hardcoded gl3 shaders; extended Image; bmp writer

This commit is contained in:
aap
2016-07-19 18:40:10 +02:00
parent 14547ef830
commit 69356264d7
23 changed files with 1132 additions and 187 deletions

View File

@@ -420,7 +420,8 @@ initializeRender(void)
engine->zNear = -1.0f;
engine->zFar = 1.0f;
simpleShader = Shader::fromFiles("simple.vert", "simple.frag");
#include "shaders/simple_gl3.inc"
simpleShader = Shader::fromStrings(simple_vert_src, simple_frag_src);
glClearColor(0.25, 0.25, 0.25, 1.0);

View File

@@ -32,8 +32,9 @@ Shader *envShader;
static void*
matfxOpen(void *o, int32, int32)
{
#include "shaders/matfx_gl3.inc"
matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
envShader = Shader::fromFiles("matfx_env.vert", "matfx_env.frag");
envShader = Shader::fromStrings(matfx_env_vert_src, matfx_env_frag_src);
return o;
}
@@ -235,8 +236,10 @@ Shader *skinShader;
static void*
skinOpen(void *o, int32, int32)
{
#include "shaders/simple_gl3.inc"
#include "shaders/skin_gl3.inc"
skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
skinShader = Shader::fromFiles("skin.vert", "simple.frag");
skinShader = Shader::fromStrings(skin_vert_src, simple_frag_src);
return o;
}

View File

@@ -134,22 +134,18 @@ linkprogram(GLint vs, GLint fs, GLuint *program)
}
Shader*
Shader::fromFiles(const char *vspath, const char *fspath)
Shader::fromStrings(const char *vsrc, const char *fsrc)
{
GLuint vs, fs, program;
int i;
char *src;
int fail;
src = loadfile(vspath);
fail = compileshader(GL_VERTEX_SHADER, src, &vs);
free(src);
fail = compileshader(GL_VERTEX_SHADER, vsrc, &vs);
if(fail)
return nil;
src = loadfile(fspath);
fail = compileshader(GL_FRAGMENT_SHADER, src, &fs);
free(src);
fail = compileshader(GL_FRAGMENT_SHADER, fsrc, &fs);
if(fail)
return nil;
@@ -179,6 +175,18 @@ Shader::fromFiles(const char *vspath, const char *fspath)
return sh;
}
Shader*
Shader::fromFiles(const char *vspath, const char *fspath)
{
char *vsrc, *fsrc;
vsrc = loadfile(vspath);
fsrc = loadfile(fspath);
Shader *s = fromStrings(vsrc, fsrc);
free(vsrc);
free(fsrc);
return s;
}
void
Shader::use(void)
{

View File

@@ -33,6 +33,7 @@ public:
GLint *uniformLocations;
static Shader *fromFiles(const char *vs, const char *fs);
static Shader *fromStrings(const char *vsrc, const char *fsrc);
void use(void);
};

23
src/gl/shaders/Makefile Normal file
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@@ -0,0 +1,23 @@
all: simple_gl3.inc matfx_gl3.inc skin_gl3.inc
simple_gl3.inc: simple.frag simple.vert
(echo 'const char *simple_vert_src =';\
sed 's/..*/"&\\n"/' simple.vert;\
echo ';';\
echo 'const char *simple_frag_src =';\
sed 's/..*/"&\\n"/' simple.frag;\
echo ';') >simple_gl3.inc
matfx_gl3.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
skin_gl3.inc: skin.vert
(echo 'const char *skin_vert_src =';\
sed 's/..*/"&\\n"/' skin.vert;\
echo ';') >skin_gl3.inc

View File

@@ -0,0 +1,34 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
// fog etc.
};
uniform sampler2D tex;
in vec4 v_color;
in vec2 v_tex0;
out vec4 color;
void
main(void)
{
color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));
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;
}
}

