l = max(0.0, dot(N, -u_lightDirection[i].xyz));
color += l*u_lightColor[i].rgb;
}else
#endif
#ifdef POINTLIGHTS
if(u_lightParams[i].x == 2.0){
// point
vec3 dir = V - u_lightPosition[i].xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/L.radius));
float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));
float l = max(0.0, dot(N, -normalize(dir)));
return l*L.color.rgb*atten;
}
vec3 DoSpotLight(Light L, vec3 V, vec3 N)
{
// As on PS2
vec3 dir = V - L.position.xyz;
color += l*u_lightColor[i].rgb*atten;
}else
#endif
#ifdef SPOTLIGHTS
if(u_lightParams[i].x == 3.0){
// spot
vec3 dir = V - u_lightPosition[i].xyz;
float dist = length(dir);
float atten = max(0.0, (1.0 - dist/L.radius));
float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));
dir /= dist;
float l = max(0.0, dot(N, -dir));
float pcos = dot(dir, L.direction.xyz); // cos to point
float ccos = -L.minusCosAngle;
float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point
float ccos = -u_lightParams[i].z;
float falloff = (pcos-ccos)/(1.0-ccos);
if(falloff < 0.0) // outside of cone
l = 0.0;
l *= max(falloff, L.hardSpot);
return l*L.color.xyz*atten;
l *= max(falloff, u_lightParams[i].w);
return l*u_lightColor[i].rgb*atten;
}else
#endif
;
}
return color;
}
float DoFog(float w)
{
return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);
}
#define DIRECTIONALS
//#define POINTLIGHTS
//#define SPOTLIGHTS

View File

@ -0,0 +1,30 @@
const char *header_frag_src =
"#ifdef USE_UBOS\n"
"layout(std140) uniform State\n"
"{\n"
" vec2 u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"#else\n"
"//uniform int u_alphaTest;\n"
"//uniform float u_alphaRef;\n"
"uniform vec2 u_alphaRef;\n"
"uniform float u_fogStart;\n"
"uniform float u_fogEnd;\n"
"uniform float u_fogRange;\n"
"uniform float u_fogDisable;\n"
"uniform vec4 u_fogColor;\n"
"#endif\n"
"void DoAlphaTest(float a)\n"
"{\n"
" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n"
" discard;\n"
"}\n"
;

