mirror of https://github.com/aap/librw.git
some more state caching for gl3
This commit is contained in:
parent
3b385c44ae
commit
90ce0f90be
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@ -1,11 +1,13 @@
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uniform vec2 u_alphaRef;
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uniform float u_fogStart;
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uniform float u_fogEnd;
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uniform float u_fogRange;
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uniform float u_fogDisable;
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uniform vec4 u_fogData;
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uniform vec4 u_fogColor;
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#define u_fogStart (u_fogData.x)
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#define u_fogEnd (u_fogData.y)
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#define u_fogRange (u_fogData.z)
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#define u_fogDisable (u_fogData.w)
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void DoAlphaTest(float a)
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{
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if(a < u_alphaRef.x || a >= u_alphaRef.y)
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@ -1,10 +1,12 @@
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// State
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uniform float u_fogStart;
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uniform float u_fogEnd;
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uniform float u_fogRange;
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uniform float u_fogDisable;
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uniform vec4 u_fogData;
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//uniform vec4 u_fogColor;
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#define u_fogStart (u_fogData.x)
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#define u_fogEnd (u_fogData.y)
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#define u_fogRange (u_fogData.z)
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#define u_fogDisable (u_fogData.w)
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// Scene
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uniform mat4 u_proj;
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uniform mat4 u_view;
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@ -1,12 +1,14 @@
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const char *header_frag_src =
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"uniform vec2 u_alphaRef;\n"
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"uniform float u_fogStart;\n"
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"uniform float u_fogEnd;\n"
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"uniform float u_fogRange;\n"
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"uniform float u_fogDisable;\n"
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"uniform vec4 u_fogData;\n"
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"uniform vec4 u_fogColor;\n"
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"#define u_fogStart (u_fogData.x)\n"
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"#define u_fogEnd (u_fogData.y)\n"
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"#define u_fogRange (u_fogData.z)\n"
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"#define u_fogDisable (u_fogData.w)\n"
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"void DoAlphaTest(float a)\n"
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"{\n"
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" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n"
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@ -1,11 +1,13 @@
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const char *header_vert_src =
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"// State\n"
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"uniform float u_fogStart;\n"
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"uniform float u_fogEnd;\n"
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"uniform float u_fogRange;\n"
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"uniform float u_fogDisable;\n"
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"uniform vec4 u_fogData;\n"
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"//uniform vec4 u_fogColor;\n"
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"#define u_fogStart (u_fogData.x)\n"
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"#define u_fogEnd (u_fogData.y)\n"
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"#define u_fogRange (u_fogData.z)\n"
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"#define u_fogDisable (u_fogData.w)\n"
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"// Scene\n"
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"uniform mat4 u_proj;\n"
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"uniform mat4 u_view;\n"
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@ -65,12 +65,12 @@ struct UniformState
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{
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float32 alphaRefLow;
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float32 alphaRefHigh;
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int32 pad[2];
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float32 fogStart;
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float32 fogEnd;
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float32 fogRange;
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float32 fogDisable;
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int32 pad[2];
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RGBAf fogColor;
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};
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@ -133,10 +133,11 @@ static UniformObject uniformObject;
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#ifndef RW_GL_USE_UBOS
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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_fogData;
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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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@ -193,6 +194,44 @@ struct RwStateCache {
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};
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static RwStateCache rwStateCache;
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enum
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{
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// actual gl states
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RWGL_BLEND,
