mirror of
https://github.com/aap/librw.git
synced 2025-12-20 01:19:51 +00:00
implemented im3d for gl3 and d3d
This commit is contained in:
@@ -5,9 +5,10 @@
|
||||
#include "../rwbase.h"
|
||||
#include "../rwerror.h"
|
||||
#include "../rwplg.h"
|
||||
#include "../rwrender.h"
|
||||
#include "../rwengine.h"
|
||||
#include "../rwpipeline.h"
|
||||
#include "../rwobjects.h"
|
||||
#include "../rwengine.h"
|
||||
#ifdef RW_OPENGL
|
||||
#include <GL/glew.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
@@ -467,7 +468,7 @@ beginUpdate(Camera *cam)
|
||||
}
|
||||
|
||||
static int
|
||||
startGLFW(EngineStartParams *startparams)
|
||||
openGLFW(EngineStartParams *startparams)
|
||||
{
|
||||
GLenum status;
|
||||
GLFWwindow *win;
|
||||
@@ -512,7 +513,7 @@ startGLFW(EngineStartParams *startparams)
|
||||
}
|
||||
|
||||
static int
|
||||
stopGLFW(void)
|
||||
closeGLFW(void)
|
||||
{
|
||||
glfwDestroyWindow(glfwwindow);
|
||||
glfwTerminate();
|
||||
@@ -564,14 +565,24 @@ initOpenGL(void)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1,
|
||||
0, GL_RGBA, GL_UNSIGNED_BYTE, &whitepixel);
|
||||
|
||||
#include "shaders/simple_gl3.inc"
|
||||
#include "shaders/simple_vs_gl3.inc"
|
||||
#include "shaders/simple_fs_gl3.inc"
|
||||
simpleShader = Shader::fromStrings(simple_vert_src, simple_frag_src);
|
||||
|
||||
openIm2D();
|
||||
openIm3D();
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
termOpenGL(void)
|
||||
{
|
||||
closeIm3D();
|
||||
closeIm2D();
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
finalizeOpenGL(void)
|
||||
{
|
||||
@@ -582,14 +593,18 @@ static int
|
||||
deviceSystem(DeviceReq req, void *arg0)
|
||||
{
|
||||
switch(req){
|
||||
case DEVICESTART:
|
||||
return startGLFW((EngineStartParams*)arg0);
|
||||
case DEVICEOPEN:
|
||||
return openGLFW((EngineStartParams*)arg0);
|
||||
case DEVICECLOSE:
|
||||
return closeGLFW();
|
||||
|
||||
case DEVICEINIT:
|
||||
return initOpenGL();
|
||||
case DEVICETERM:
|
||||
return termOpenGL();
|
||||
|
||||
case DEVICEFINALIZE:
|
||||
return finalizeOpenGL();
|
||||
case DEVICESTOP:
|
||||
return stopGLFW();
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
@@ -603,6 +618,9 @@ Device renderdevice = {
|
||||
gl3::setRenderState,
|
||||
gl3::getRenderState,
|
||||
gl3::im2DRenderIndexedPrimitive,
|
||||
gl3::im3DTransform,
|
||||
gl3::im3DRenderIndexed,
|
||||
gl3::im3DEnd,
|
||||
gl3::deviceSystem
|
||||
};
|
||||
|
||||
|
||||
@@ -1,104 +0,0 @@
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
|
||||
#include "../rwbase.h"
|
||||
#include "../rwerror.h"
|
||||
#include "../rwplg.h"
|
||||
#include "../rwpipeline.h"
|
||||
#include "../rwobjects.h"
|
||||
#include "../rwengine.h"
|
||||
#ifdef RW_OPENGL
|
||||
#include <GL/glew.h>
|
||||
#include "rwgl3.h"
|
||||
#include "rwgl3shader.h"
|
||||
|
||||
namespace rw {
|
||||
namespace gl3 {
|
||||
|
||||
static uint32 im2DVbo, im2DIbo;
|
||||
static int32 u_xform;
|
||||
|
||||
#define STARTINDICES 10000
|
||||
#define STARTVERTICES 10000
|
||||
|
||||
static Shader *im2dShader;
|
||||
static AttribDesc attribDesc[3] = {
|
||||
{ ATTRIB_POS, GL_FLOAT, GL_FALSE, 4,
|
||||
sizeof(Im2DVertex), 0 },
|
||||
{ ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4,
|
||||
sizeof(Im2DVertex), offsetof(Im2DVertex, r) },
|
||||
{ ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2,
|
||||
sizeof(Im2DVertex), offsetof(Im2DVertex, u) },
|
||||
};
|
||||
|
||||
static int primTypeMap[] = {
|
||||
GL_POINTS, // invalid
|
||||
GL_LINES,
|
||||
GL_LINE_STRIP,
|
||||
GL_TRIANGLES,
|
||||
GL_TRIANGLE_STRIP,
|
||||
GL_TRIANGLE_FAN,
|
||||
GL_POINTS
|
||||
};
|
||||
|
||||
void
|
||||
openIm2D(void)
|
||||
{
|
||||
u_xform = registerUniform("u_xform");
|
||||
|
||||
#include "shaders/im2d_gl3.inc"
|
||||
