mirror of https://github.com/aap/librw.git
some more GLES hackage
This commit is contained in:
parent
582d202ce5
commit
6c7d811096
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@ -98,6 +98,10 @@ struct UniformObject
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};
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const char *shaderDecl330 = "#version 330\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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"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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@ -105,17 +109,40 @@ const char *shaderDecl310es =
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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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#ifndef RW_GLES2
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static GLuint vao;
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static GLuint ubo_state, ubo_scene, ubo_object;
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#endif
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static GLuint whitetex;
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static UniformState uniformState;
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static UniformScene uniformScene;
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static UniformObject uniformObject;
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#ifdef RW_GLES2
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// State
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int32 u_alphaRef;
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int32 u_fogStart;
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int32 u_fogEnd;
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int32 u_fogRange;
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int32 u_fogDisable;
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int32 u_fogColor;
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// Scene
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int32 u_proj;
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int32 u_view;
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// Object
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int32 u_world;
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int32 u_ambLight;
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// TODO: lights!
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#endif
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int32 u_matColor;
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int32 u_surfProps;
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@ -727,9 +754,62 @@ setViewMatrix(float32 *mat)
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sceneDirty = 1;
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}
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Shader *lastShaderUploaded;
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void
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flushCache(void)
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{
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#ifdef RW_GLES2
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#define U(i) currentShader->uniformLocations[i]
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// TODO: this is probably a stupid way to do it with gl2
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if(lastShaderUploaded != currentShader){
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lastShaderUploaded = currentShader;
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objectDirty = 1;
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sceneDirty = 1;
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stateDirty = 1;
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}
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if(objectDirty){
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glUniformMatrix4fv(U(u_world), 1, 0, (float*)&uniformObject.world);
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glUniform4fv(U(u_ambLight), 1, (float*)&uniformObject.ambLight);
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// TODO: lights somehow
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objectDirty = 0;
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}
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if(sceneDirty){
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glUniformMatrix4fv(U(u_proj), 1, 0, uniformScene.proj);
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glUniformMatrix4fv(U(u_view), 1, 0, uniformScene.view);
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sceneDirty = 0;
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}
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if(stateDirty){
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uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
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uniformState.fogStart = rwStateCache.fogStart;
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uniformState.fogEnd = rwStateCache.fogEnd;
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uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
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switch(uniformState.alphaFunc){
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case ALPHAALWAYS:
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default:
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glUniform2f(U(u_alphaRef), -1000.0f, 1000.0f);
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break;
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case ALPHAGREATEREQUAL:
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glUniform2f(U(u_alphaRef), uniformState.alphaRef, 1000.0f);
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break;
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case ALPHALESS:
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glUniform2f(U(u_alphaRef), -1000.0f, uniformState.alphaRef);
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break;
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}
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glUniform1f(U(u_fogStart), uniformState.fogStart);
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glUniform1f(U(u_fogEnd), uniformState.fogEnd);
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glUniform1f(U(u_fogRange), uniformState.fogRange);
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glUniform1f(U(u_fogDisable), uniformState.fogDisable);
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glUniform4fv(U(u_fogColor), 1, (float*)&uniformState.fogColor);
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stateDirty = 0;
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}
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#else
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if(objectDirty){
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glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
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glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(UniformObject),
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@ -752,6 +832,7 @@ flushCache(void)
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&uniformState);
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stateDirty = 0;
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}
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#endif
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}
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static void
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@ -1035,6 +1116,10 @@ openGLFW(EngineOpenParams *openparams)
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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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@ -1087,6 +1172,7 @@ startGLFW(void)
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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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/* Init GLEW */
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glewExperimental = GL_TRUE;
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@ -1119,9 +1205,23 @@ stopGLFW(void)
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static int
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initOpenGL(void)
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{
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#ifdef RW_GLES2
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u_alphaRef = registerUniform("u_alphaRef");
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u_fogStart = registerUniform("u_fogStart");
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u_fogEnd = registerUniform("u_fogEnd");
