mirror of
https://github.com/aap/librw.git
synced 2024-11-28 22:55:42 +00:00
made GLES runtime option; also broke opengl txd format again
This commit is contained in:
parent
cea326a4ce
commit
4ac67e5df8
@ -60,6 +60,8 @@ struct GlGlobals
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} glGlobals;
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Gl3Caps gl3Caps;
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// terrible hack for GLES
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bool32 needToReadBackTextures;
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int32 alphaFunc;
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float32 alphaRef;
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@ -107,30 +109,37 @@ struct GLShaderState
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SurfaceProperties surfProps;
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};
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const char *shaderDecl330 = "#version 330\n";
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const char *shaderDecl330 =
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"#version 330\n"
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"#define VSIN(index) layout(location = index) in\n"
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"#define VSOUT out\n"
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"#define FSIN in\n"
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"#define FRAGCOLOR(c) (fragColor = c)\n";
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const char *shaderDecl100es =
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"#version 100\n"\
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"precision highp float;\n"\
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"#version 100\n"
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"#define GL2\n"
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"#define texture texture2D\n"
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"#define VSIN(index) attribute\n"
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"#define VSOUT varying\n"
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"#define FSIN varying\n"
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"#define FRAGCOLOR(c) (gl_FragColor = c)\n"
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"precision highp float;\n"
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"precision highp int;\n";
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const char *shaderDecl310es =
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"#version 310 es\n"\
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"precision highp float;\n"\
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"#version 310 es\n"
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"#define VSIN(index) layout(location = index) in\n"
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"#define VSOUT out\n"
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"#define FSIN in\n"
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"#define FRAGCOLOR(c) (fragColor = c)\n"
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"precision highp float;\n"
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"precision highp int;\n";
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#ifdef RW_GLES3
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const char *shaderDecl = shaderDecl310es;
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#elif defined RW_GLES2
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const char *shaderDecl = shaderDecl100es;
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#else
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const char *shaderDecl = shaderDecl330;
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#endif
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const char *shaderDecl;
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// this needs a define in the shaders as well!
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//#define RW_GL_USE_UBOS
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#ifndef RW_GLES2
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static GLuint vao;
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#endif
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#ifdef RW_GL_USE_UBOS
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static GLuint ubo_state, ubo_scene, ubo_object;
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#endif
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@ -1082,9 +1091,13 @@ setFrameBuffer(Camera *cam)
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}
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natfb->fboMate = zbuf;
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natzb->fboMate = fbuf;
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if(natfb->fbo)
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if(natfb->fbo){
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if(gl3Caps.gles)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, natzb->texid);
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else
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, natzb->texid, 0);
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}
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}
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}else{
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// remove z-buffer
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if(natfb->fboMate && natfb->fbo)
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@ -1399,27 +1412,14 @@ openGLFW(EngineOpenParams *openparams)
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glGlobals.winTitle = openparams->windowtitle;
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glGlobals.pWindow = openparams->window;
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memset(&gl3Caps, 0, sizeof(gl3Caps));
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/* Init GLFW */
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if(!glfwInit()){
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RWERROR((ERR_GENERAL, "glfwInit() failed"));
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return 0;
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}
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glfwWindowHint(GLFW_SAMPLES, 0);
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#ifdef RW_GLES3
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 1);
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#elif defined RW_GLES2
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
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#else
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glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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#endif
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glGlobals.monitor = glfwGetMonitors(&glGlobals.numMonitors)[0];
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@ -1441,6 +1441,17 @@ glfwerr(int error, const char *desc)
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fprintf(stderr, "GLFW Error: %s\n", desc);
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}
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static struct {
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int gl;
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int major, minor;
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} profiles[] = {
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{ GLFW_OPENGL_API, 3, 3 },
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{ GLFW_OPENGL_API, 2, 1 },
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{ GLFW_OPENGL_ES_API, 3, 1 },
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{ GLFW_OPENGL_ES_API, 2, 0 },
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{ 0, 0, 0 },
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};
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static int
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startGLFW(void)
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{
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@ -1456,16 +1467,28 @@ startGLFW(void)
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glfwWindowHint(GLFW_BLUE_BITS, mode->mode.blueBits);
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glfwWindowHint(GLFW_REFRESH_RATE, mode->mode.refreshRate);
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int i;
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for(i = 0; profiles[i].gl; i++){
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glfwWindowHint(GLFW_CLIENT_API, profiles[i].gl);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, profiles[i].major);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, profiles[i].minor);
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if(mode->flags & VIDEOMODEEXCLUSIVE)
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win = glfwCreateWindow(mode->mode.width, mode->mode.height, glGlobals.winTitle, glGlobals.monitor, nil);
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else
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win = glfwCreateWindow(glGlobals.winWidth, glGlobals.winHeight, glGlobals.winTitle, nil, nil);
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if(win){
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gl3Caps.gles = profiles[i].gl == GLFW_OPENGL_ES_API;
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gl3Caps.glversion = profiles[i].major*10 + profiles[i].minor;
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break;
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}
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}
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if(win == nil){