im2dShader = Shader::fromStrings(im2d_vert_src, im2d_frag_src);
|
||||
|
||||
glGenBuffers(1, &im2DIbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2,
|
||||
nil, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenBuffers(1, &im2DVbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex),
|
||||
nil, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void
|
||||
im2DRenderIndexedPrimitive(PrimitiveType primType,
|
||||
void *vertices, int32 numVertices,
|
||||
void *indices, int32 numIndices)
|
||||
{
|
||||
GLfloat xform[4];
|
||||
Camera *cam;
|
||||
cam = (Camera*)engine->currentCamera;
|
||||
|
||||
// TODO: fixed size
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices*2,
|
||||
indices, GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(Im2DVertex),
|
||||
vertices, GL_DYNAMIC_DRAW);
|
||||
|
||||
xform[0] = 2.0f/cam->frameBuffer->width;
|
||||
xform[1] = -2.0f/cam->frameBuffer->height;
|
||||
xform[2] = -1.0f;
|
||||
xform[3] = 1.0f;
|
||||
|
||||
im2dShader->use();
|
||||
setAttribPointers(attribDesc, 3);
|
||||
|
||||
glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform);
|
||||
setTexture(0, engine->imtexture);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(primTypeMap[primType], numIndices,
|
||||
GL_UNSIGNED_SHORT, nil);
|
||||
disableAttribPointers(attribDesc, 3);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
199
src/gl/gl3immed.cpp
Normal file
199
src/gl/gl3immed.cpp
Normal file
@@ -0,0 +1,199 @@
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
|
||||
#include "../rwbase.h"
|
||||
#include "../rwerror.h"
|
||||
#include "../rwplg.h"
|
||||
#include "../rwpipeline.h"
|
||||
#include "../rwobjects.h"
|
||||
#include "../rwengine.h"
|
||||
#ifdef RW_OPENGL
|
||||
#include <GL/glew.h>
|
||||
#include "rwgl3.h"
|
||||
#include "rwgl3shader.h"
|
||||
|
||||
namespace rw {
|
||||
namespace gl3 {
|
||||
|
||||
static uint32 im2DVbo, im2DIbo;
|
||||
static int32 u_xform;
|
||||
|
||||
#define STARTINDICES 10000
|
||||
#define STARTVERTICES 10000
|
||||
|
||||
static Shader *im2dShader;
|
||||
static AttribDesc im2dattribDesc[3] = {
|
||||
{ ATTRIB_POS, GL_FLOAT, GL_FALSE, 4,
|
||||
sizeof(Im2DVertex), 0 },
|
||||
{ ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4,
|
||||
sizeof(Im2DVertex), offsetof(Im2DVertex, r) },
|
||||
{ ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2,
|
||||
sizeof(Im2DVertex), offsetof(Im2DVertex, u) },
|
||||
};
|
||||
|
||||
static int primTypeMap[] = {
|
||||
GL_POINTS, // invalid
|
||||
GL_LINES,
|
||||
GL_LINE_STRIP,
|
||||
GL_TRIANGLES,
|
||||
GL_TRIANGLE_STRIP,
|
||||
GL_TRIANGLE_FAN,
|
||||
GL_POINTS
|
||||
};
|
||||
|
||||
void
|
||||
openIm2D(void)
|
||||
{
|
||||
u_xform = registerUniform("u_xform");
|
||||
|
||||
#include "shaders/im2d_gl3.inc"
|
||||
#include "shaders/simple_fs_gl3.inc"
|
||||
im2dShader = Shader::fromStrings(im2d_vert_src, simple_frag_src);
|
||||
|
||||
glGenBuffers(1, &im2DIbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2,
|
||||
nil, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenBuffers(1, &im2DVbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im2DVertex),
|
||||
nil, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void
|
||||
closeIm2D(void)
|
||||
{
|
||||
glDeleteBuffers(1, &im2DIbo);
|
||||
glDeleteBuffers(1, &im2DVbo);
|
||||
im2dShader->destroy();
|
||||
im2dShader = nil;
|
||||
}
|
||||
|
||||
void
|
||||
im2DRenderIndexedPrimitive(PrimitiveType primType,
|
||||
void *vertices, int32 numVertices,
|
||||
void *indices, int32 numIndices)
|
||||
{
|
||||
GLfloat xform[4];
|
||||
Camera *cam;
|
||||
cam = (Camera*)engine->currentCamera;
|
||||
|
||||
// TODO: fixed size
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im2DIbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices*2,