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u_fogRange = registerUniform("u_fogRange");
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u_fogDisable = registerUniform("u_fogDisable");
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u_fogColor = registerUniform("u_fogColor");
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u_proj = registerUniform("u_proj");
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u_view = registerUniform("u_view");
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u_world = registerUniform("u_world");
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u_ambLight = registerUniform("u_ambLight");
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lastShaderUploaded = nil;
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#else
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registerBlock("Scene");
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registerBlock("Object");
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registerBlock("State");
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#endif
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u_matColor = registerUniform("u_matColor");
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u_surfProps = registerUniform("u_surfProps");
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@ -1137,6 +1237,7 @@ initOpenGL(void)
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resetRenderState();
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#ifndef RW_GLES2
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glGenVertexArrays(1, &vao);
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glBindVertexArray(vao);
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@ -1160,9 +1261,15 @@ initOpenGL(void)
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glBufferData(GL_UNIFORM_BUFFER, sizeof(UniformObject), &uniformObject,
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GL_DYNAMIC_DRAW);
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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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const char *vs[] = { shaderDecl, header_vert_src, default_vert_src, nil };
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const char *fs[] = { shaderDecl, simple_frag_src, nil };
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defaultShader = Shader::create(vs, fs);
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@ -50,8 +50,13 @@ 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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const char *vs[] = { shaderDecl, header_vert_src, im2d_vert_src, nil };
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const char *fs[] = { shaderDecl, simple_frag_src, nil };
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im2dShader = Shader::create(vs, fs);
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@ -179,8 +184,13 @@ 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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const char *vs[] = { shaderDecl, header_vert_src, im3d_vert_src, nil };
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const char *fs[] = { shaderDecl, simple_frag_src, nil };
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im3dShader = Shader::create(vs, fs);
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@ -41,7 +41,11 @@ matfxOpen(void *o, int32, int32)
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u_colorClamp = registerUniform("u_colorClamp");
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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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const char *vs[] = { shaderDecl, header_vert_src, matfx_env_vert_src, nil };
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const char *fs[] = { shaderDecl, matfx_env_frag_src, nil };
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envShader = Shader::create(vs, fs);
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@ -33,7 +33,7 @@ rasterCreateTexture(Raster *raster)
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natras->format = GL_RGBA;
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natras->type = GL_UNSIGNED_BYTE;
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natras->hasAlpha = 1;
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natras->bbp = 4;
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natras->bpp = 4;
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raster->depth = 32;
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break;
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case Raster::C888:
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@ -41,7 +41,7 @@ rasterCreateTexture(Raster *raster)
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natras->format = GL_RGB;
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natras->type = GL_UNSIGNED_BYTE;
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natras->hasAlpha = 0;
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natras->bbp = 3;
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natras->bpp = 3;
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raster->depth = 24;
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break;
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case Raster::C1555:
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@ -49,7 +49,7 @@ rasterCreateTexture(Raster *raster)
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natras->format = GL_RGBA;
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natras->type = GL_UNSIGNED_SHORT_5_5_5_1;
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natras->hasAlpha = 1;
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natras->bbp = 2;
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natras->bpp = 2;
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raster->depth = 16;
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break;
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default:
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@ -57,7 +57,15 @@ rasterCreateTexture(Raster *raster)
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return nil;
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}
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raster->stride = raster->width*natras->bbp;
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#ifdef RW_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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raster->stride = raster->width*natras->bpp;
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glGenTextures(1, &natras->texid);
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glBindTexture(GL_TEXTURE_2D, natras->texid);
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@ -91,6 +99,7 @@ rasterCreateCameraTexture(Raster *raster)
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natras->format = GL_RGBA;
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natras->type = GL_UNSIGNED_BYTE;
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natras->hasAlpha = 1;
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natras->bpp = 4;
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break;
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case Raster::C888:
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default:
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@ -98,15 +107,27 @@ rasterCreateCameraTexture(Raster *raster)
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natras->format = GL_RGB;
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natras->type = GL_UNSIGNED_BYTE;
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natras->hasAlpha = 0;
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natras->bpp = 3;
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break;
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case Raster::C1555:
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natras->internalFormat = GL_RGB5_A1;
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natras->format = GL_RGBA;
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natras->type = GL_UNSIGNED_SHORT_5_5_5_1;
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natras->hasAlpha = 1;
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natras->bpp = 2;
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break;
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}
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#ifdef RW_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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raster->stride = raster->width*natras->bpp;
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glGenTextures(1, &natras->texid);
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glBindTexture(GL_TEXTURE_2D, natras->texid);