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RWERROR((ERR_GENERAL, "glfwCreateWindow() failed"));
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return 0;
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}
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glfwMakeContextCurrent(win);
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printf("version %s\n", glGetString(GL_VERSION));
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printf("OpenGL version: %s\n", glGetString(GL_VERSION));
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/* Init GLEW */
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glewExperimental = GL_TRUE;
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@ -1500,7 +1523,6 @@ stopGLFW(void)
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static int
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initOpenGL(void)
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{
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memset(&gl3Caps, 0, sizeof(gl3Caps));
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int numExt;
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glGetIntegerv(GL_NUM_EXTENSIONS, &numExt);
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for(int i = 0; i < numExt; i++){
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@ -1512,6 +1534,14 @@ initOpenGL(void)
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// printf("%d %s\n", i, ext);
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}
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if(gl3Caps.gles){
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if(gl3Caps.glversion >= 30)
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shaderDecl = shaderDecl310es;
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else
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shaderDecl = shaderDecl100es;
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}else
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shaderDecl = shaderDecl330;
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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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@ -1553,10 +1583,10 @@ initOpenGL(void)
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
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#ifndef RW_GLES2
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if(gl3Caps.glversion >= 30){
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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#endif
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}
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#ifdef RW_GL_USE_UBOS
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glGenBuffers(1, &ubo_state);
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@ -1581,13 +1611,8 @@ initOpenGL(void)
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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#endif
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#ifdef RW_GLES2
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#include "gl2_shaders/default_vs_gl2.inc"
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#include "gl2_shaders/simple_fs_gl2.inc"
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#else
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#include "shaders/default_vs_gl3.inc"
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#include "shaders/simple_fs_gl3.inc"
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#endif
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#include "shaders/default_vs_gl.inc"
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#include "shaders/simple_fs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, default_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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defaultShader = Shader::create(vs, fs);
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@ -56,13 +56,8 @@ openIm2D(void)
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{
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u_xform = registerUniform("u_xform");
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#ifdef RW_GLES2
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#include "gl2_shaders/im2d_gl2.inc"
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#include "gl2_shaders/simple_fs_gl2.inc"
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#else
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#include "shaders/im2d_gl3.inc"
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#include "shaders/simple_fs_gl3.inc"
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#endif
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#include "shaders/im2d_gl.inc"
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#include "shaders/simple_fs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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im2dShader = Shader::create(vs, fs);
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@ -216,13 +211,8 @@ static int32 num3DVertices; // not actually needed here
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void
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openIm3D(void)
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{
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#ifdef RW_GLES2
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#include "gl2_shaders/im3d_gl2.inc"
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#include "gl2_shaders/simple_fs_gl2.inc"
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#else
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#include "shaders/im3d_gl3.inc"
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#include "shaders/simple_fs_gl3.inc"
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#endif
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#include "shaders/im3d_gl.inc"
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#include "shaders/simple_fs_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, im3d_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
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im3dShader = Shader::create(vs, fs);
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@ -176,11 +176,7 @@ matfxOpen(void *o, int32, int32)
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{
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matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
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#ifdef RW_GLES2
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#include "gl2_shaders/matfx_gl2.inc"
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#else
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#include "shaders/matfx_gl3.inc"
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#endif
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#include "shaders/matfx_gl.inc"
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const char *vs[] = { shaderDecl, header_vert_src, matfx_env_vert_src, nil };
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const char *fs[] = { shaderDecl, header_frag_src, matfx_env_frag_src, nil };
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envShader = Shader::create(vs, fs);
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@ -97,13 +97,13 @@ rasterCreateTexture(Raster *raster)
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return nil;
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}
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#ifdef RW_GLES
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if(gl3Caps.gles){
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// glReadPixels only supports GL_RGBA
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natras->internalFormat = GL_RGBA8;
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natras->format = GL_RGBA;
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natras->type = GL_UNSIGNED_BYTE;
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natras->bpp = 4;
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#endif
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}
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raster->stride = raster->width*natras->bpp;
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@ -174,13 +174,14 @@ rasterCreateCameraTexture(Raster *raster)
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break;
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}
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#ifdef RW_GLES
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// i don't remember why this was once here...
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if(gl3Caps.gles){
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// glReadPixels only supports GL_RGBA
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// natras->internalFormat = GL_RGBA8;
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// natras->format = GL_RGBA;
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// natras->type = GL_UNSIGNED_BYTE;
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// natras->bpp = 4;
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#endif
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}
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raster->stride = raster->width*natras->bpp;
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@ -228,8 +229,13 @@ rasterCreateZbuffer(Raster *raster)
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{
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Gl3Raster *natras = GETGL3RASTEREXT(raster);
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if(gl3Caps.gles){
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// have to use RBO on GLES!!