|
||||
indices, GL_DYNAMIC_DRAW);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, im2DVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(Im2DVertex),
|
||||
vertices, GL_DYNAMIC_DRAW);
|
||||
|
||||
xform[0] = 2.0f/cam->frameBuffer->width;
|
||||
xform[1] = -2.0f/cam->frameBuffer->height;
|
||||
xform[2] = -1.0f;
|
||||
xform[3] = 1.0f;
|
||||
|
||||
im2dShader->use();
|
||||
setAttribPointers(im2dattribDesc, 3);
|
||||
|
||||
glUniform4fv(currentShader->uniformLocations[u_xform], 1, xform);
|
||||
setTexture(0, engine->imtexture);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(primTypeMap[primType], numIndices,
|
||||
GL_UNSIGNED_SHORT, nil);
|
||||
disableAttribPointers(im2dattribDesc, 3);
|
||||
}
|
||||
|
||||
|
||||
// Im3D
|
||||
|
||||
|
||||
static Shader *im3dShader;
|
||||
static AttribDesc im3dattribDesc[3] = {
|
||||
{ ATTRIB_POS, GL_FLOAT, GL_FALSE, 3,
|
||||
sizeof(Im3DVertex), 0 },
|
||||
{ ATTRIB_COLOR, GL_UNSIGNED_BYTE, GL_TRUE, 4,
|
||||
sizeof(Im3DVertex), offsetof(Im3DVertex, r) },
|
||||
{ ATTRIB_TEXCOORDS0, GL_FLOAT, GL_FALSE, 2,
|
||||
sizeof(Im3DVertex), offsetof(Im3DVertex, u) },
|
||||
};
|
||||
static uint32 im3DVbo, im3DIbo;
|
||||
static int32 num3DVertices; // not actually needed here
|
||||
|
||||
void
|
||||
openIm3D(void)
|
||||
{
|
||||
#include "shaders/im3d_gl3.inc"
|
||||
#include "shaders/simple_fs_gl3.inc"
|
||||
im3dShader = Shader::fromStrings(im3d_vert_src, simple_frag_src);
|
||||
|
||||
glGenBuffers(1, &im3DIbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, STARTINDICES*2,
|
||||
nil, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
|
||||
glGenBuffers(1, &im3DVbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, STARTVERTICES*sizeof(Im3DVertex),
|
||||
nil, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void
|
||||
closeIm3D(void)
|
||||
{
|
||||
glDeleteBuffers(1, &im3DIbo);
|
||||
glDeleteBuffers(1, &im3DVbo);
|
||||
im3dShader->destroy();
|
||||
im3dShader = nil;
|
||||
}
|
||||
|
||||
void
|
||||
im3DTransform(void *vertices, int32 numVertices, Matrix *world)
|
||||
{
|
||||
if(world == nil){
|
||||
Matrix ident;
|
||||
ident.setIdentity();
|
||||
world = &ident;
|
||||
}
|
||||
setWorldMatrix(world);
|
||||
im3dShader->use();
|
||||
|
||||
// TODO: fixed size
|
||||
glBindBuffer(GL_ARRAY_BUFFER, im3DVbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(Im3DVertex),
|
||||
vertices, GL_DYNAMIC_DRAW);
|
||||
setAttribPointers(im3dattribDesc, 3);
|
||||
num3DVertices = numVertices;
|
||||
}
|
||||
|
||||
void
|
||||
im3DRenderIndexed(PrimitiveType primType, void *indices, int32 numIndices)
|
||||
{
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, im3DIbo);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, numIndices*2,
|
||||
indices, GL_DYNAMIC_DRAW);
|
||||
|
||||
setTexture(0, engine->imtexture);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(primTypeMap[primType], numIndices,
|
||||
GL_UNSIGNED_SHORT, nil);
|
||||
disableAttribPointers(im3dattribDesc, 3);
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
im3DEnd(void)
|
||||
{
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
242
src/gl/gl3matfx.cpp
Normal file
242
src/gl/gl3matfx.cpp
Normal file
@@ -0,0 +1,242 @@
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <cassert>
|
||||
|
||||
#include "../rwbase.h"
|
||||
#include "../rwerror.h"
|
||||
#include "../rwplg.h"
|
||||
#include "../rwrender.h"
|
||||
#include "../rwengine.h"
|
||||
#include "../rwpipeline.h"
|
||||
#include "../rwobjects.h"
|
||||
#include "../rwanim.h"
|
||||
#include "../rwplugins.h"
|
||||
#ifdef RW_OPENGL
|
||||
#include <GL/glew.h>
|
||||
#endif
|
||||
#include "rwgl3.h"
|
||||
#include "rwgl3shader.h"
|
||||
#include "rwgl3plg.h"
|
||||
|
||||
#include "rwgl3impl.h"