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glTexImage2D(GL_TEXTURE_2D, 0, natras->internalFormat,
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@ -218,13 +239,28 @@ rasterLock(Raster *raster, int32 level, int32 lockMode)
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case Raster::TEXTURE:
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case Raster::CAMERATEXTURE:
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px = (uint8*)rwMalloc(raster->stride*raster->height, MEMDUR_EVENT | ID_DRIVER);
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memset(px, 0, raster->stride*raster->height);
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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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#ifdef RW_GLES
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GLuint fbo;
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GLenum e;
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glGenFramebuffers(1, &fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, 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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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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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDeleteFramebuffers(1, &fbo);
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#else
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uint32 prev = bindTexture(natras->texid);
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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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raster->privateFlags = lockMode;
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@ -342,26 +378,38 @@ rasterFromImage(Raster *raster, Image *image)
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Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
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switch(image->depth){
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case 32:
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#ifdef RW_GLES
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conv = conv_RGBA8888_to_RGBA8888;
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#else
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if(raster->format == Raster::C8888)
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conv = conv_RGBA8888_to_RGBA8888;
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else if(raster->format == Raster::C888)
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conv = conv_RGB888_to_RGB888;
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else
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goto err;
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#endif
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break;
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case 24:
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#ifdef RW_GLES
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conv = conv_RGB888_to_RGBA8888;
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#else
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if(raster->format == Raster::C8888)
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conv = conv_RGB888_to_RGBA8888;
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else if(raster->format == Raster::C888)
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conv = conv_RGB888_to_RGB888;
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else
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goto err;
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#endif
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break;
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case 16:
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#ifdef RW_GLES
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conv = conv_RGBA1555_to_RGBA8888;
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#else
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if(raster->format == Raster::C1555)
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conv = conv_RGBA1555_to_RGBA5551;
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else
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goto err;
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#endif
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break;
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case 8:
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@ -387,7 +435,7 @@ rasterFromImage(Raster *raster, Image *image)
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for(x = 0; x < image->width; x++){
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conv(rasrow, imgrow);
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imgrow += image->bpp;
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rasrow += natras->bbp;
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rasrow += natras->bpp;
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}
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imgpixels -= image->stride;
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pixels += raster->stride;
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@ -16,7 +16,11 @@
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namespace rw {
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namespace gl3 {
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#ifdef RW_GLES2
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#include "gl2_shaders/header_vs.inc"
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#else
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#include "shaders/header_vs.inc"
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#endif
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UniformRegistry uniformRegistry;
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@ -68,6 +72,27 @@ findBlock(const char *name)
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Shader *currentShader;
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static void
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printShaderSource(const char **src)
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{
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int f, l;
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const char *file;
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bool printline;
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int line = 1;
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for(f = 0; src[f]; f++){
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char c;
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file = src[f];
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printline = true;
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while(c = *file++, c != '\0'){
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if(printline)
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printf("%.4d: ", line++);
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putchar(c);
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printline = c == '\n';
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}
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putchar('\n');
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}
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}
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static int
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compileshader(GLenum type, const char **src, GLuint *shader)
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{
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|
@ -83,6 +108,7 @@ compileshader(GLenum type, const char **src, GLuint *shader)
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glCompileShader(shdr);
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glGetShaderiv(shdr, GL_COMPILE_STATUS, &success);
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if(!success){
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printShaderSource(src);
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fprintf(stderr, "Error in %s shader\n",
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type == GL_VERTEX_SHADER ? "vertex" : "fragment");
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glGetShaderiv(shdr, GL_INFO_LOG_LENGTH, &len);
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@ -105,6 +131,16 @@ linkprogram(GLint vs, GLint fs, GLuint *program)
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prog = glCreateProgram();
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#ifdef RW_GLES2
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// TODO: perhaps just do this always and get rid of the layout stuff?
