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More shader crap for GLSL 1.30. Still disabled.

legacy
Sam Hocevar sam hace 13 años
padre
commit
58e12ca4d1
Se han modificado 4 ficheros con 126 adiciones y 67 borrados
  1. +3
    -0
      src/core.h
  2. +11
    -67
      src/scene.cpp
  3. +111
    -0
      src/video.cpp
  4. +1
    -0
      src/video.h

+ 3
- 0
src/core.h Ver fichero

@@ -16,6 +16,9 @@
#if !defined __DH_CORE_H__
#define __DH_CORE_H__

// Temporary stuff
//#define SHADER_CRAP 1

// Base types
#include "matrix.h"
#include "numeric.h"


+ 11
- 67
src/scene.cpp Ver fichero

@@ -29,15 +29,18 @@

#include "core.h"

#define ATTRIB_POSITION 42 /* arbitrary id */
#define SHADER_CRAP 0

struct Tile
{
uint32_t prio, code;
int x, y, z, o;
};

#if SHADER_CRAP
# define ATTRIB_POSITION 42 /* arbitrary id */
extern GLuint prog;
extern GLint uni_mvp, uni_color;
#endif

/*
* Scene implementation class
*/
@@ -59,10 +62,6 @@ private:
int ntiles;
float angle;

#if SHADER_CRAP
GLuint prog, sh1, sh2;
GLint uni_mvp, uni_color;
#endif
GLuint *bufs;
int nbufs;

@@ -71,25 +70,6 @@ private:

Scene *SceneData::scene = NULL;

#if SHADER_CRAP
static char const *vertexshader =
"attribute vec4 position;\n"
"uniform mat4 mvp;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = mvp * position;\n"
"}\n";

static char const *fragmentshader =
"uniform /*lowp*/ vec4 color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = color;\n"
"}\n";
#endif

/*
* Public Scene class
*/
@@ -103,48 +83,12 @@ Scene::Scene(float angle)

data->bufs = 0;
data->nbufs = 0;

#if SHADER_CRAP
data->sh1 = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(data->sh1, 1, &vertexshader, NULL);
glCompileShader(data->sh1);

char buf[4096];
GLsizei dummy;
glGetShaderInfoLog(data->sh1, 4096, &dummy, buf);
fprintf(stderr, "sh1 %i: %s", data->sh1, buf);

data->sh2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(data->sh2, 1, &fragmentshader, NULL);
glCompileShader(data->sh2);

glGetShaderInfoLog(data->sh2, 4096, &dummy, buf);
fprintf(stderr, "sh2 %i: %s", data->sh2, buf);

data->prog = glCreateProgram();
glAttachShader(data->prog, data->sh1);
glAttachShader(data->prog, data->sh2);

glBindAttribLocation(data->prog, ATTRIB_POSITION, "position");
glLinkProgram(data->prog);
glValidateProgram(data->prog);

data->uni_mvp = glGetUniformLocation(data->prog, "mvp");
data->uni_color = glGetUniformLocation(data->prog, "color");
#endif
}

Scene::~Scene()
{
/* FIXME: this must be done while the GL context is still active.
* Change the architecture to make sure of that. */
#if SHADER_CRAP
glDetachShader(data->prog, data->sh1);
glDetachShader(data->prog, data->sh2);
glDeleteShader(data->sh1);
glDeleteShader(data->sh2);
glDeleteProgram(data->prog);
#endif
glDeleteBuffers(data->nbufs, data->bufs);
delete data;
}
@@ -234,11 +178,11 @@ void Scene::Render() // XXX: rename to Blit()
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#if SHADER_CRAP
glUseProgram(data->prog);
float4x4 mvp = float4x4::identity();
mvp = mvp - mvp;
glUniformMatrix4fv(data->uni_mvp, 1, GL_FALSE, (GLfloat *)&mvp[0][0]);
glUniform4f(data->uni_color, 1.0f, 0.0f, 1.0f, 1.0f);
glUseProgram(prog);
//float4x4 mvp(1.0f);
//mvp = mvp - mvp;
//glUniformMatrix4fv(uni_mvp, 1, GL_FALSE, (GLfloat *)&mvp[0][0]);
//glUniform4f(uni_color, 1.0f, 0.0f, 1.0f, 1.0f);
#endif

glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]);


+ 111
- 0
src/video.cpp Ver fichero

@@ -13,6 +13,7 @@
#endif

#include <cmath>
#include <cstdio>

#ifdef WIN32
# define WIN32_LEAN_AND_MEAN
@@ -27,6 +28,44 @@

#include "core.h"