View File

@@ -0,0 +1,58 @@
#version 330
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#define MAX_LIGHTS 8
struct Light {
vec4 position;
vec4 direction;
vec4 color;
float radius;
float minusCosAngle;
};
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
int u_numLights;
Light u_lights[MAX_LIGHTS];
};
uniform vec4 u_matColor;
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
uniform mat4 u_texMatrix;
uniform float u_coefficient;
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;
out vec4 v_color;
out vec2 v_tex0;
void
main(void)
{
vec4 V = u_world * vec4(in_pos, 1.0);
gl_Position = u_proj * u_view * V;
vec3 N = mat3(u_world) * in_normal;
v_color = in_color;
for(int i = 0; i < u_numLights; i++){
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
}
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
v_color *= u_matColor;
v_color *= u_coefficient;
vec3 cN = mat3(u_view) * in_normal;
v_tex0 = (u_texMatrix * vec4(cN, 1.0)).xy;
}

View File

@@ -0,0 +1,96 @@
const char *matfx_env_vert_src =
"#version 330\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
" float radius;\n"
" float minusCosAngle;\n"
"};\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" int u_numLights;\n"
" Light u_lights[MAX_LIGHTS];\n"
"};\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
"uniform mat4 u_texMatrix;\n"
"uniform float u_coefficient;\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"void\n"
"main(void)\n"
"{\n"
" vec4 V = u_world * vec4(in_pos, 1.0);\n"
" gl_Position = u_proj * u_view * V;\n"
" vec3 N = mat3(u_world) * in_normal;\n"
" v_color = in_color;\n"
" for(int i = 0; i < u_numLights; i++){\n"
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
" }\n"
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
" v_color *= u_matColor;\n"
" v_color *= u_coefficient;\n"
" vec3 cN = mat3(u_view) * in_normal;\n"
" v_tex0 = (u_texMatrix * vec4(cN, 1.0)).xy;\n"
"}\n"
;
const char *matfx_env_frag_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" // fog etc.\n"
"};\n"
"uniform sampler2D tex;\n"
"in vec4 v_color;\n"
"in vec2 v_tex0;\n"
"out vec4 color;\n"
"void\n"
"main(void)\n"
"{\n"
" color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));\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"
;

View File

@@ -0,0 +1,41 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
int u_fogEnable;
float u_fogStart;
float u_fogEnd;
vec4 u_fogColor;
};
uniform sampler2D tex;
in vec4 v_color;
in vec2 v_tex0;
in float v_fog;
out vec4 color;
void
main(void)
{
color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));
if(u_fogEnable != 0)
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;
}
}

View File

@@ -0,0 +1,70 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
int u_fogEnable;
float u_fogStart;
float u_fogEnd;
vec4 u_fogColor;
};
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#define MAX_LIGHTS 8
struct Light {
vec4 position;
vec4 direction;
vec4 color;
float radius;
float minusCosAngle;
};
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
int u_numLights;
Light u_lights[MAX_LIGHTS];
};
uniform vec4 u_matColor;
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
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;
out vec4 v_color;
out vec2 v_tex0;
out float v_fog;
void
main(void)
{
vec3 lightdir = vec3(1.0, 1.0, -1.0);
vec4 V = u_world * vec4(in_pos, 1.0);
vec4 cV = u_view * V;
gl_Position = u_proj * cV;
vec3 N = mat3(u_world) * in_normal;
v_color = in_color;
for(int i = 0; i < u_numLights; i++){
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
}
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
v_color *= u_matColor;
v_tex0 = in_tex0;
v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
}

View File

@@ -0,0 +1,115 @@
const char *simple_vert_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" int u_fogEnable;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" vec4 u_fogColor;\n"
"};\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
" float radius;\n"
" float minusCosAngle;\n"
"};\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" int u_numLights;\n"
" Light u_lights[MAX_LIGHTS];\n"
"};\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" vec3 lightdir = vec3(1.0, 1.0, -1.0);\n"
" vec4 V = u_world * vec4(in_pos, 1.0);\n"
" vec4 cV = u_view * V; \n"
" gl_Position = u_proj * cV;\n"
" vec3 N = mat3(u_world) * in_normal;\n"
" v_color = in_color;\n"
" for(int i = 0; i < u_numLights; i++){\n"
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
" }\n"
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
" v_color *= u_matColor;\n"
" v_tex0 = in_tex0;\n"
" v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
"}\n"
;
const char *simple_frag_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" int u_fogEnable;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" vec4 u_fogColor;\n"
"};\n"
"uniform sampler2D tex;\n"
"in vec4 v_color;\n"
"in vec2 v_tex0;\n"
"in float v_fog;\n"
"out vec4 color;\n"
"void\n"
"main(void)\n"
"{\n"
" color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));\n"
" if(u_fogEnable != 0)\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"
"}\n"
;