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glBindAttribLocation(prog, ATTRIB_POS, "in_pos");
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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
|
||||
|
||||
glAttachShader(prog, vs);
|
||||
glAttachShader(prog, fs);
|
||||
glLinkProgram(prog);
|
||||
|
@ -150,6 +186,33 @@ Shader::create(const char **vsrc, const char **fsrc)
|
|||
|
||||
Shader *sh = rwNewT(Shader, 1, MEMDUR_EVENT | ID_DRIVER); // or global?
|
||||
|
||||
#ifdef xxxRW_GLES2
|
||||
int numUniforms;
|
||||
glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numUniforms);
|
||||
for(i = 0; i < numUniforms; i++){
|
||||
GLint size;
|
||||
GLenum type;
|
||||
char name[100];
|
||||
glGetActiveUniform(program, i, 100, nil, &size, &type, name);
|
||||
printf("%d %d %s\n", size, type, name);
|
||||
}
|
||||
printf("\n");
|
||||
#endif
|
||||
|
||||
#ifdef xxxRW_GLES2
|
||||
int numAttribs;
|
||||
glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, &numAttribs);
|
||||
for(i = 0; i < numAttribs; i++){
|
||||
GLint size;
|
||||
GLenum type;
|
||||
char name[100];
|
||||
glGetActiveAttrib(program, i, 100, nil, &size, &type, name);
|
||||
GLint bind = glGetAttribLocation(program, name);
|
||||
printf("%d %d %s. %d\n", size, type, name, bind);
|
||||
}
|
||||
printf("\n");
|
||||
#endif
|
||||
|
||||
// set uniform block binding
|
||||
for(i = 0; i < uniformRegistry.numBlocks; i++){
|
||||
int idx = glGetUniformBlockIndex(program,
|
||||
|
|
|
@ -37,8 +37,13 @@ skinOpen(void *o, int32, int32)
|
|||
u_boneMatrices = registerUniform("u_boneMatrices");
|
||||
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
|
||||
const char *vs[] = { shaderDecl, header_vert_src, skin_vert_src, nil };
|
||||
const char *fs[] = { shaderDecl, simple_frag_src, nil };
|
||||
skinShader = Shader::create(vs, fs);
|
||||
|
@ -60,12 +65,6 @@ initSkin(void)
|
|||
skinOpen, skinClose);
|
||||
}
|
||||
|
||||
enum
|
||||
{
|
||||
ATTRIB_WEIGHTS = ATTRIB_TEXCOORDS7+1,
|
||||
ATTRIB_INDICES
|
||||
};
|
||||
|
||||
void
|
||||
skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
|
||||
{
|
||||
|
|
|
@ -47,12 +47,16 @@ enum AttribIndices
|
|||
ATTRIB_COLOR,
|
||||
ATTRIB_TEXCOORDS0,
|
||||
ATTRIB_TEXCOORDS1,
|
||||
#ifndef RW_GLES2
|
||||
ATTRIB_TEXCOORDS2,
|
||||
ATTRIB_TEXCOORDS3,
|
||||
ATTRIB_TEXCOORDS4,
|
||||
ATTRIB_TEXCOORDS5,
|
||||
ATTRIB_TEXCOORDS6,
|
||||
ATTRIB_TEXCOORDS7
|
||||
ATTRIB_TEXCOORDS7,
|
||||
#endif
|
||||
ATTRIB_WEIGHTS,
|
||||
ATTRIB_INDICES
|
||||
