implemented im3d for gl3 and d3d

This commit is contained in:
aap
2017-08-29 10:12:56 +02:00
parent b7f643a632
commit d00ab2f526
41 changed files with 1447 additions and 761 deletions

View File

@@ -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 =';\

View File

@@ -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));
}

View File

@@ -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);
}

View File

@@ -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
View 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);
}

View 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"
;

View 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"
;

View File

@@ -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"
;