78
src/gl/shaders/skin.vert Normal file
View File

@@ -0,0 +1,78 @@
#version 330
layout(std140) uniform State
{
int u_alphaTest;
float u_alphaRef;
int u_fogEnable;
float u_fogStart;
float u_fogEnd;
vec4 u_fogColor;
};
layout(std140) uniform Scene
{
mat4 u_proj;
mat4 u_view;
};
#define MAX_LIGHTS 8
struct Light {
vec4 position;
vec4 direction;
vec4 color;
float radius;
float minusCosAngle;
};
layout(std140) uniform Object
{
mat4 u_world;
vec4 u_ambLight;
int u_numLights;
Light u_lights[MAX_LIGHTS];
};
uniform vec4 u_matColor;
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
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;
uniform mat4 u_boneMatrices[64];
out vec4 v_color;
out vec2 v_tex0;
out float v_fog;
void
main(void)
{
mat4 m = u_boneMatrices[int(in_indices[0])] * in_weights[0];
m += u_boneMatrices[int(in_indices[1])] * in_weights[1];
m += u_boneMatrices[int(in_indices[2])] * in_weights[2];
m += u_boneMatrices[int(in_indices[3])] * in_weights[3];
mat4 world = u_world * m;
vec4 V = world * vec4(in_pos, 1.0);
vec4 cV = u_view * V;
gl_Position = u_proj * cV;
vec3 N = mat3(world) * in_normal;
v_color = in_color;
for(int i = 0; i < u_numLights; i++){
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
}
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
v_color *= u_matColor;
v_tex0 = in_tex0;
v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
}

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@@ -0,0 +1,80 @@
const char *skin_vert_src =
"#version 330\n"
"layout(std140) uniform State\n"
"{\n"
" int u_alphaTest;\n"
" float u_alphaRef;\n"
" int u_fogEnable;\n"
" float u_fogStart;\n"
" float u_fogEnd;\n"
" vec4 u_fogColor;\n"
"};\n"
"layout(std140) uniform Scene\n"
"{\n"
" mat4 u_proj;\n"
" mat4 u_view;\n"
"};\n"
"#define MAX_LIGHTS 8\n"
"struct Light {\n"
" vec4 position;\n"
" vec4 direction;\n"
" vec4 color;\n"
" float radius;\n"
" float minusCosAngle;\n"
"};\n"
"layout(std140) uniform Object\n"
"{\n"
" mat4 u_world;\n"
" vec4 u_ambLight;\n"
" int u_numLights;\n"
" Light u_lights[MAX_LIGHTS];\n"
"};\n"
"uniform vec4 u_matColor;\n"
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
"layout(location = 0) in vec3 in_pos;\n"
"layout(location = 1) in vec3 in_normal;\n"
"layout(location = 2) in vec4 in_color;\n"
"layout(location = 3) in vec2 in_tex0;\n"
"layout(location = 11) in vec4 in_weights;\n"
"layout(location = 12) in vec4 in_indices;\n"
"uniform mat4 u_boneMatrices[64];\n"
"out vec4 v_color;\n"
"out vec2 v_tex0;\n"
"out float v_fog;\n"
"void\n"
"main(void)\n"
"{\n"
" mat4 m = u_boneMatrices[int(in_indices[0])] * in_weights[0];\n"
" m += u_boneMatrices[int(in_indices[1])] * in_weights[1];\n"
" m += u_boneMatrices[int(in_indices[2])] * in_weights[2];\n"
" m += u_boneMatrices[int(in_indices[3])] * in_weights[3];\n"
" mat4 world = u_world * m;\n"
" vec4 V = world * vec4(in_pos, 1.0);\n"
" vec4 cV = u_view * V; \n"
" gl_Position = u_proj * cV;\n"
" vec3 N = mat3(world) * in_normal;\n"
" v_color = in_color;\n"
" for(int i = 0; i < u_numLights; i++){\n"
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
" }\n"
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
" v_color *= u_matColor;\n"
" v_tex0 = in_tex0;\n"
" v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
"}\n"
;