};
|
||||
|
||||
// default uniform indices
|
||||
|
@ -217,7 +221,7 @@ struct Gl3Raster
|
|||
int32 internalFormat;
|
||||
int32 type;
|
||||
int32 format;
|
||||
int32 bbp; // bytes per pixel
|
||||
int32 bpp; // bytes per pixel
|
||||
// texture object
|
||||
uint32 texid;
|
||||
|
||||
|
|
|
@ -82,5 +82,5 @@ float DoFog(float w)
|
|||
}
|
||||
|
||||
#define DIRECTIONALS
|
||||
#define POINTLIGHTS
|
||||
#define SPOTLIGHTS
|
||||
//#define POINTLIGHTS
|
||||
//#define SPOTLIGHTS
|
||||
|
|
|
@ -83,6 +83,6 @@ const char *header_vert_src =
|
|||
"}\n"
|
||||
|
||||
"#define DIRECTIONALS\n"
|
||||
"#define POINTLIGHTS\n"
|
||||
"#define SPOTLIGHTS\n"
|
||||
"//#define POINTLIGHTS\n"
|
||||
"//#define SPOTLIGHTS\n"
|
||||
;
|
||||
|
|
|
@ -12,6 +12,7 @@ void
|
|||
main(void)
|
||||
{
|
||||
gl_Position = in_pos;
|
||||
gl_Position.w = 1.0;
|
||||
gl_Position.xy = gl_Position.xy * u_xform.xy + u_xform.zw;
|
||||
v_fog = DoFog(gl_Position.z);
|
||||
gl_Position.xyz *= gl_Position.w;
|
||||
|
|
|
@ -13,6 +13,7 @@ const char *im2d_vert_src =
|
|||
"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"
|
||||
|
|
|
@ -259,4 +259,18 @@ conv_RGBA1555_to_RGBA5551(uint8 *out, uint8 *in)
|
|||
out[1] = g>>2 | r<<3;
|
||||
}
|
||||
|
||||
void
|
||||
conv_RGBA1555_to_RGBA8888(uint8 *out, uint8 *in)
|
||||
{
|
||||
uint32 r, g, b, a;
|
||||
a = (in[1]>>7) & 1;
|
||||
r = (in[1]>>2) & 0x1F;
|
||||
g = (in[1]&3)<<3 | (in[0]>>5)&7;
|
||||
b = in[0] & 0x1F;
|
||||
out[0] = r*0xFF/0x1f;
|
||||
out[1] = g*0xFF/0x1f;
|
||||
out[2] = b*0xFF/0x1f;
|
||||
out[3] = a*0xFF;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -6,11 +6,20 @@
|
|||
#define M_PI 3.14159265358979323846
|
||||
#endif
|
||||
|
||||
// TODO: clean up the opengl defines
|
||||
// and figure out what we even want here...
|
||||
#ifdef RW_GL3
|
||||
#define RW_OPENGL
|
||||
#define RWDEVICE gl3
|
||||
#endif
|
||||
|
||||
#ifdef RW_GLES2
|
||||
#define RW_GLES
|
||||
#endif
|
||||
#ifdef RW_GLES3
|
||||
#define RW_GLES
|
||||
#endif
|
||||
|
||||
#ifdef RW_D3D9
|
||||
#define RWDEVICE d3d
|
||||
#define RWHALFPIXEL
|
||||
|
|
|
@ -269,6 +269,7 @@ void conv_RGBA8888_to_RGBA8888(uint8 *out, uint8 *in);
|
|||
void conv_RGB888_to_RGBA8888(uint8 *out, uint8 *in);
|
||||
void conv_RGB888_to_RGB888(uint8 *out, uint8 *in);
|
||||
void conv_RGBA1555_to_RGBA5551(uint8 *out, uint8 *in);
|
||||
void conv_RGBA1555_to_RGBA8888(uint8 *out, uint8 *in);
|
||||
|
||||
|
||||
#define IGNORERASTERIMP 0
|
||||
|
|
Loading…
Reference in New Issue