mirror of
https://github.com/aap/librw.git
synced 2024-11-24 20:55:41 +00:00
gl optimization and im2d shader override
This commit is contained in:
parent
113d76cfaa
commit
5e299fb12e
@ -98,6 +98,12 @@ struct UniformObject
|
||||
RGBAf lightColor[MAX_LIGHTS];
|
||||
};
|
||||
|
||||
struct GLShaderState
|
||||
{
|
||||
RGBA matColor;
|
||||
SurfaceProperties surfProps;
|
||||
};
|
||||
|
||||
const char *shaderDecl330 = "#version 330\n";
|
||||
const char *shaderDecl100es =
|
||||
"#version 100\n"\
|
||||
@ -129,6 +135,7 @@ static GLuint whitetex;
|
||||
static UniformState uniformState;
|
||||
static UniformScene uniformScene;
|
||||
static UniformObject uniformObject;
|
||||
static GLShaderState shaderState;
|
||||
|
||||
#ifndef RW_GL_USE_UBOS
|
||||
// State
|
||||
@ -878,13 +885,39 @@ setViewMatrix(float32 *mat)
|
||||
|
||||
Shader *lastShaderUploaded;
|
||||
|
||||
#define U(i) currentShader->uniformLocations[i]
|
||||
|
||||
void
|
||||
setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops)
|
||||
{
|
||||
bool force = lastShaderUploaded != currentShader;
|
||||
if(force || !equal(shaderState.matColor, color)){
|
||||
rw::RGBAf col;
|
||||
convColor(&col, &color);
|
||||
glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
|
||||
shaderState.matColor = color;
|
||||
}
|
||||
|
||||
if(force ||
|
||||
shaderState.surfProps.ambient != surfaceprops.ambient ||
|
||||
shaderState.surfProps.specular != surfaceprops.specular ||
|
||||
shaderState.surfProps.diffuse != surfaceprops.diffuse){
|
||||
float surfProps[4];
|
||||
surfProps[0] = surfaceprops.ambient;
|
||||
surfProps[1] = surfaceprops.specular;
|
||||
surfProps[2] = surfaceprops.diffuse;
|
||||
surfProps[3] = 0.0f;
|
||||
glUniform4fv(U(u_surfProps), 1, surfProps);
|
||||
shaderState.surfProps = surfaceprops;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
flushCache(void)
|
||||
{
|
||||
flushGlRenderState();
|
||||
|
||||
#ifndef RW_GL_USE_UBOS
|
||||
#define U(i) currentShader->uniformLocations[i]
|
||||
|
||||
// TODO: this is probably a stupid way to do it without UBOs
|
||||
if(lastShaderUploaded != currentShader){
|
||||
|
@ -23,6 +23,9 @@ uint32 im2DVbo, im2DIbo;
|
||||
#ifdef RW_GL_USE_VAOS
|
||||
uint32 im2DVao;
|
||||
#endif
|
||||
|
||||
Shader *im2dOverrideShader;
|
||||
|
||||
static int32 u_xform;
|
||||
|
||||
#define STARTINDICES 10000
|
||||
@ -130,6 +133,9 @@ im2DRenderPrimitive(PrimitiveType primType, void *vertices, int32 numVertices)
|
||||
xform[2] = -1.0f;
|
||||
xform[3] = 1.0f;
|
||||
|
||||
if(im2dOverrideShader)
|
||||
im2dOverrideShader->use();
|
||||
else
|
||||
im2dShader->use();
|
||||
#ifndef RW_GL_USE_VAOS
|
||||
setAttribPointers(im2dattribDesc, 3);
|
||||
@ -170,6 +176,9 @@ im2DRenderIndexedPrimitive(PrimitiveType primType,
|
||||
xform[2] = -1.0f;
|
||||
xform[3] = 1.0f;
|
||||
|
||||
if(im2dOverrideShader)
|
||||
im2dOverrideShader->use();
|
||||
else
|
||||
im2dShader->use();
|
||||
#ifndef RW_GL_USE_VAOS
|
||||
setAttribPointers(im2dattribDesc, 3);
|
||||
|