#if SHADER_CRAP
# define ATTRIB_POSITION 42 /* arbitrary id */
GLuint prog, sh1, sh2;
GLint uni_m1, uni_m2, uni_m3;

float4x4 projection_matrix, view_matrix, model_matrix;
#endif

#if SHADER_CRAP
static char const *vertexshader =
"#version 130\n"
"\n"
"in vec3 in_Position;\n"
"in vec3 in_Color;\n"
"out vec3 pass_Color;\n"
"//attribute vec4 position;\n"
"uniform mat4 projection_matrix;\n"
"uniform mat4 view_matrix;\n"
"uniform mat4 model_matrix;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = projection_matrix * view_matrix * model_matrix * vec4(in_Position, 1.0f);\n"
" pass_Color = in_Color;\n"
"}\n";

static char const *fragmentshader =
"#version 130\n"
"\n"
"in vec3 pass_Color;\n"
"out vec4 out_Color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = pass_Color;\n"
"}\n";
#endif

/*
* Public Video class
*/
@@ -42,10 +81,51 @@ void Video::Setup(int width, int height)
glClearDepth(1.0);

glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);

#if SHADER_CRAP
sh1 = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(sh1, 1, &vertexshader, NULL);
glCompileShader(sh1);

char buf[4096];
GLsizei dummy;
glGetShaderInfoLog(sh1, 4096, &dummy, buf);
fprintf(stderr, "sh1 %i: %s", sh1, buf);

sh2 = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(sh2, 1, &fragmentshader, NULL);
glCompileShader(sh2);

glGetShaderInfoLog(sh2, 4096, &dummy, buf);
fprintf(stderr, "sh2 %i: %s", sh2, buf);

prog = glCreateProgram();
glAttachShader(prog, sh1);
glAttachShader(prog, sh2);

//glBindAttribLocation(prog, ATTRIB_POSITION, "position");
glBindAttribLocation(prog, 0, "in_Position");
glBindAttribLocation(prog, 1, "in_Color");
glLinkProgram(prog);
glValidateProgram(prog);

uni_m1 = glGetUniformLocation(prog, "projection_matrix");
uni_m2 = glGetUniformLocation(prog, "view_matrix");
uni_m3 = glGetUniformLocation(prog, "model_matrix");

glClearColor(0.4f, 0.6f, 0.9f, 0.0f);
#endif
}

void Video::SetFov(float theta)
{
#if SHADER_CRAP
float width = GetWidth();
float height = GetHeight();
float near = -width - height;
float far = width + height;
projection_matrix = float4x4::perspective(theta, width, height, near, far);
#else
#undef near /* Fuck Microsoft */
#undef far /* Fuck Microsoft again */
glMatrixMode(GL_PROJECTION);
@@ -87,6 +167,7 @@ void Video::SetFov(float theta)
/* Reset the model view matrix, just in case */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#endif
}

void Video::SetDepth(bool set)
@@ -99,6 +180,24 @@ void Video::SetDepth(bool set)

void Video::Clear()
{
#if SHADER_CRAP
glViewport(0, 0, GetWidth(), GetHeight());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);

view_matrix = float4x4(1.0f);
view_matrix[3][0] = 0.0f;
view_matrix[3][0] = 0.0f;
view_matrix[3][0] = -5.0f;

model_matrix = float4x4(1.0f);
model_matrix[0][0] = 0.5f;
model_matrix[1][1] = 0.5f;
model_matrix[2][2] = 0.5f;

glUniformMatrix4fv(uni_m1, 1, GL_FALSE, &projection_matrix[0][0]);
glUniformMatrix4fv(uni_m2, 1, GL_FALSE, &view_matrix[0][0]);
glUniformMatrix4fv(uni_m3, 1, GL_FALSE, &model_matrix[0][0]);
#else
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glEnable(GL_ALPHA_TEST);
@@ -107,10 +206,22 @@ void Video::Clear()
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
#endif

SetFov(0.0f);
}

void Video::Destroy()
{
#if SHADER_CRAP
glDetachShader(prog, sh1);
glDetachShader(prog, sh2);
glDeleteShader(sh1);
glDeleteShader(sh2);
glDeleteProgram(prog);
#endif
}

void Video::Capture(uint32_t *buffer)
{
GLint v[4];


+ 1
- 0
src/video.h Ver fichero

@@ -23,6 +23,7 @@ class Video
{
public:
static void Setup(int width, int height);
static void Destroy();
static void SetFov(float theta);
static void SetDepth(bool set);
static void Clear();


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