|
||||
|
||||
namespace rw {
|
||||
namespace gl3 {
|
||||
|
||||
#ifdef RW_OPENGL
|
||||
|
||||
#define U(i) currentShader->uniformLocations[i]
|
||||
|
||||
static Shader *envShader;
|
||||
static int32 u_texMatrix;
|
||||
static int32 u_coefficient;
|
||||
|
||||
static void*
|
||||
matfxOpen(void *o, int32, int32)
|
||||
{
|
||||
u_texMatrix = registerUniform("u_texMatrix");
|
||||
u_coefficient = registerUniform("u_coefficient");
|
||||
#include "shaders/matfx_gl3.inc"
|
||||
matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
|
||||
envShader = Shader::fromStrings(matfx_env_vert_src, matfx_env_frag_src);
|
||||
return o;
|
||||
}
|
||||
|
||||
static void*
|
||||
matfxClose(void *o, int32, int32)
|
||||
{
|
||||
return o;
|
||||
}
|
||||
|
||||
void
|
||||
initMatFX(void)
|
||||
{
|
||||
Driver::registerPlugin(PLATFORM_GL3, 0, ID_MATFX,
|
||||
matfxOpen, matfxClose);
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
|
||||
{
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
m = inst->material;
|
||||
|
||||
simpleShader->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_surfaceProps), 1, surfProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(header->primType, inst->numIndex,
|
||||
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
|
||||
}
|
||||
|
||||
void
|
||||
calcEnvTexMatrix(Frame *f, float32 *mat)
|
||||
{
|
||||
Matrix cam;
|
||||
if(f){
|
||||
// PS2 style - could be simplified by the shader
|
||||
cam = *((Camera*)engine->currentCamera)->getFrame()->getLTM();
|
||||
cam.pos = { 0.0, 0.0, 0.0 };
|
||||
cam.right.x = -cam.right.x;
|
||||
cam.right.y = -cam.right.y;
|
||||
cam.right.z = -cam.right.z;
|
||||
|
||||
Matrix inv;
|
||||
Matrix::invert(&inv, f->getLTM());
|
||||
inv.pos = { -1.0, -1.0, -1.0 };
|
||||
inv.right.x *= -0.5f;
|
||||
inv.right.y *= -0.5f;
|
||||
inv.right.z *= -0.5f;
|
||||
inv.up.x *= -0.5f;
|
||||
inv.up.y *= -0.5f;
|
||||
inv.up.z *= -0.5f;
|
||||
inv.at.x *= -0.5f;
|
||||
inv.at.y *= -0.5f;
|
||||
inv.at.z *= -0.5f;
|
||||
inv.pos.x *= -0.5f;
|
||||
inv.pos.y *= -0.5f;
|
||||
inv.pos.z *= -0.5f;
|
||||
|
||||
Matrix m;
|
||||
Matrix::mult(&m, &cam, &inv);
|
||||
|
||||
memcpy(mat, &m, 64);
|
||||
mat[3] = mat[7] = mat[11] = 0.0f;
|
||||
mat[15] = 1.0f;
|
||||
|
||||
}else{
|
||||
// D3D - TODO: find out what PS2 does
|
||||
mat[0] = 0.5f;
|
||||
mat[1] = 0.0f;
|
||||
mat[2] = 0.0f;
|
||||
mat[3] = 0.0f;
|
||||
|
||||
mat[4] = 0.0f;
|
||||
mat[5] = -0.5f;
|
||||
mat[6] = 0.0f;
|
||||
mat[7] = 0.0f;
|
||||
|
||||
mat[8] = 0.0f;
|
||||
mat[9] = 0.0f;
|
||||
mat[10] = 1.0f;
|
||||
mat[11] = 0.0f;
|
||||
|
||||
mat[12] = 0.5f;
|
||||
mat[13] = 0.5f;
|
||||
mat[14] = 0.0f;
|
||||
mat[15] = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
matfxEnvRender(InstanceDataHeader *header, InstanceData *inst)
|
||||
{
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
float32 texMat[16];
|
||||
m = inst->material;
|
||||
|
||||
matfxDefaultRender(header, inst);
|
||||
|
||||
MatFX *fx = MatFX::get(m);
|
||||
int32 idx = fx->getEffectIndex(MatFX::ENVMAP);
|
||||
MatFX::Env *env = &fx->fx[idx].env;
|
||||
|
||||
envShader->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_surfaceProps), 1, surfProps);
|
||||
|
||||
glUniform1fv(U(u_coefficient), 1, &env->coefficient);
|
||||
|
||||
calcEnvTexMatrix(env->frame, texMat);
|
||||
glUniformMatrix4fv(U(u_texMatrix), 1, GL_FALSE, texMat);
|
||||
|
||||
setTexture(0, env->tex);
|
||||
|
||||
rw::SetRenderState(VERTEXALPHA, 1);
|
||||
rw::SetRenderState(SRCBLEND, BLENDONE);
|
||||
rw::SetRenderState(DESTBLEND, BLENDONE);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(header->primType, inst->numIndex,
|
||||
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
|
||||
|
||||
rw::SetRenderState(SRCBLEND, BLENDSRCALPHA);