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RWGL_SRCBLEND,
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RWGL_DESTBLEND,
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RWGL_DEPTHTEST,
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RWGL_DEPTHFUNC,
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RWGL_DEPTHMASK,
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RWGL_CULL,
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RWGL_CULLFACE,
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// uniforms
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RWGL_ALPHAFUNC,
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RWGL_ALPHAREF,
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RWGL_FOG,
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RWGL_FOGSTART,
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RWGL_FOGEND,
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RWGL_FOGCOLOR,
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RWGL_NUM_STATES
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};
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static bool uniformStateDirty[RWGL_NUM_STATES];
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struct GlState {
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bool32 blendEnable;
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uint32 srcblend, destblend;
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bool32 depthTest;
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uint32 depthFunc;
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uint32 depthMask;
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bool32 cullEnable;
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uint32 cullFace;
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};
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static GlState curGlState, oldGlState;
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static int32 activeTexture;
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static uint32 boundTexture[MAXNUMSTAGES];
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@ -211,12 +250,71 @@ static uint32 blendMap[] = {
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GL_SRC_ALPHA_SATURATE,
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};
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/*
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* GL state cache
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*/
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void
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setGlRenderState(uint32 state, uint32 value)
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{
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switch(state){
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case RWGL_BLEND: curGlState.blendEnable = value; break;
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case RWGL_SRCBLEND: curGlState.srcblend = value; break;
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case RWGL_DESTBLEND: curGlState.destblend = value; break;
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case RWGL_DEPTHTEST: curGlState.depthTest = value; break;
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case RWGL_DEPTHFUNC: curGlState.depthFunc = value; break;
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case RWGL_DEPTHMASK: curGlState.depthMask = value; break;
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case RWGL_CULL: curGlState.cullEnable = value; break;
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case RWGL_CULLFACE: curGlState.cullFace = value; break;
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}
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}
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void
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flushGlRenderState(void)
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{
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if(oldGlState.blendEnable != curGlState.blendEnable){
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oldGlState.blendEnable = curGlState.blendEnable;
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(oldGlState.blendEnable ? glEnable : glDisable)(GL_BLEND);
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}
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if(oldGlState.srcblend != curGlState.srcblend ||
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oldGlState.destblend != curGlState.destblend){
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oldGlState.srcblend = curGlState.srcblend;
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oldGlState.destblend = curGlState.destblend;
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glBlendFunc(oldGlState.srcblend, oldGlState.destblend);
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}
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if(oldGlState.depthTest != curGlState.depthTest){
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oldGlState.depthTest = curGlState.depthTest;
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(oldGlState.depthTest ? glEnable : glDisable)(GL_DEPTH_TEST);
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}
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if(oldGlState.depthFunc != curGlState.depthFunc){
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oldGlState.depthFunc = curGlState.depthFunc;
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glDepthFunc(oldGlState.depthFunc);
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}
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if(oldGlState.depthMask != curGlState.depthMask){
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oldGlState.depthMask = curGlState.depthMask;
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glDepthMask(oldGlState.depthMask);
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}
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if(oldGlState.cullEnable != curGlState.cullEnable){
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oldGlState.cullEnable = curGlState.cullEnable;
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(oldGlState.cullEnable ? glEnable : glDisable)(GL_CULL_FACE);
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}
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if(oldGlState.cullFace != curGlState.cullFace){
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oldGlState.cullFace = curGlState.cullFace;
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glCullFace(oldGlState.cullFace);
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}
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}
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void
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setAlphaBlend(bool32 enable)