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glGenRenderbuffers(1, &natras->texid);
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glBindRenderbuffer(GL_RENDERBUFFER, natras->texid);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, raster->width, raster->height);
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}else{
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// TODO: set/check width, height, depth, format?
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natras->internalFormat = GL_DEPTH_COMPONENT;
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natras->format = GL_DEPTH_COMPONENT;
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natras->type = GL_UNSIGNED_BYTE;
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@ -246,7 +252,7 @@ rasterCreateZbuffer(Raster *raster)
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natras->addressV = 0;
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bindTexture(prev);
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}
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natras->fbo = 0;
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natras->fboMate = nil;
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@ -318,6 +324,29 @@ allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha)
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bindTexture(prev);
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raster->originalStride = raster->stride;
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if(gl3Caps.gles && needToReadBackTextures){
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// Uh oh, need to keep a copy in cpu memory
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int32 i;
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int32 size = 0;
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for(i = 0; i < natras->numLevels; i++)
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size += getLevelSize(raster, i);
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uint8 *data = (uint8*)rwNew(sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(natras->numLevels-1)+size,
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MEMDUR_EVENT | ID_DRIVER);
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RasterLevels *levels = (RasterLevels*)data;
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data += sizeof(RasterLevels)+sizeof(RasterLevels::Level)*(natras->numLevels-1);
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levels->numlevels = natras->numLevels;
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levels->format = 0; // not needed
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for(i = 0; i < natras->numLevels; i++){
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levels->levels[i].data = data;
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levels->levels[i].size = getLevelSize(raster, i);
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levels->levels[i].width = 0; // we don't need those here, maybe later...
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levels->levels[i].height = 0;
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data += levels->levels[i].size;
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}
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natras->backingStore = levels;
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}
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raster->flags &= ~Raster::DONTALLOCATE;
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#endif
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}
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@ -403,6 +432,7 @@ rasterLock(Raster *raster, int32 level, int32 lockMode)
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#ifdef RW_OPENGL
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Gl3Raster *natras GETGL3RASTEREXT(raster);
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uint8 *px;
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uint32 allocSz;
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int i;
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assert(raster->privateFlags == 0);
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@ -420,34 +450,39 @@ rasterLock(Raster *raster, int32 level, int32 lockMode)
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raster->height /= 2;
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}
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px = (uint8*)rwMalloc(getLevelSize(raster, level), MEMDUR_EVENT | ID_DRIVER);
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allocSz = getLevelSize(raster, level);
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px = (uint8*)rwMalloc(allocSz, MEMDUR_EVENT | ID_DRIVER);
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assert(raster->pixels == nil);
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raster->pixels = px;
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if(lockMode & Raster::LOCKREAD || !(lockMode & Raster::LOCKNOFETCH)){
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if(natras->isCompressed){
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if(natras->backingStore){
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assert(level < natras->backingStore->numlevels);
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assert(allocSz >= natras->backingStore->levels[level].size);
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memcpy(px, natras->backingStore->levels[level].data, allocSz);
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}else{
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// GLES is losing here
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uint32 prev = bindTexture(natras->texid);
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glGetCompressedTexImage(GL_TEXTURE_2D, level, px);
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bindTexture(prev);
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}else{
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#ifdef RW_GLES
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}
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}else if(gl3Caps.gles){
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GLuint fbo;
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GLenum e;
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glGenFramebuffers(1, &fbo);
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bindFramebuffer(fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, natras->texid, 0);