View File

@ -1,8 +1,13 @@
const char *header_vert_src =
"#define DIRECTIONALS\n"
"//#define POINTLIGHTS\n"
"//#define SPOTLIGHTS\n"
"#ifdef USE_UBOS\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" vec2 u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
@ -10,32 +15,47 @@ const char *header_vert_src =
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"#else\n"
"uniform vec2 u_alphaRef;\n"
"uniform float u_fogStart;\n"
"uniform float u_fogEnd;\n"
"uniform float u_fogRange;\n"
"uniform float u_fogDisable;\n"
"uniform vec4 u_fogColor;\n"
"#endif\n"
"#ifdef USE_UBOS\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#else\n"
"uniform mat4 u_proj;\n"
"uniform mat4 u_view;\n"
"#endif\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" float enabled;\n"
" float radius;\n"
" float minusCosAngle;\n"
" float hardSpot;\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
"};\n"
"#ifdef USE_UBOS\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" Light u_directLights[MAX_LIGHTS];\n"
" Light u_pointLights[MAX_LIGHTS];\n"
" Light u_spotLights[MAX_LIGHTS];\n"
" vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n"
" vec4 u_lightPosition[MAX_LIGHTS];\n"
" vec4 u_lightDirection[MAX_LIGHTS];\n"
" vec4 u_lightColor[MAX_LIGHTS];\n"
"};\n"
"#else\n"
"uniform mat4 u_world;\n"
"uniform vec4 u_ambLight;\n"
"uniform vec4 u_lightParams[MAX_LIGHTS]; // type, radius, minusCosAngle, hardSpot\n"
"uniform vec4 u_lightPosition[MAX_LIGHTS];\n"
"uniform vec4 u_lightDirection[MAX_LIGHTS];\n"
"uniform vec4 u_lightColor[MAX_LIGHTS];\n"
"#endif\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfProps; // amb, spec, diff, extra\n"
@ -44,45 +64,53 @@ const char *header_vert_src =
"#define surfSpecular (u_surfProps.y)\n"
"#define surfDiffuse (u_surfProps.z)\n"
"vec3 DoDirLight(Light L, vec3 N)\n"
"vec3 DoDynamicLight(vec3 V, vec3 N)\n"
"{\n"
" float l = max(0.0, dot(N, -L.direction.xyz));\n"
" return l*L.color.rgb;\n"
"}\n"
"vec3 DoPointLight(Light L, vec3 V, vec3 N)\n"
"{\n"
" // As on PS2\n"
" vec3 dir = V - L.position.xyz;\n"
" vec3 color = vec3(0.0, 0.0, 0.0);\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_lightParams[i].x == 0.0)\n"
" break;\n"
"#ifdef DIRECTIONALS\n"
" if(u_lightParams[i].x == 1.0){\n"
" // direct\n"
" float l = max(0.0, dot(N, -u_lightDirection[i].xyz));\n"
" color += l*u_lightColor[i].rgb;\n"
" }else\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" if(u_lightParams[i].x == 2.0){\n"
" // point\n"
" vec3 dir = V - u_lightPosition[i].xyz;\n"
" float dist = length(dir);\n"
" float atten = max(0.0, (1.0 - dist/L.radius));\n"
" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n"
" float l = max(0.0, dot(N, -normalize(dir)));\n"
" return l*L.color.rgb*atten;\n"
"}\n"
"vec3 DoSpotLight(Light L, vec3 V, vec3 N)\n"
"{\n"
" // As on PS2\n"
" vec3 dir = V - L.position.xyz;\n"
" color += l*u_lightColor[i].rgb*atten;\n"
" }else\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" if(u_lightParams[i].x == 3.0){\n"
" // spot\n"
" vec3 dir = V - u_lightPosition[i].xyz;\n"
" float dist = length(dir);\n"
" float atten = max(0.0, (1.0 - dist/L.radius));\n"
" float atten = max(0.0, (1.0 - dist/u_lightParams[i].y));\n"
" dir /= dist;\n"
" float l = max(0.0, dot(N, -dir));\n"
" float pcos = dot(dir, L.direction.xyz); // cos to point\n"
" float ccos = -L.minusCosAngle;\n"
" float pcos = dot(dir, u_lightDirection[i].xyz); // cos to point\n"
" float ccos = -u_lightParams[i].z;\n"
" float falloff = (pcos-ccos)/(1.0-ccos);\n"
" if(falloff < 0.0) // outside of cone\n"
" l = 0.0;\n"
" l *= max(falloff, L.hardSpot);\n"
" return l*L.color.xyz*atten;\n"
" l *= max(falloff, u_lightParams[i].w);\n"
" return l*u_lightColor[i].rgb*atten;\n"
" }else\n"
"#endif\n"
" ;\n"
" }\n"
" return color;\n"
"}\n"
"float DoFog(float w)\n"
"{\n"
" return clamp((w - u_fogEnd)*u_fogRange, u_fogDisable, 1.0);\n"
"}\n"
"#define DIRECTIONALS\n"
"//#define POINTLIGHTS\n"
"//#define SPOTLIGHTS\n"
;

View File

@ -1,15 +1,3 @@
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
uniform sampler2D tex0;
uniform sampler2D tex1;
@ -38,16 +26,5 @@ main(void)
color.rgb = pass1.rgb*pass1.a + pass2.rgb;
color.a = pass1.a;
switch(u_alphaTest){
default:
case 0: break;
case 1:
if(color.a < u_alphaRef)
discard;
break;
case 2:
if(color.a >= u_alphaRef)
discard;
break;
}
DoAlphaTest(color.a);
}

View File

@ -22,29 +22,7 @@ main(void)
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;