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{
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if(rwStateCache.blendEnable != enable){
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rwStateCache.blendEnable = enable;
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(enable ? glEnable : glDisable)(GL_BLEND);
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setGlRenderState(RWGL_BLEND, true);
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}
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}
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@ -233,14 +331,11 @@ setDepthTest(bool32 enable)
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rwStateCache.ztest = enable;
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if(rwStateCache.zwrite && !enable){
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// If we still want to write, enable but set mode to always
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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setGlRenderState(RWGL_DEPTHTEST, true);
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setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS);
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}else{
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if(rwStateCache.ztest)
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glEnable(GL_DEPTH_TEST);
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else
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glDisable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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setGlRenderState(RWGL_DEPTHTEST, rwStateCache.ztest);
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setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL);
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}
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}
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}
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@ -253,10 +348,10 @@ setDepthWrite(bool32 enable)
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rwStateCache.zwrite = enable;
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if(enable && !rwStateCache.ztest){
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// Have to switch on ztest so writing can work
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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setGlRenderState(RWGL_DEPTHTEST, true);
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setGlRenderState(RWGL_DEPTHFUNC, GL_ALWAYS);
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}
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glDepthMask(rwStateCache.zwrite);
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setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite);
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}
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}
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@ -269,6 +364,7 @@ setAlphaTest(bool32 enable)
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shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
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if(alphaFunc != shaderfunc){
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alphaFunc = shaderfunc;
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uniformStateDirty[RWGL_ALPHAFUNC] = true;
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stateDirty = 1;
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}
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}
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@ -283,6 +379,7 @@ setAlphaTestFunction(uint32 function)
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shaderfunc = rwStateCache.alphaTestEnable ? rwStateCache.alphaFunc : ALPHAALWAYS;
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if(alphaFunc != shaderfunc){
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alphaFunc = shaderfunc;
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uniformStateDirty[RWGL_ALPHAFUNC] = true;
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stateDirty = 1;
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}
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}
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@ -401,10 +498,6 @@ setRasterStageOnly(uint32 stage, Raster *raster)
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alpha = natras->hasAlpha;
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}else{
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bindTexture(whitetex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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alpha = 0;
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}
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alpha = natras->hasAlpha;
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}else{
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bindTexture(whitetex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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alpha = 0;
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}
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@ -509,13 +598,13 @@ setRenderState(int32 state, void *pvalue)
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case SRCBLEND:
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if(rwStateCache.srcblend != value){
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rwStateCache.srcblend = value;
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glBlendFunc(blendMap[rwStateCache.srcblend], blendMap[rwStateCache.destblend]);
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setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]);
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}
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break;
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case DESTBLEND:
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if(rwStateCache.destblend != value){
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rwStateCache.destblend = value;
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glBlendFunc(blendMap[rwStateCache.srcblend], blendMap[rwStateCache.destblend]);
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setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]);
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}
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break;
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case ZTESTENABLE:
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@ -527,6 +616,7 @@ setRenderState(int32 state, void *pvalue)
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case FOGENABLE:
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if(rwStateCache.fogEnable != value){
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rwStateCache.fogEnable = value;