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e = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum e = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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assert(natras->format == GL_RGBA);
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glReadPixels(0, 0, raster->width, raster->height, natras->format, natras->type, px);
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//e = glGetError(); printf("GL err4 %x (%x)\n", e, natras->format);
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bindFramebuffer(0);
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glDeleteFramebuffers(1, &fbo);
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#else
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}else{
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uint32 prev = bindTexture(natras->texid);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glGetTexImage(GL_TEXTURE_2D, level, natras->format, natras->type, px);
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bindTexture(prev);
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#endif
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}
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}
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@ -475,12 +510,17 @@ rasterUnlock(Raster *raster, int32 level)
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if(raster->privateFlags & Raster::LOCKWRITE){
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uint32 prev = bindTexture(natras->texid);
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if(natras->isCompressed)
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if(natras->isCompressed){
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glCompressedTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
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raster->width, raster->height, 0,
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getLevelSize(raster, level),
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raster->pixels);
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else{
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if(natras->backingStore){
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assert(level < natras->backingStore->numlevels);
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memcpy(natras->backingStore->levels[level].data, raster->pixels,
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natras->backingStore->levels[level].size);
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}
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}else{
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, level, natras->internalFormat,
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raster->width, raster->height,
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@ -584,38 +624,32 @@ rasterFromImage(Raster *raster, Image *image)
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assert(!natras->isCompressed);
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switch(image->depth){
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case 32:
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#ifdef RW_GLES
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if(gl3Caps.gles)
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conv = conv_RGBA8888_from_RGBA8888;
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#else
|
||||
if(format == Raster::C8888)
|
||||
else if(format == Raster::C8888)
|
||||
conv = conv_RGBA8888_from_RGBA8888;
|
||||
else if(format == Raster::C888)
|
||||
conv = conv_RGB888_from_RGB888;
|
||||
else
|
||||
goto err;
|
||||
#endif
|
||||
break;
|
||||
case 24:
|
||||
#ifdef RW_GLES
|
||||
if(gl3Caps.gles)
|
||||
conv = conv_RGBA8888_from_RGB888;
|
||||
#else
|
||||
if(format == Raster::C8888)
|
||||
else if(format == Raster::C8888)
|
||||
conv = conv_RGBA8888_from_RGB888;
|
||||
else if(format == Raster::C888)
|
||||
conv = conv_RGB888_from_RGB888;
|
||||
else
|
||||
goto err;
|
||||
#endif
|
||||
break;
|
||||
case 16:
|
||||
#ifdef RW_GLES
|
||||
if(gl3Caps.gles)
|
||||
conv = conv_RGBA8888_from_ARGB1555;
|
||||
#else
|
||||
if(format == Raster::C1555)
|
||||
else if(format == Raster::C1555)
|
||||
conv = conv_RGBA5551_from_ARGB1555;
|
||||
else
|
||||
goto err;
|
||||
#endif
|
||||
break;
|
||||
|
||||
case 8:
|
||||
@ -668,6 +702,7 @@ createNativeRaster(void *object, int32 offset, int32)
|
||||
ras->texid = 0;
|
||||
ras->fbo = 0;
|
||||
ras->fboMate = nil;
|
||||
ras->backingStore = nil;
|
||||
return object;
|
||||
}
|
||||
|
||||
@ -704,6 +739,9 @@ destroyNativeRaster(void *object, int32 offset, int32)
|
||||
}
|
||||
oldfb->fboMate = nil;
|
||||
}
|
||||
if(gl3Caps.gles)
|
||||
glDeleteRenderbuffers(1, &natras->texid);
|
||||
else
|
||||
glDeleteTextures(1, &natras->texid);
|
||||
break;
|
||||
|
||||
@ -719,6 +757,8 @@ destroyNativeRaster(void *object, int32 offset, int32)
|
||||
natras->texid = 0;
|
||||
natras->fbo = 0;
|
||||
|
||||
free(natras->backingStore);
|
||||
|
||||
#endif
|
||||
return object;
|
||||
}
|
||||
@ -730,6 +770,7 @@ copyNativeRaster(void *dst, void *, int32 offset, int32)
|
||||
d->texid = 0;
|
||||
d->fbo = 0;
|
||||
d->fboMate = nil;
|
||||
d->backingStore = nil;
|
||||
return dst;
|
||||
}
|
||||
|
||||
@ -763,9 +804,16 @@ readNativeTexture(Stream *stream)
|
||||
int32 numLevels = stream->readI32();
|
||||
|
||||
// Native raster
|
||||
int32 subplatform = stream->readI32();
|
||||
int32 flags = stream->readI32();
|
||||
int32 compression = stream->readI32();
|
||||
|
||||
if(subplatform != gl3Caps.gles){
|
||||
tex->destroy();
|
||||
RWERROR((ERR_PLATFORM, platform));
|
||||
return nil;
|
||||
}
|
||||
|
||||
Raster *raster;
|
||||
Gl3Raster *natras;
|
||||
if(flags & 2){
|
||||
@ -841,6 +889,7 @@ writeNativeTexture(Texture *tex, Stream *stream)
|
||||
assert(0 && "unknown compression");
|
||||
}
|
||||
}
|
||||
stream->writeI32(gl3Caps.gles);
|
||||
stream->writeI32(flags);
|
||||
stream->writeI32(compression);
|
||||
// TODO: auto mipmaps?
|
||||
@ -859,7 +908,7 @@ writeNativeTexture(Texture *tex, Stream *stream)
|
||||
uint32
|
||||
getSizeNativeTexture(Texture *tex)
|
||||
{
|
||||
uint32 size = 12 + 72 + 28;
|
||||
uint32 size = 12 + 72 + 32;
|
||||
int32 levels = tex->raster->getNumLevels();
|
||||
for(int32 i = 0; i < levels; i++)
|
||||
size += 4 + getLevelSize(tex->raster, i);
|
||||
|
@ -17,13 +17,8 @@
|
||||
namespace rw {
|
||||
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;
|
||||
|
||||
@ -137,15 +132,16 @@ linkprogram(GLint vs, GLint fs, GLuint *program)
|
||||
|
||||
prog = glCreateProgram();
|
||||
|
||||
#ifdef RW_GLES2
|
||||
if(gl3Caps.glversion < 30){
|
||||
// TODO: perhaps just do this always and get rid of the layout stuff?