|
||||
rw::SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
|
||||
}
|
||||
|
||||
void
|
||||
matfxRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
{
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
|
||||
setAttribPointers(header->attribDesc, header->numAttribs);
|
||||
|
||||
InstanceData *inst = header->inst;
|
||||
int32 n = header->numMeshes;
|
||||
|
||||
// rw::SetRenderState(ALPHATESTFUNC, 1);
|
||||
// rw::SetRenderState(ALPHATESTREF, 50);
|
||||
|
||||
int32 fx;
|
||||
while(n--){
|
||||
fx = MatFX::getEffects(inst->material);
|
||||
switch(fx){
|
||||
case MatFX::ENVMAP:
|
||||
matfxEnvRender(header, inst);
|
||||
break;
|
||||
default:
|
||||
matfxDefaultRender(header, inst);
|
||||
}
|
||||
inst++;
|
||||
}
|
||||
disableAttribPointers(header->attribDesc, header->numAttribs);
|
||||
}
|
||||
|
||||
ObjPipeline*
|
||||
makeMatFXPipeline(void)
|
||||
{
|
||||
ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3);
|
||||
pipe->instanceCB = defaultInstanceCB;
|
||||
pipe->uninstanceCB = defaultUninstanceCB;
|
||||
pipe->renderCB = matfxRenderCB;
|
||||
pipe->pluginID = ID_MATFX;
|
||||
pipe->pluginData = 0;
|
||||
return pipe;
|
||||
}
|
||||
|
||||
#else
|
||||
|
||||
void initMatFX(void) { }
|
||||
|
||||
#endif
|
||||
|
||||
}
|
||||
}
|
||||
@@ -5,9 +5,10 @@
|
||||
#include "../rwbase.h"
|
||||
#include "../rwerror.h"
|
||||
#include "../rwplg.h"
|
||||
#include "../rwrender.h"
|
||||
#include "../rwengine.h"
|
||||
#include "../rwpipeline.h"
|
||||
#include "../rwobjects.h"
|
||||
#include "../rwengine.h"
|
||||
#ifdef RW_OPENGL
|
||||
#include <GL/glew.h>
|
||||
#include "rwgl3.h"
|
||||
@@ -72,7 +73,6 @@ defaultRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
int id;
|
||||
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB();
|
||||
|
||||
@@ -201,6 +201,14 @@ Shader::use(void)
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
Shader::destroy(void)
|
||||
{
|
||||
glDeleteProgram(this->program);
|
||||
rwFree(this->uniformLocations);
|
||||
rwFree(this);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -6,10 +6,11 @@
|
||||
#include "../rwbase.h"
|
||||
#include "../rwerror.h"
|
||||
#include "../rwplg.h"
|
||||
#include "../rwrender.h"
|
||||
#include "../rwengine.h"
|
||||
#include "../rwpipeline.h"
|
||||
#include "../rwobjects.h"
|
||||
#include "../rwanim.h"
|
||||
#include "../rwengine.h"
|
||||
#include "../rwplugins.h"
|
||||
#ifdef RW_OPENGL
|
||||
#include <GL/glew.h>
|
||||
@@ -27,214 +28,6 @@ namespace gl3 {
|
||||
|
||||
#define U(i) currentShader->uniformLocations[i]
|
||||
|
||||
// MatFX
|
||||
|
||||
static Shader *envShader;
|
||||
static int32 u_texMatrix;
|
||||
static int32 u_coefficient;
|
||||
|
||||
static void*
|
||||
matfxOpen(void *o, int32, int32)
|
||||
{
|
||||
u_texMatrix = registerUniform("u_texMatrix");
|
||||
u_coefficient = registerUniform("u_coefficient");
|
||||
#include "shaders/matfx_gl3.inc"
|
||||
matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
|
||||
envShader = Shader::fromStrings(matfx_env_vert_src, matfx_env_frag_src);
|
||||
return o;
|
||||
}
|
||||
|
||||
static void*
|
||||
matfxClose(void *o, int32, int32)
|
||||
{
|
||||
return o;
|
||||
}
|
||||
|
||||
void
|
||||
initMatFX(void)
|
||||
{
|
||||
Driver::registerPlugin(PLATFORM_GL3, 0, ID_MATFX,
|
||||
matfxOpen, matfxClose);
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
matfxDefaultRender(InstanceDataHeader *header, InstanceData *inst)
|
||||
{
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
m = inst->material;
|
||||
|
||||
simpleShader->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_surfaceProps), 1, surfProps);
|
||||
|
||||
setTexture(0, m->texture);
|
||||
|
||||
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(header->primType, inst->numIndex,