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uniformStateDirty[RWGL_FOG] = true;
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stateDirty = 1;
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}
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break;
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@ -538,16 +628,17 @@ setRenderState(int32 state, void *pvalue)
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c.blue = value>>16;
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c.alpha = value>>24;
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convColor(&uniformState.fogColor, &c);
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uniformStateDirty[RWGL_FOGCOLOR] = true;
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stateDirty = 1;
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break;
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case CULLMODE:
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if(rwStateCache.cullmode != value){
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rwStateCache.cullmode = value;
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if(rwStateCache.cullmode == CULLNONE)
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glDisable(GL_CULL_FACE);
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setGlRenderState(RWGL_CULL, false);
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else{
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glEnable(GL_CULL_FACE);
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glCullFace(rwStateCache.cullmode == CULLBACK ? GL_BACK : GL_FRONT);
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setGlRenderState(RWGL_CULL, true);
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setGlRenderState(RWGL_CULLFACE, rwStateCache.cullmode == CULLBACK ? GL_BACK : GL_FRONT);
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}
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}
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break;
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@ -558,6 +649,7 @@ setRenderState(int32 state, void *pvalue)
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case ALPHATESTREF:
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if(alphaRef != value/255.0f){
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alphaRef = value/255.0f;
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uniformStateDirty[RWGL_ALPHAREF] = true;
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stateDirty = 1;
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}
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break;
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@ -656,21 +748,25 @@ resetRenderState(void)
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rwStateCache.textureAlpha = 0;
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rwStateCache.alphaTestEnable = 0;
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memset(&oldGlState, 0xFF, sizeof(oldGlState));
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rwStateCache.blendEnable = 0;
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glDisable(GL_BLEND);
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setGlRenderState(RWGL_BLEND, false);
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rwStateCache.srcblend = BLENDSRCALPHA;
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rwStateCache.destblend = BLENDINVSRCALPHA;
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glBlendFunc(blendMap[rwStateCache.srcblend], blendMap[rwStateCache.destblend]);
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setGlRenderState(RWGL_SRCBLEND, blendMap[rwStateCache.srcblend]);
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setGlRenderState(RWGL_DESTBLEND, blendMap[rwStateCache.destblend]);
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rwStateCache.zwrite = GL_TRUE;
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glDepthMask(rwStateCache.zwrite);
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setGlRenderState(RWGL_DEPTHMASK, rwStateCache.zwrite);
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rwStateCache.ztest = 1;
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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setGlRenderState(RWGL_DEPTHTEST, true);
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setGlRenderState(RWGL_DEPTHFUNC, GL_LEQUAL);
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rwStateCache.cullmode = CULLNONE;
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glDisable(GL_CULL_FACE);
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setGlRenderState(RWGL_CULL, false);
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setGlRenderState(RWGL_CULLFACE, GL_BACK);
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activeTexture = -1;
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for(int i = 0; i < MAXNUMSTAGES; i++){
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@ -773,6 +869,8 @@ Shader *lastShaderUploaded;
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void
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flushCache(void)
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{
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flushGlRenderState();
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#ifndef RW_GL_USE_UBOS
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#define U(i) currentShader->uniformLocations[i]
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@ -782,6 +880,16 @@ flushCache(void)
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objectDirty = 1;
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sceneDirty = 1;
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stateDirty = 1;
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int i;
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for(i = 0; i < RWGL_NUM_STATES; i++)
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uniformStateDirty[i] = true;
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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(objectDirty){
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@ -794,38 +902,52 @@ flushCache(void)
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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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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(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), alphaRef, 1000.0f);
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break;
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case ALPHALESS:
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glUniform2f(U(u_alphaRef), -1000.0f, alphaRef);
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break;