@ -72,20 +72,11 @@ void
|
||||
matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
|
||||
{
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
m = inst->material;
|
||||
|
||||
defaultShader->use();
|
||||
|
||||
convColor(&col, &m->color);
|
||||
glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
|
||||
|
||||
surfProps[0] = m->surfaceProps.ambient;
|
||||
surfProps[1] = m->surfaceProps.specular;
|
||||
surfProps[2] = m->surfaceProps.diffuse;
|
||||
surfProps[3] = 0.0f;
|
||||
glUniform4fv(U(u_surfProps), 1, surfProps);
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
@ -128,8 +119,6 @@ void
|
||||
matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
|
||||
{
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
m = inst->material;
|
||||
|
||||
if(env->tex == nil || env->coefficient == 0.0f){
|
||||
@ -143,14 +132,7 @@ matfxEnvRender(InstanceDataHeader *header, InstanceData *inst, MatFX::Env *env)
|
||||
setTexture(1, env->tex);
|
||||
uploadEnvMatrix(env->frame);
|
||||
|
||||
convColor(&col, &m->color);
|
||||
glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
|
||||
|
||||
surfProps[0] = m->surfaceProps.ambient;
|
||||
surfProps[1] = m->surfaceProps.specular;
|
||||
surfProps[2] = m->surfaceProps.diffuse;
|
||||
surfProps[3] = 0.0f;
|
||||
glUniform4fv(U(u_surfProps), 1, surfProps);
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
|
||||
float fxparams[2];
|
||||
fxparams[0] = env->coefficient;
|
||||
|
@ -144,14 +144,7 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
while(n--){
|
||||
m = inst->material;
|
||||
|
||||
convColor(&col, &m->color);
|
||||
glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
|
||||
|
||||
surfProps[0] = m->surfaceProps.ambient;
|
||||
surfProps[1] = m->surfaceProps.specular;
|
||||
surfProps[2] = m->surfaceProps.diffuse;
|
||||
surfProps[3] = 0.0f;
|
||||
glUniform4fv(U(u_surfProps), 1, surfProps);
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
|
@ -85,12 +85,13 @@ printShaderSource(const char **src)
|
||||
bool printline;
|
||||
int line = 1;
|
||||
for(f = 0; src[f]; f++){
|
||||
int fileline = 1;
|
||||
char c;
|
||||
file = src[f];
|
||||
printline = true;
|
||||
while(c = *file++, c != '\0'){
|
||||
if(printline)
|
||||
printf("%.4d: ", line++);
|
||||
printf("%.4d/%d:%.4d: ", line++, f, fileline++);
|
||||
putchar(c);
|
||||
printline = c == '\n';
|
||||
}
|
||||
@ -243,6 +244,10 @@ Shader::create(const char **vsrc, const char **fsrc)
|
||||
glUniform1i(loc, i);
|
||||
}
|
||||
|
||||
// reset program
|
||||
if(currentShader)
|
||||
glUseProgram(currentShader->program);
|
||||
|
||||
return sh;
|
||||
}
|
||||
|
||||
|
@ -282,8 +282,6 @@ void
|
||||
skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
{
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB(atomic);
|
||||
@ -306,14 +304,7 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
while(n--){
|
||||
m = inst->material;
|
||||
|
||||
convColor(&col, &m->color);
|
||||
glUniform4fv(U(u_matColor), 1, (GLfloat*)&col);
|
||||
|
||||