|
||||
glBindAttribLocation(prog, ATTRIB_POS, "in_pos");
|
||||
glBindAttribLocation(prog, ATTRIB_NORMAL, "in_normal");
|
||||
glBindAttribLocation(prog, ATTRIB_COLOR, "in_color");
|
||||
glBindAttribLocation(prog, ATTRIB_TEXCOORDS0, "in_tex0");
|
||||
glBindAttribLocation(prog, ATTRIB_WEIGHTS, "in_weights");
|
||||
glBindAttribLocation(prog, ATTRIB_INDICES, "in_indices");
|
||||
#endif
|
||||
glBindAttribLocation(prog, ATTRIB_TEXCOORDS0, "in_tex0");
|
||||
glBindAttribLocation(prog, ATTRIB_TEXCOORDS1, "in_tex1");
|
||||
}
|
||||
|
||||
glAttachShader(prog, vs);
|
||||
glAttachShader(prog, fs);
|
||||
|
@ -297,13 +297,8 @@ skinOpen(void *o, int32, int32)
|
||||
{
|
||||
skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
|
||||
|
||||
#ifdef RW_GLES2
|
||||
#include "gl2_shaders/simple_fs_gl2.inc"
|
||||
#include "gl2_shaders/skin_gl2.inc"
|
||||
#else
|
||||
#include "shaders/simple_fs_gl3.inc"
|
||||
#include "shaders/skin_gl3.inc"
|
||||
#endif
|
||||
#include "shaders/simple_fs_gl.inc"
|
||||
#include "shaders/skin_gl.inc"
|
||||
const char *vs[] = { shaderDecl, header_vert_src, skin_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
|
||||
skinShader = Shader::create(vs, fs);
|
||||
|
@ -45,18 +45,16 @@ enum AttribIndices
|
||||
ATTRIB_POS = 0,
|
||||
ATTRIB_NORMAL,
|
||||
ATTRIB_COLOR,
|
||||
ATTRIB_WEIGHTS,
|
||||
ATTRIB_INDICES,
|
||||
ATTRIB_TEXCOORDS0,
|
||||
ATTRIB_TEXCOORDS1,
|
||||
#ifndef RW_GLES2
|
||||
ATTRIB_TEXCOORDS2,
|
||||
ATTRIB_TEXCOORDS3,
|
||||
ATTRIB_TEXCOORDS4,
|
||||
ATTRIB_TEXCOORDS5,
|
||||
ATTRIB_TEXCOORDS6,
|
||||
ATTRIB_TEXCOORDS7,
|
||||
#endif
|
||||
ATTRIB_WEIGHTS,
|
||||
ATTRIB_INDICES
|
||||
};
|
||||
|
||||
// default uniform indices
|
||||
@ -244,15 +242,21 @@ struct Gl3Raster
|
||||
|
||||
uint32 fbo; // used for camera texture only!
|
||||
Raster *fboMate; // color or zbuffer raster mate of this one
|
||||
RasterLevels *backingStore; // if we can't read back GPU memory but have to
|
||||
};
|
||||
|
||||
struct Gl3Caps
|
||||
{
|
||||
// TODO: put more stuff into this
|
||||
int gles;
|
||||
int glversion;
|
||||
bool dxtSupported;
|
||||
bool astcSupported; // not used yet
|
||||
};
|
||||
extern Gl3Caps gl3Caps;
|
||||
// GLES can't read back textures very nicely.
|
||||
// In most cases that's not an issue, but when it is,
|
||||
// this has to be set before the texture is filled:
|
||||
extern bool32 needToReadBackTextures;
|
||||
|
||||
void allocateDXT(Raster *raster, int32 dxt, int32 numLevels, bool32 hasAlpha);
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
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
|
||||
all: header_vs.inc header_fs.inc im2d_gl.inc im3d_gl.inc default_vs_gl.inc simple_fs_gl.inc matfx_gl.inc skin_gl.inc
|
||||
|
||||
header_vs.inc: header.vert
|
||||
(echo 'const char *header_vert_src =';\
|
||||
@ -10,36 +10,36 @@ header_fs.inc: header.frag
|
||||
sed 's/..*/"&\\n"/' header.frag;\
|
||||
echo ';') >header_fs.inc
|
||||
|
||||
im2d_gl3.inc: im2d.vert
|
||||
im2d_gl.inc: im2d.vert
|
||||
(echo 'const char *im2d_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im2d.vert;\
|
||||
echo ';') >im2d_gl3.inc
|
||||
echo ';') >im2d_gl.inc
|
||||
|
||||
im3d_gl3.inc: im3d.vert
|
||||
im3d_gl.inc: im3d.vert
|
||||
(echo 'const char *im3d_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im3d.vert;\
|
||||
echo ';') >im3d_gl3.inc
|
||||
echo ';') >im3d_gl.inc
|
||||
|
||||
default_vs_gl3.inc: default.vert
|
||||
default_vs_gl.inc: default.vert
|
||||
(echo 'const char *default_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' default.vert;\
|
||||
echo ';') >default_vs_gl3.inc
|
||||
echo ';') >default_vs_gl.inc