View File

@ -23,29 +23,7 @@ const char *matfx_env_vert_src =
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
" v_color = clamp(v_color, 0.0f, 1.0);\n"
" v_color *= u_matColor;\n"
@ -53,18 +31,6 @@ const char *matfx_env_vert_src =
"}\n"
;
const char *matfx_env_frag_src =
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"uniform sampler2D tex0;\n"
"uniform sampler2D tex1;\n"
@ -93,17 +59,6 @@ const char *matfx_env_frag_src =
" color.rgb = pass1.rgb*pass1.a + pass2.rgb;\n"
" color.a = pass1.a;\n"
" switch(u_alphaTest){\n"
" default:\n"
" case 0: break;\n"
" case 1:\n"
" if(color.a < u_alphaRef)\n"
" discard;\n"
" break;\n"
" case 2:\n"
" if(color.a >= u_alphaRef)\n"
" discard;\n"
" break;\n"
" }\n"
" DoAlphaTest(color.a);\n"
"}\n"
;

View File

@ -1,15 +1,3 @@
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
float u_fogStart;
float u_fogEnd;
float u_fogRange;
float u_fogDisable;
vec4 u_fogColor;
};
uniform sampler2D tex0;
in vec4 v_color;
@ -23,17 +11,6 @@ main(void)
{
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
switch(u_alphaTest){
default:
case 0: break;
case 1:
if(color.a < u_alphaRef)
discard;
break;
case 2:
if(color.a >= u_alphaRef)
discard;
break;
}
DoAlphaTest(color.a);
}

View File

@ -1,16 +1,4 @@
const char *simple_frag_src =
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" float u_fogRange;\n"
" float u_fogDisable;\n"
" vec4 u_fogColor;\n"
"};\n"
"uniform sampler2D tex0;\n"
"in vec4 v_color;\n"
@ -24,18 +12,7 @@ const char *simple_frag_src =
"{\n"
" color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
" switch(u_alphaTest){\n"
" default:\n"
" case 0: break;\n"
" case 1:\n"
" if(color.a < u_alphaRef)\n"
" discard;\n"
" break;\n"
" case 2:\n"
" if(color.a >= u_alphaRef)\n"
" discard;\n"
" break;\n"
" }\n"
" DoAlphaTest(color.a);\n"
"}\n"
;

View File

@ -25,33 +25,13 @@ main(void)
gl_Position = u_proj * u_view * V;
vec3 N = mat3(u_world) * SkinNormal;
v_tex0 = in_tex0;
v_color = in_color;
v_color.rgb += u_ambLight.rgb*surfAmbient;
#ifdef DIRECTIONALS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_directLights[i].enabled == 0.0)
break;
v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;
}
#endif
#ifdef POINTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_pointLights[i].enabled == 0.0)
break;
v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;
}
#endif
#ifdef SPOTLIGHTS
for(int i = 0; i < MAX_LIGHTS; i++){
if(u_spotLights[i].enabled == 0.0)
break;
v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;
}
#endif
v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;
v_color = clamp(v_color, 0.0f, 1.0);
v_color *= u_matColor;
v_tex0 = in_tex0;
v_fog = DoFog(gl_Position.z);
}

View File

@ -26,34 +26,14 @@ const char *skin_vert_src =
" gl_Position = u_proj * u_view * V;\n"
" vec3 N = mat3(u_world) * SkinNormal;\n"
" v_tex0 = in_tex0;\n"
" v_color = in_color;\n"
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
"#ifdef DIRECTIONALS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_directLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoDirLight(u_directLights[i], N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef POINTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_pointLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoPointLight(u_pointLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
"#ifdef SPOTLIGHTS\n"
" for(int i = 0; i < MAX_LIGHTS; i++){\n"
" if(u_spotLights[i].enabled == 0.0)\n"
" break;\n"
" v_color.rgb += DoSpotLight(u_spotLights[i], V.xyz, N)*surfDiffuse;\n"
" }\n"
"#endif\n"
" v_color.rgb += DoDynamicLight(V.xyz, N)*surfDiffuse;\n"
" v_color = clamp(v_color, 0.0f, 1.0);\n"
" v_color *= u_matColor;\n"
" v_tex0 = in_tex0;\n"
" v_fog = DoFog(gl_Position.z);\n"
"}\n"
;