|
||||
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
|
||||
}
|
||||
|
||||
void
|
||||
calcEnvTexMatrix(Frame *f, float32 *mat)
|
||||
{
|
||||
Matrix cam;
|
||||
if(f){
|
||||
// PS2 style - could be simplified by the shader
|
||||
cam = *((Camera*)engine->currentCamera)->getFrame()->getLTM();
|
||||
cam.pos = { 0.0, 0.0, 0.0 };
|
||||
cam.right.x = -cam.right.x;
|
||||
cam.right.y = -cam.right.y;
|
||||
cam.right.z = -cam.right.z;
|
||||
|
||||
Matrix inv;
|
||||
Matrix::invert(&inv, f->getLTM());
|
||||
inv.pos = { -1.0, -1.0, -1.0 };
|
||||
inv.right.x *= -0.5f;
|
||||
inv.right.y *= -0.5f;
|
||||
inv.right.z *= -0.5f;
|
||||
inv.up.x *= -0.5f;
|
||||
inv.up.y *= -0.5f;
|
||||
inv.up.z *= -0.5f;
|
||||
inv.at.x *= -0.5f;
|
||||
inv.at.y *= -0.5f;
|
||||
inv.at.z *= -0.5f;
|
||||
inv.pos.x *= -0.5f;
|
||||
inv.pos.y *= -0.5f;
|
||||
inv.pos.z *= -0.5f;
|
||||
|
||||
Matrix m;
|
||||
Matrix::mult(&m, &cam, &inv);
|
||||
|
||||
memcpy(mat, &m, 64);
|
||||
mat[3] = mat[7] = mat[11] = 0.0f;
|
||||
mat[15] = 1.0f;
|
||||
|
||||
}else{
|
||||
// D3D - TODO: find out what PS2 does
|
||||
mat[0] = 0.5f;
|
||||
mat[1] = 0.0f;
|
||||
mat[2] = 0.0f;
|
||||
mat[3] = 0.0f;
|
||||
|
||||
mat[4] = 0.0f;
|
||||
mat[5] = -0.5f;
|
||||
mat[6] = 0.0f;
|
||||
mat[7] = 0.0f;
|
||||
|
||||
mat[8] = 0.0f;
|
||||
mat[9] = 0.0f;
|
||||
mat[10] = 1.0f;
|
||||
mat[11] = 0.0f;
|
||||
|
||||
mat[12] = 0.5f;
|
||||
mat[13] = 0.5f;
|
||||
mat[14] = 0.0f;
|
||||
mat[15] = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
matfxEnvRender(InstanceDataHeader *header, InstanceData *inst)
|
||||
{
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
float32 texMat[16];
|
||||
m = inst->material;
|
||||
|
||||
matfxDefaultRender(header, inst);
|
||||
|
||||
MatFX *fx = MatFX::get(m);
|
||||
int32 idx = fx->getEffectIndex(MatFX::ENVMAP);
|
||||
MatFX::Env *env = &fx->fx[idx].env;
|
||||
|
||||
envShader->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_surfaceProps), 1, surfProps);
|
||||
|
||||
glUniform1fv(U(u_coefficient), 1, &env->coefficient);
|
||||
|
||||
calcEnvTexMatrix(env->frame, texMat);
|
||||
glUniformMatrix4fv(U(u_texMatrix), 1, GL_FALSE, texMat);
|
||||
|
||||
setTexture(0, env->tex);
|
||||
|
||||
rw::SetRenderState(VERTEXALPHA, 1);
|
||||
rw::SetRenderState(SRCBLEND, BLENDONE);
|
||||
rw::SetRenderState(DESTBLEND, BLENDONE);
|
||||
|
||||
flushCache();
|
||||
glDrawElements(header->primType, inst->numIndex,
|
||||
GL_UNSIGNED_SHORT, (void*)(uintptr)inst->offset);
|
||||
|
||||
rw::SetRenderState(SRCBLEND, BLENDSRCALPHA);
|
||||
rw::SetRenderState(DESTBLEND, BLENDINVSRCALPHA);
|
||||
}
|
||||
|
||||
void
|
||||
matfxRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
{
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB();
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
|
||||
setAttribPointers(header->attribDesc, header->numAttribs);
|
||||
|
||||
InstanceData *inst = header->inst;
|
||||
int32 n = header->numMeshes;
|
||||
|
||||
// rw::SetRenderState(ALPHATESTFUNC, 1);
|
||||
// rw::SetRenderState(ALPHATESTREF, 50);
|
||||
|
||||
int32 fx;
|
||||
while(n--){
|
||||
fx = MatFX::getEffects(inst->material);
|
||||
switch(fx){
|
||||
case MatFX::ENVMAP:
|
||||
matfxEnvRender(header, inst);
|
||||
break;
|
||||
default:
|
||||
matfxDefaultRender(header, inst);
|
||||
}
|
||||
inst++;
|
||||
}
|
||||
disableAttribPointers(header->attribDesc, header->numAttribs);
|
||||
}
|
||||
|
||||
ObjPipeline*
|
||||
makeMatFXPipeline(void)
|
||||
{
|
||||
ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3);
|
||||
pipe->instanceCB = defaultInstanceCB;
|
||||
pipe->uninstanceCB = defaultUninstanceCB;
|
||||
pipe->renderCB = matfxRenderCB;
|
||||
pipe->pluginID = ID_MATFX;
|
||||