|
||||
|
||||
simple_fs_gl3.inc: simple.frag
|
||||
simple_fs_gl.inc: simple.frag
|
||||
(echo 'const char *simple_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' simple.frag;\
|
||||
echo ';') >simple_fs_gl3.inc
|
||||
echo ';') >simple_fs_gl.inc
|
||||
|
||||
matfx_gl3.inc: matfx_env.frag matfx_env.vert
|
||||
matfx_gl.inc: matfx_env.frag matfx_env.vert
|
||||
(echo 'const char *matfx_env_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' matfx_env.vert;\
|
||||
echo ';';\
|
||||
echo 'const char *matfx_env_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' matfx_env.frag;\
|
||||
echo ';') >matfx_gl3.inc
|
||||
echo ';') >matfx_gl.inc
|
||||
|
||||
skin_gl3.inc: skin.vert
|
||||
skin_gl.inc: skin.vert
|
||||
(echo 'const char *skin_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' skin.vert;\
|
||||
echo ';') >skin_gl3.inc
|
||||
echo ';') >skin_gl.inc
|
||||
|
||||
|
@ -1,11 +1,8 @@
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
VSIN(ATTRIB_POS) vec3 in_pos;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
VSOUT vec4 v_color;
|
||||
VSOUT vec2 v_tex0;
|
||||
VSOUT float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
|
25
src/gl/shaders/default_vs_gl.inc
Normal file
25
src/gl/shaders/default_vs_gl.inc
Normal file
@ -0,0 +1,25 @@
|
||||
const char *default_vert_src =
|
||||
"VSIN(ATTRIB_POS) vec3 in_pos;\n"
|
||||
|
||||
"VSOUT vec4 v_color;\n"
|
||||
"VSOUT vec2 v_tex0;\n"
|
||||
"VSOUT float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * in_normal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.w);\n"
|
||||
"}\n"
|
||||
;
|
@ -17,6 +17,10 @@ uniform vec4 u_fogColor;
|
||||
#define u_fogRange (u_fogData.z)
|
||||
#define u_fogDisable (u_fogData.w)
|
||||
|
||||
#ifndef GL2
|
||||
out vec4 fragColor;
|
||||
#endif
|
||||
|
||||
void DoAlphaTest(float a)
|
||||
{
|
||||
if(a < u_alphaRef.x || a >= u_alphaRef.y)
|
||||
|
@ -3,6 +3,23 @@
|
||||
//#define POINTLIGHTS
|
||||
//#define SPOTLIGHTS
|
||||
|
||||
#define ATTRIB_POS 0
|
||||
#define ATTRIB_NORMAL 1
|
||||
#define ATTRIB_COLOR 2
|
||||
#define ATTRIB_WEIGHTS 3
|
||||
#define ATTRIB_INDICES 4
|
||||
#define ATTRIB_TEXCOORDS0 5
|
||||
#define ATTRIB_TEXCOORDS1 6
|
||||
|
||||
|
||||
VSIN(ATTRIB_NORMAL) vec3 in_normal;
|
||||
VSIN(ATTRIB_COLOR) vec4 in_color;
|
||||
VSIN(ATTRIB_WEIGHTS) vec4 in_weights;
|
||||
VSIN(ATTRIB_INDICES) vec4 in_indices;
|
||||
VSIN(ATTRIB_TEXCOORDS0) vec2 in_tex0;
|
||||
VSIN(ATTRIB_TEXCOORDS1) vec2 in_tex1;
|
||||
|
||||
|
||||
#ifdef USE_UBOS
|
||||
layout(std140) uniform State
|
||||
{
|
||||
|
@ -18,6 +18,10 @@ const char *header_frag_src =
|
||||
"#define u_fogRange (u_fogData.z)\n"
|
||||
"#define u_fogDisable (u_fogData.w)\n"
|
||||
|
||||
"#ifndef GL2\n"
|
||||
"out vec4 fragColor;\n"
|
||||
"#endif\n"
|
||||
|
||||
"void DoAlphaTest(float a)\n"
|
||||
"{\n"
|
||||
" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n"
|
||||
|
@ -4,6 +4,23 @@ const char *header_vert_src =
|
||||
"//#define POINTLIGHTS\n"
|
||||
"//#define SPOTLIGHTS\n"
|
||||
|
||||
"#define ATTRIB_POS 0\n"
|
||||
"#define ATTRIB_NORMAL 1\n"
|
||||
"#define ATTRIB_COLOR 2\n"
|
||||
"#define ATTRIB_WEIGHTS 3\n"
|
||||
"#define ATTRIB_INDICES 4\n"
|
||||
"#define ATTRIB_TEXCOORDS0 5\n"
|
||||
"#define ATTRIB_TEXCOORDS1 6\n"
|
||||
|
||||
|
||||
"VSIN(ATTRIB_NORMAL) vec3 in_normal;\n"
|
||||
"VSIN(ATTRIB_COLOR) vec4 in_color;\n"
|
||||
"VSIN(ATTRIB_WEIGHTS) vec4 in_weights;\n"
|
||||
"VSIN(ATTRIB_INDICES) vec4 in_indices;\n"
|
||||
"VSIN(ATTRIB_TEXCOORDS0) vec2 in_tex0;\n"
|
||||
"VSIN(ATTRIB_TEXCOORDS1) vec2 in_tex1;\n"
|
||||
|
||||
|
||||
"#ifdef USE_UBOS\n"
|