surfProps[0] = m->surfaceProps.ambient;
|
||||
surfProps[1] = m->surfaceProps.specular;
|
||||
surfProps[2] = m->surfaceProps.diffuse;
|
||||
surfProps[3] = 0.0f;
|
||||
glUniform4fv(U(u_surfProps), 1, surfProps);
|
||||
setMaterial(m->color, m->surfaceProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
|
@ -170,6 +170,8 @@ extern const char *shaderDecl; // #version stuff
|
||||
extern const char *header_vert_src;
|
||||
extern const char *header_frag_src;
|
||||
|
||||
extern Shader *im2dOverrideShader;
|
||||
|
||||
// per Scene
|
||||
void setProjectionMatrix(float32*);
|
||||
void setViewMatrix(float32*);
|
||||
@ -180,6 +182,7 @@ int32 setLights(WorldLights *lightData);
|
||||
|
||||
// per Mesh
|
||||
void setTexture(int32 n, Texture *tex);
|
||||
void setMaterial(const RGBA &color, const SurfaceProperties &surfaceprops);
|
||||
|
||||
void setAlphaBlend(bool32 enable);
|
||||
bool32 getAlphaBlend(void);
|
||||
|
@ -175,6 +175,65 @@ setupClump(rw::Clump *clump)
|
||||
}
|
||||
}
|
||||
|
||||
#define MUL(x, y) ((x)*(y)/255)
|
||||
|
||||
int
|
||||
calcVCfx(int fb, int col, int a, int iter)
|
||||
{
|
||||
int prev = fb;
|
||||
int col2 = col*2;
|
||||
if(col2 > 255) col2 = 255;
|
||||
for(int i = 0; i < iter; i++){
|
||||
int tmp = MUL(fb, 255-a) + MUL(MUL(prev, col2), a);
|
||||
tmp += MUL(prev, col);
|
||||
tmp += MUL(prev, col);
|
||||
prev = tmp > 255 ? 255 : tmp;
|
||||
}
|
||||
return prev;
|
||||
}
|
||||
|
||||
int
|
||||
calcIIIfx(int fb, int col, int a, int iter)
|
||||
{
|
||||
int prev = fb;
|
||||
for(int i = 0; i < iter; i++){
|
||||
int tmp = MUL(fb, 255-a) + MUL(MUL(prev, col), a);
|
||||
prev = tmp > 255 ? 255 : tmp;
|
||||
}
|
||||
return prev;
|
||||
}
|
||||
|
||||
void
|
||||
postfxtest(void)
|
||||
{
|
||||
rw::Image *img = rw::Image::create(256, 256, 32);
|
||||
img->allocate();
|
||||
int x, y;
|
||||
int iter;
|
||||
static char filename[100];
|
||||
for(iter = 0; iter < 10; iter++){
|
||||
for(y = 0; y < 256; y++)
|
||||
for(x = 0; x < 256; x++){
|
||||
int res = calcVCfx(y, x, 30, iter);
|
||||
// int res = calcIIIfx(y, x, 30, iter);
|
||||
if(0 && res == y){
|
||||
img->pixels[y*img->stride + x*img->bpp + 0] = 255;
|
||||
img->pixels[y*img->stride + x*img->bpp + 1] = 0;
|
||||
img->pixels[y*img->stride + x*img->bpp + 2] = 0;
|
||||
}else{
|
||||
img->pixels[y*img->stride + x*img->bpp + 0] = res;
|
||||
img->pixels[y*img->stride + x*img->bpp + 1] = res;
|
||||
img->pixels[y*img->stride + x*img->bpp + 2] = res;
|
||||
}
|
||||
img->pixels[y*img->stride + x*img->bpp + 3] = 255;
|
||||
}
|
||||
sprintf(filename, "vcfx_%02d.bmp", iter);
|
||||
// sprintf(filename, "iiifx_%02d.bmp", iter);
|
||||
rw::writeBMP(img, filename);
|
||||
}
|
||||
exit(0);
|
||||
}
|
||||
|
||||
bool
|
||||
InitRW(void)
|
||||
{
|
||||
@ -184,6 +243,8 @@ InitRW(void)
|
||||
|
||||
rw::d3d::isP8supported = false;
|
||||
|
||||
postfxtest();
|
||||
|
||||
initFont();
|
||||
|
||||
rw::RGBA foreground = { 255, 255, 0, 255 };
|
||||
|
Loading…
Reference in New Issue
Block a user