pipe->pluginData = 0;
|
||||
return pipe;
|
||||
}
|
||||
|
||||
// Skin
|
||||
|
||||
static Shader *skinShader;
|
||||
static int32 u_boneMatrices;
|
||||
|
||||
@@ -242,7 +35,7 @@ static void*
|
||||
skinOpen(void *o, int32, int32)
|
||||
{
|
||||
u_boneMatrices = registerUniform("u_boneMatrices");
|
||||
#include "shaders/simple_gl3.inc"
|
||||
#include "shaders/simple_fs_gl3.inc"
|
||||
#include "shaders/skin_gl3.inc"
|
||||
skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
|
||||
skinShader = Shader::fromStrings(skin_vert_src, simple_frag_src);
|
||||
@@ -448,7 +241,6 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
|
||||
Material *m;
|
||||
RGBAf col;
|
||||
GLfloat surfProps[4];
|
||||
int id;
|
||||
|
||||
setWorldMatrix(atomic->getFrame()->getLTM());
|
||||
lightingCB();
|
||||
@@ -507,7 +299,6 @@ makeSkinPipeline(void)
|
||||
|
||||
#else
|
||||
|
||||
void initMatFX(void) { }
|
||||
void initSkin(void) { }
|
||||
|
||||
#endif
|
||||
@@ -80,6 +80,22 @@ struct InstanceDataHeader : rw::InstanceDataHeader
|
||||
|
||||
#ifdef RW_GL3
|
||||
|
||||
struct Im3DVertex
|
||||
{
|
||||
V3d position;
|
||||
uint8 r, g, b, a;
|
||||
float32 u, v;
|
||||
|
||||
void setX(float32 x) { this->position.x = x; }
|
||||
void setY(float32 y) { this->position.y = y; }
|
||||
void setZ(float32 z) { this->position.z = z; }
|
||||
void setColor(uint8 r, uint8 g, uint8 b, uint8 a) {
|
||||
this->r = r; this->g = g; this->b = b; this->a = a; }
|
||||
RGBA getColor(void) { return makeRGBA(this->r, this->g, this->b, this->a); }
|
||||
void setU(float32 u) { this->u = u; }
|
||||
void setV(float32 v) { this->v = v; }
|
||||
};
|
||||
|
||||
struct Im2DVertex
|
||||
{
|
||||
float32 x, y, z, w;
|
||||
|
||||
@@ -6,9 +6,15 @@ namespace gl3 {
|
||||
extern Shader *simpleShader;
|
||||
extern uint32 im2DVbo, im2DIbo;
|
||||
void openIm2D(void);
|
||||
void closeIm2D(void);
|
||||
void im2DRenderIndexedPrimitive(PrimitiveType primType,
|
||||
void *vertices, int32 numVertices, void *indices, int32 numIndices);
|
||||
|
||||
void openIm3D(void);
|
||||
void closeIm3D(void);
|
||||
void im3DTransform(void *vertices, int32 numVertices, Matrix *world);
|
||||
void im3DRenderIndexed(PrimitiveType primType, void *indices, int32 numIndices);
|
||||
void im3DEnd(void);
|
||||
#endif
|
||||
|
||||
void rasterCreate(Raster *raster);
|
||||
|
||||
@@ -35,6 +35,7 @@ public:
|
||||
static Shader *fromFiles(const char *vs, const char *fs);
|
||||
static Shader *fromStrings(const char *vsrc, const char *fsrc);
|
||||
void use(void);
|
||||
void destroy(void);
|
||||
};
|
||||
|
||||
extern Shader *currentShader;
|
||||
|
||||
@@ -1,20 +1,24 @@
|
||||
all: im2d_gl3.inc simple_gl3.inc matfx_gl3.inc skin_gl3.inc
|
||||
all: im2d_gl3.inc im3d_gl3.inc simple_vs_gl3.inc simple_fs_gl3.inc matfx_gl3.inc skin_gl3.inc
|
||||
|
||||
im2d_gl3.inc: im2d.frag im2d.vert
|
||||
im2d_gl3.inc: im2d.vert
|
||||
(echo 'const char *im2d_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im2d.vert;\
|
||||
echo ';';\
|
||||
echo 'const char *im2d_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' im2d.frag;\
|
||||
echo ';') >im2d_gl3.inc
|
||||
|
||||
simple_gl3.inc: simple.frag simple.vert
|
||||
im3d_gl3.inc: im3d.vert
|
||||
(echo 'const char *im3d_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' im3d.vert;\
|
||||
echo ';') >im3d_gl3.inc
|
||||
|
||||
simple_vs_gl3.inc: simple.vert
|
||||
(echo 'const char *simple_vert_src =';\
|
||||
sed 's/..*/"&\\n"/' simple.vert;\
|
||||
echo ';';\
|
||||
echo 'const char *simple_frag_src =';\
|
||||
echo ';') >simple_vs_gl3.inc
|
||||
|
||||
simple_fs_gl3.inc: simple.frag
|
||||
(echo 'const char *simple_frag_src =';\
|
||||
sed 's/..*/"&\\n"/' simple.frag;\
|
||||
echo ';') >simple_gl3.inc
|
||||
echo ';') >simple_fs_gl3.inc