||||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
|
@ -1,12 +1,10 @@
|
||||
uniform vec4 u_xform;
|
||||
|
||||
layout(location = 0) in vec4 in_pos;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
VSIN(ATTRIB_POS) vec4 in_pos;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
VSOUT vec4 v_color;
|
||||
VSOUT vec2 v_tex0;
|
||||
VSOUT float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
|
21
src/gl/shaders/im2d_gl.inc
Normal file
21
src/gl/shaders/im2d_gl.inc
Normal file
@ -0,0 +1,21 @@
|
||||
const char *im2d_vert_src =
|
||||
"uniform vec4 u_xform;\n"
|
||||
|
||||
"VSIN(ATTRIB_POS) vec4 in_pos;\n"
|
||||
|
||||
"VSOUT vec4 v_color;\n"
|
||||
"VSOUT vec2 v_tex0;\n"
|
||||
"VSOUT float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" gl_Position = in_pos;\n"
|
||||
" gl_Position.w = 1.0;\n"
|
||||
" gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;\n"
|
||||
" v_fog = DoFog(gl_Position.z);\n"
|
||||
" gl_Position.xyz *= gl_Position.w;\n"
|
||||
" v_color = in_color;\n"
|
||||
" v_tex0 = in_tex0;\n"
|
||||
"}\n"
|
||||
;
|
@ -1,10 +1,8 @@
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
VSIN(ATTRIB_POS) vec3 in_pos;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
VSOUT vec4 v_color;
|
||||
VSOUT vec2 v_tex0;
|
||||
VSOUT float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
|
18
src/gl/shaders/im3d_gl.inc
Normal file
18
src/gl/shaders/im3d_gl.inc
Normal file
@ -0,0 +1,18 @@
|
||||
const char *im3d_vert_src =
|
||||
"VSIN(ATTRIB_POS) vec3 in_pos;\n"
|
||||
|
||||
"VSOUT vec4 v_color;\n"
|
||||
"VSOUT vec2 v_tex0;\n"
|
||||
"VSOUT float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
|
||||
" vec4 CamVertex = u_view * Vertex;\n"
|
||||
" gl_Position = u_proj * CamVertex;\n"
|
||||
" v_color = in_color;\n"
|
||||
" v_tex0 = in_tex0;\n"
|
||||
" v_fog = DoFog(gl_Position.w);\n"
|
||||
"}\n"
|
||||
;
|
@ -7,12 +7,10 @@ uniform vec4 u_colorClamp;
|
||||
#define shininess (u_fxparams.x)
|
||||
#define disableFBA (u_fxparams.y)
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
in vec2 v_tex1;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
FSIN vec4 v_color;
|
||||
FSIN vec2 v_tex0;
|
||||
FSIN vec2 v_tex1;
|
||||
FSIN float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
@ -27,8 +25,11 @@ main(void)
|
||||
pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);
|
||||
|
||||
float fba = max(pass1.a, disableFBA);
|
||||
vec4 color;
|
||||
color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;
|
||||
color.a = pass1.a;
|
||||
|
||||
DoAlphaTest(color.a);
|
||||
|
||||
FRAGCOLOR(color);
|
||||
}
|
||||
|
@ -1,14 +1,11 @@
|
||||
uniform mat4 u_texMatrix;
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
VSIN(ATTRIB_POS) vec3 in_pos;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out vec2 v_tex1;
|
||||
out float v_fog;
|
||||
VSOUT vec4 v_color;
|
||||
VSOUT vec2 v_tex0;
|
||||
VSOUT vec2 v_tex1;
|
||||
VSOUT float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
|
66
src/gl/shaders/matfx_gl.inc
Normal file
66
src/gl/shaders/matfx_gl.inc
Normal file
@ -0,0 +1,66 @@
|
||||
const char *matfx_env_vert_src =
|
||||
"uniform mat4 u_texMatrix;\n"
|
||||
|
||||
"VSIN(ATTRIB_POS) vec3 in_pos;\n"
|
||||
|
||||
"VSOUT vec4 v_color;\n"
|
||||
"VSOUT vec2 v_tex0;\n"
|
||||
"VSOUT vec2 v_tex1;\n"
|
||||
"VSOUT float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 Vertex = u_world * vec4(in_pos, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * in_normal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
" v_tex1 = (u_texMatrix * vec4(Normal, 1.0)).xy;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.w);\n"
|
||||
"}\n"
|
||||
;
|
||||