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if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
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switch(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), alphaRef, 1000.0f);
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break;
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case ALPHALESS:
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glUniform2f(U(u_alphaRef), -1000.0f, alphaRef);
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break;
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}
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uniformStateDirty[RWGL_ALPHAFUNC] = false;
|
||||
uniformStateDirty[RWGL_ALPHAREF] = false;
|
||||
}
|
||||
|
||||
glUniform1f(U(u_fogStart), uniformState.fogStart);
|
||||
glUniform1f(U(u_fogEnd), uniformState.fogEnd);
|
||||
glUniform1f(U(u_fogRange), uniformState.fogRange);
|
||||
glUniform1f(U(u_fogDisable), uniformState.fogDisable);
|
||||
glUniform4fv(U(u_fogColor), 1, (float*)&uniformState.fogColor);
|
||||
stateDirty = 0;
|
||||
}
|
||||
if(uniformStateDirty[RWGL_FOG] ||
|
||||
uniformStateDirty[RWGL_FOGSTART] ||
|
||||
uniformStateDirty[RWGL_FOGEND]){
|
||||
float fogData[4] = {
|
||||
uniformState.fogStart,
|
||||
uniformState.fogEnd,
|
||||
uniformState.fogRange,
|
||||
uniformState.fogDisable
|
||||
};
|
||||
glUniform4fv(U(u_fogData), 1, fogData);
|
||||
uniformStateDirty[RWGL_FOG] = false;
|
||||
uniformStateDirty[RWGL_FOGSTART] = false;
|
||||
uniformStateDirty[RWGL_FOGEND] = false;
|
||||
}
|
||||
|
||||
if(uniformStateDirty[RWGL_FOGCOLOR]){
|
||||
glUniform4fv(U(u_fogColor), 1, (float*)&uniformState.fogColor);
|
||||
uniformStateDirty[RWGL_FOGCOLOR] = false;
|
||||
}
|
||||
|
||||
// stateDirty = 0;
|
||||
// }
|
||||
#else
|
||||
if(objectDirty){
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, ubo_object);
|
||||
|
@ -991,10 +1113,12 @@ beginUpdate(Camera *cam)
|
|||
|
||||
if(rwStateCache.fogStart != cam->fogPlane){
|
||||
rwStateCache.fogStart = cam->fogPlane;
|
||||
uniformStateDirty[RWGL_FOGSTART] = true;
|
||||
stateDirty = 1;
|
||||
}
|
||||
if(rwStateCache.fogEnd != cam->farPlane){
|
||||
rwStateCache.fogEnd = cam->farPlane;
|
||||
uniformStateDirty[RWGL_FOGEND] = true;
|
||||
stateDirty = 1;
|
||||
}
|
||||
|
||||
|
@ -1239,10 +1363,11 @@ initOpenGL(void)
|
|||
{
|
||||
#ifndef RW_GL_USE_UBOS
|
||||
u_alphaRef = registerUniform("u_alphaRef");
|
||||
u_fogStart = registerUniform("u_fogStart");
|
||||
u_fogEnd = registerUniform("u_fogEnd");
|
||||
u_fogRange = registerUniform("u_fogRange");
|
||||
u_fogDisable = registerUniform("u_fogDisable");
|
||||
u_fogData = registerUniform("u_fogData");
|
||||
// u_fogStart = registerUniform("u_fogStart");
|
||||
// u_fogEnd = registerUniform("u_fogEnd");
|
||||
// u_fogRange = registerUniform("u_fogRange");
|
||||
// u_fogDisable = registerUniform("u_fogDisable");
|
||||
u_fogColor = registerUniform("u_fogColor");
|
||||
u_proj = registerUniform("u_proj");
|
||||
u_view = registerUniform("u_view");
|
||||
|
@ -1266,8 +1391,10 @@ initOpenGL(void)
|
|||
byte whitepixel[4] = {0xFF, 0xFF, 0xFF, 0xFF};
|
||||
glGenTextures(1, &whitetex);
|
||||
glBindTexture(GL_TEXTURE_2D, whitetex);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
|
||||
|
||||
|
|
|
@ -2,25 +2,21 @@
|
|||
layout(std140) uniform State
|
||||
{
|
||||
vec2 u_alphaRef;
|
||||
|
||||
float u_fogStart;
|
||||
float u_fogEnd;
|
||||
float u_fogRange;
|
||||
float u_fogDisable;
|
||||
vec4 u_fogData;
|
||||
vec4 u_fogColor;
|
||||
};
|
||||
#else
|
||||
//uniform int u_alphaTest;
|
||||
//uniform float u_alphaRef;
|
||||
uniform vec2 u_alphaRef;
|
||||
|
||||
uniform float u_fogStart;
|
||||
uniform float u_fogEnd;
|
||||
uniform float u_fogRange;
|
||||
uniform float u_fogDisable;
|
||||
uniform vec4 u_fogData;
|
||||
uniform vec4 u_fogColor;
|
||||
#endif
|
||||
|
||||
#define u_fogStart (u_fogData.x)
|
||||
#define u_fogEnd (u_fogData.y)
|
||||
#define u_fogRange (u_fogData.z)
|
||||
#define u_fogDisable (u_fogData.w)
|
||||
|
||||
void DoAlphaTest(float a)
|
||||
{
|
||||
if(a < u_alphaRef.x || a >= u_alphaRef.y)
|
||||
|
|
|
@ -7,23 +7,20 @@
|
|||
layout(std140) uniform State
|
||||
{
|
||||
vec2 u_alphaRef;
|
||||
|
||||
float u_fogStart;
|
||||
float u_fogEnd;
|
||||
float u_fogRange;
|
||||
float u_fogDisable;
|
||||
vec4 u_fogData;
|
||||
vec4 u_fogColor;
|
||||
};
|
||||
#else
|
||||
uniform vec2 u_alphaRef;
|
||||
|
||||
uniform float u_fogStart;
|
||||
uniform float u_fogEnd;
|
||||
uniform float u_fogRange;
|
||||
uniform float u_fogDisable;
|
||||
uniform vec4 u_fogData;
|
||||
uniform vec4 u_fogColor;
|
||||
#endif
|
||||
|
||||
#define u_fogStart (u_fogData.x)
|
||||
#define u_fogEnd (u_fogData.y)
|
||||
#define u_fogRange (u_fogData.z)
|
||||
#define u_fogDisable (u_fogData.w)
|
||||
|
||||
#ifdef USE_UBOS
|
||||
layout(std140) uniform Scene
|
||||
{
|
||||
|
|
|
@ -3,25 +3,21 @@ const char *header_frag_src =
|
|||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
" vec2 u_alphaRef;\n"
|
||||
|
||||
" float u_fogStart;\n"
|
||||
" float u_fogEnd;\n"
|
||||
" float u_fogRange;\n"
|
||||
" float u_fogDisable;\n"
|
||||
" vec4 u_fogData;\n"
|
||||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
"#else\n"
|
||||
"//uniform int u_alphaTest;\n"
|
||||
"//uniform float u_alphaRef;\n"
|
||||
"uniform vec2 u_alphaRef;\n"
|
||||
|
||||
"uniform float u_fogStart;\n"
|
||||
"uniform float u_fogEnd;\n"
|
||||
"uniform float u_fogRange;\n"
|
||||
"uniform float u_fogDisable;\n"
|
||||
"uniform vec4 u_fogData;\n"
|
||||
"uniform vec4 u_fogColor;\n"
|
||||
"#endif\n"
|
||||
|
||||
"#define u_fogStart (u_fogData.x)\n"
|
||||
"#define u_fogEnd (u_fogData.y)\n"
|
||||
"#define u_fogRange (u_fogData.z)\n"
|
||||
"#define u_fogDisable (u_fogData.w)\n"
|
||||
|
||||
"void DoAlphaTest(float a)\n"
|
||||
"{\n"
|
||||
" if(a < u_alphaRef.x || a >= u_alphaRef.y)\n"
|
||||
|
|
|
@ -8,23 +8,20 @@ const char *header_vert_src =
|
|||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
" vec2 u_alphaRef;\n"
|
||||
|
||||
" float u_fogStart;\n"
|
||||
" float u_fogEnd;\n"
|
||||
" float u_fogRange;\n"
|
||||
" float u_fogDisable;\n"
|
||||
" vec4 u_fogData;\n"
|
||||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
"#else\n"
|
||||
"uniform vec2 u_alphaRef;\n"
|
||||
|
||||
"uniform float u_fogStart;\n"
|
||||
"uniform float u_fogEnd;\n"
|
||||
"uniform float u_fogRange;\n"
|
||||
"uniform float u_fogDisable;\n"
|
||||
"uniform vec4 u_fogData;\n"
|
||||
"uniform vec4 u_fogColor;\n"
|
||||
"#endif\n"
|
||||
|
||||
"#define u_fogStart (u_fogData.x)\n"
|
||||
"#define u_fogEnd (u_fogData.y)\n"
|
||||
"#define u_fogRange (u_fogData.z)\n"
|
||||
"#define u_fogDisable (u_fogData.w)\n"
|
||||
|
||||
"#ifdef USE_UBOS\n"
|
||||
"layout(std140) uniform Scene\n"
|
||||
"{\n"
|
||||
|
|
Loading…
Reference in New Issue