|
||||
|
||||
matfx_gl3.inc: matfx_env.frag matfx_env.vert
|
||||
(echo 'const char *matfx_env_vert_src =';\
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
#version 330
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
color = v_color*texture(tex, vec2(v_tex0.x, v_tex0.y));
|
||||
}
|
||||
|
||||
@@ -1,11 +1,15 @@
|
||||
#version 330
|
||||
|
||||
//layout(std140) uniform Im2DState
|
||||
//{
|
||||
// int u_alphaTest;
|
||||
// float u_alphaRef;
|
||||
// mat4 u_xform;
|
||||
//};
|
||||
layout(std140) uniform State
|
||||
{
|
||||
int u_alphaTest;
|
||||
float u_alphaRef;
|
||||
|
||||
int u_fogEnable;
|
||||
float u_fogStart;
|
||||
float u_fogEnd;
|
||||
vec4 u_fogColor;
|
||||
};
|
||||
|
||||
uniform vec4 u_xform;
|
||||
|
||||
@@ -15,6 +19,7 @@ layout(location = 3) in vec2 in_tex0;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
@@ -24,4 +29,5 @@ main(void)
|
||||
gl_Position.xyz *= gl_Position.w;
|
||||
v_color = in_color;
|
||||
v_tex0 = in_tex0;
|
||||
v_fog = clamp((gl_Position.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
|
||||
}
|
||||
|
||||
@@ -1,12 +1,16 @@
|
||||
const char *im2d_vert_src =
|
||||
"#version 330\n"
|
||||
|
||||
"//layout(std140) uniform Im2DState\n"
|
||||
"//{\n"
|
||||
"// int u_alphaTest;\n"
|
||||
"// float u_alphaRef;\n"
|
||||
"// mat4 u_xform;\n"
|
||||
"//};\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 vec4 u_xform;\n"
|
||||
|
||||
@@ -16,6 +20,7 @@ const char *im2d_vert_src =
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
@@ -25,22 +30,6 @@ const char *im2d_vert_src =
|
||||
" gl_Position.xyz *= gl_Position.w;\n"
|
||||
" v_color = in_color;\n"
|
||||
" v_tex0 = in_tex0;\n"
|
||||
" v_fog = clamp((gl_Position.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
|
||||
"}\n"
|
||||
;
|
||||
const char *im2d_frag_src =
|
||||
"#version 330\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*texture(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
"}\n"
|
||||
|
||||
;
|
||||
|
||||
42
src/gl/shaders/im3d.vert
Normal file
42
src/gl/shaders/im3d.vert
Normal file
@@ -0,0 +1,42 @@
|
||||
#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;
|
||||
};
|
||||
|
||||
layout(std140) uniform Object
|
||||
{
|
||||
mat4 u_world;
|
||||
};
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
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)
|
||||
{
|
||||
vec4 V = u_world * vec4(in_pos, 1.0);
|
||||
vec4 cV = u_view * V;
|
||||
gl_Position = u_proj * cV;
|
||||
v_color = in_color;
|
||||
v_tex0 = in_tex0;
|
||||
v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
|
||||
}
|
||||
44
src/gl/shaders/im3d_gl3.inc
Normal file
44
src/gl/shaders/im3d_gl3.inc
Normal file
@@ -0,0 +1,44 @@
|
||||
const char *im3d_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"
|
||||
|
||||
"layout(std140) uniform Object\n"
|
||||
"{\n"
|
||||
" mat4 u_world;\n"
|
||||
"};\n"
|
||||
|
||||
"layout(location = 0) in vec3 in_pos;\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"
|
||||
" vec4 V = u_world * vec4(in_pos, 1.0);\n"
|
||||
" vec4 cV = u_view * V; \n"
|
||||
" gl_Position = u_proj * cV;\n"
|
||||
" v_color = in_color;\n"
|
||||
" v_tex0 = in_tex0;\n"
|
||||
" v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
|
||||
"}\n"
|
||||
;
|
||||
43
src/gl/shaders/simple_fs_gl3.inc
Normal file
43
src/gl/shaders/simple_fs_gl3.inc
Normal file
@@ -0,0 +1,43 @@
|
||||
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*texture(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"
|
||||
|
||||
;
|
||||
@@ -70,46 +70,3 @@ const char *simple_vert_src =
|
||||
" 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*texture(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"
|
||||
|
||||
;
|
||||
Reference in New Issue
Block a user