const char *matfx_env_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
"uniform sampler2D tex1;\n"
|
||||
|
||||
"uniform vec2 u_fxparams;\n"
|
||||
"uniform vec4 u_colorClamp;\n"
|
||||
|
||||
"#define shininess (u_fxparams.x)\n"
|
||||
"#define disableFBA (u_fxparams.y)\n"
|
||||
|
||||
"FSIN vec4 v_color;\n"
|
||||
"FSIN vec2 v_tex0;\n"
|
||||
"FSIN vec2 v_tex1;\n"
|
||||
"FSIN float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 pass1 = v_color;\n"
|
||||
" vec4 envColor = max(pass1, u_colorClamp);\n"
|
||||
" pass1 *= texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));\n"
|
||||
|
||||
" vec4 pass2 = envColor*shininess*texture(tex1, vec2(v_tex1.x, 1.0-v_tex1.y));\n"
|
||||
|
||||
" pass1.rgb = mix(u_fogColor.rgb, pass1.rgb, v_fog);\n"
|
||||
" pass2.rgb = mix(vec3(0.0, 0.0, 0.0), pass2.rgb, v_fog);\n"
|
||||
|
||||
" float fba = max(pass1.a, disableFBA);\n"
|
||||
" vec4 color;\n"
|
||||
" color.rgb = pass1.rgb*pass1.a + pass2.rgb*fba;\n"
|
||||
" color.a = pass1.a;\n"
|
||||
|
||||
" DoAlphaTest(color.a);\n"
|
||||
|
||||
" FRAGCOLOR(color);\n"
|
||||
"}\n"
|
||||
;
|
@ -1,16 +1,15 @@
|
||||
uniform sampler2D tex0;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
FSIN vec4 v_color;
|
||||
FSIN vec2 v_tex0;
|
||||
FSIN float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
vec4 color = v_color*texture(tex0, vec2(v_tex0.x, 1.0-v_tex0.y));
|
||||
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
|
||||
DoAlphaTest(color.a);
|
||||
FRAGCOLOR(color);
|
||||
}
|
||||
|
||||
|
17
src/gl/shaders/simple_fs_gl.inc
Normal file
17
src/gl/shaders/simple_fs_gl.inc
Normal file
@ -0,0 +1,17 @@
|
||||
const char *simple_frag_src =
|
||||
"uniform sampler2D tex0;\n"
|
||||
|
||||
"FSIN vec4 v_color;\n"
|
||||
"FSIN vec2 v_tex0;\n"
|
||||
"FSIN float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 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"
|
||||
" DoAlphaTest(color.a);\n"
|
||||
" FRAGCOLOR(color);\n"
|
||||
"}\n"
|
||||
|
||||
;
|
@ -1,15 +1,10 @@
|
||||
uniform mat4 u_boneMatrices[64];
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
layout(location = 11) in vec4 in_weights;
|
||||
layout(location = 12) in vec4 in_indices;
|
||||
VSIN(ATTRIB_POS) vec3 in_pos;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
VSOUT vec4 v_color;
|
||||
VSOUT vec2 v_tex0;
|
||||
VSOUT float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
|
34
src/gl/shaders/skin_gl.inc
Normal file
34
src/gl/shaders/skin_gl.inc
Normal file
@ -0,0 +1,34 @@
|
||||
const char *skin_vert_src =
|
||||
"uniform mat4 u_boneMatrices[64];\n"
|
||||
|
||||
"VSIN(ATTRIB_POS) vec3 in_pos;\n"
|
||||
|
||||
"VSOUT vec4 v_color;\n"
|
||||
"VSOUT vec2 v_tex0;\n"
|
||||
"VSOUT float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec3 SkinVertex = vec3(0.0, 0.0, 0.0);\n"
|
||||
" vec3 SkinNormal = vec3(0.0, 0.0, 0.0);\n"
|
||||
" for(int i = 0; i < 4; i++){\n"
|
||||
" SkinVertex += (u_boneMatrices[int(in_indices[i])] * vec4(in_pos, 1.0)).xyz * in_weights[i];\n"
|
||||
" SkinNormal += (mat3(u_boneMatrices[int(in_indices[i])]) * in_normal) * in_weights[i];\n"
|
||||
" }\n"
|
||||
|
||||
" vec4 Vertex = u_world * vec4(SkinVertex, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * Vertex;\n"
|
||||
" vec3 Normal = mat3(u_world) * SkinNormal;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" v_color.rgb += u_ambLight.rgb*surfAmbient;\n"
|
||||
" v_color.rgb += DoDynamicLight(Vertex.xyz, Normal)*surfDiffuse;\n"
|
||||
" v_color = clamp(v_color, 0.0, 1.0);\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_fog = DoFog(gl_Position.z);\n"
|
||||
"}\n"
|
||||
;
|
Loading…
Reference in New Issue
Block a user