diff --git a/src/gradient.cpp b/src/gradient.cpp index 184872a5..8440ac31 100644 --- a/src/gradient.cpp +++ b/src/gradient.cpp @@ -68,15 +68,10 @@ void Gradient::TickDraw(float deltams) data->shader = Shader::Create( "#version 130\n" "\n" -#if defined HAVE_GLES_2X - "attribute vec3 in_Vertex;\n" - "attribute vec4 in_Color;\n" - "varying vec4 pass_Color;\n" -#else "in vec3 in_Vertex;\n" "in vec4 in_Color;\n" "out vec4 pass_Color;\n" -#endif + "\n" "uniform mat4 proj_matrix;\n" "uniform mat4 view_matrix;\n" "uniform mat4 model_matrix;\n" @@ -85,14 +80,7 @@ void Gradient::TickDraw(float deltams) "{\n" " gl_Position = proj_matrix * view_matrix * model_matrix" " * vec4(in_Vertex, 1.0);\n" -//"gl_Position = vec4(in_Vertex, 1.0);\n" -#if defined HAVE_GLES_2X " pass_Color = in_Color;\n" - //" pass_Color = vec4(in_Color, 1.0);\n" -#else - " pass_Color = in_Color;\n" - //" pass_Color = vec4(in_Color, 1.0);\n" -#endif "}\n", "#version 130\n" @@ -115,43 +103,60 @@ void Gradient::TickDraw(float deltams) " float t = cluster[int(mod(gl_FragCoord.x, 4.0))]" " [int(mod(gl_FragCoord.y, 4.0))];\n" " t = (t + 0.5) / 17.0;\n" - " col.x = col.x > t ? 1.0 : 0.0;\n" - " col.y = col.y > t ? 1.0 : 0.0;\n" - " col.z = col.z > t ? 1.0 : 0.0;\n" + " col.x += fract(t - col.x) - t;\n" + " col.y += fract(t - col.y) - t;\n" + " col.z += fract(t - col.z) - t;\n" " gl_FragColor = col;\n" "}\n"); #else data->shader = Shader::Create( "void main(float4 in_Vertex : POSITION," - " float2 in_TexCoord : TEXCOORD0," + " float4 in_Color : COLOR," " uniform float4x4 proj_matrix," " uniform float4x4 view_matrix," " uniform float4x4 model_matrix," - " out float2 out_TexCoord : TEXCOORD0," + " out float4 out_Color : COLOR," " out float4 out_Position : POSITION)" "{" " out_Position = mul(proj_matrix, mul(view_matrix, mul(model_matrix, in_Vertex)));" - " out_TexCoord = in_TexCoord;" + " out_Color = in_Color;" "}", - "void main(float2 in_TexCoord : TEXCOORD0," + "float4x4 bayer = float4x4( 0.0, 12.0, 3.0, 15.0," + " 8.0, 4.0, 11.0, 7.0," + " 2.0, 14.0, 1.0, 13.0," + " 10.0, 6.0, 9.0, 5.0);\n" + "" +#if 1 + "float4x4 cluster = float4x4(12.0, 5.0, 6.0, 13.0," + " 4.0, 0.0, 1.0, 7.0," + " 11.0, 3.0, 2.0, 8.0," + " 15.0, 10.0, 9.0, 14.0);\n" +#endif + "\n" + "void main(float4 in_Color : COLOR," " float4 in_FragCoord : WPOS," - " uniform sampler2D tex," " out float4 out_FragColor : COLOR)" "{" - " float4 col = tex2D(tex, in_TexCoord);" -#if 0 - " float t1, t2, t3;\n" - " col.x = col.x > t1 ? 1.0 : 0.0;\n" - " col.y = col.y > t2 ? 1.0 : 0.0;\n" - " col.z = col.z > t3 ? 1.0 : 0.0;\n" + " float4 col = in_Color;" +#if 1 + " int x = (int)in_FragCoord.x;" + " int y = (int)in_FragCoord.y;" + // FIXME: we cannot address this matrix directly on the PS3 + " float t = bayer[0][0];\n" + " t = (t + 0.5) / 17.0 + z - x;\n" + " col.x += frac(t - col.x) - t;\n" + " col.y += frac(t - col.y) - t;\n" + " col.z += frac(t - col.z) - t;\n" #endif " out_FragColor = col;" "}"); #endif +#if !defined __CELLOS_LV2__ glGenBuffers(2, data->bufs); -#if defined HAVE_GL_2X +# if defined HAVE_GL_2X glGenVertexArrays(1, data->vaos); +# endif #endif } @@ -172,72 +177,60 @@ void Gradient::TickDraw(float deltams) uni_mat = data->shader->GetUniformLocation("model_matrix"); data->shader->SetUniform(uni_mat, model_matrix); -// glEnable(GL_TEXTURE_2D); -// glEnable(GL_DEPTH_TEST); -// glDepthFunc(GL_LEQUAL); -#if defined HAVE_GL_2X -// glEnable(GL_ALPHA_TEST); -// glAlphaFunc(GL_GEQUAL, 0.01f); -#endif -// glEnable(GL_BLEND); -// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - /* Create a vertex array object */ -float const vertex[] = { 0.0f, 0.0f, 0.0f, - 640.0f, 0.0f, 0.0f, - 0.0f, 480.0f, 0.0f, - 0.0f, 480.0f, 0.0f, - 640.0f, 480.0f, 0.0f, - 640.0f, 0.0f, 0.0f, }; - -float const color[] = { 0.73f, 0.85f, 0.85f, 1.0f, - 0.73f, 0.85f, 0.85f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 1.0f, 1.0f, - 0.73f, 0.85f, 0.85f, 1.0f, }; - - data->shader->Bind(); - - /* Bind vertex, color and texture coordinate buffers */ -#if defined HAVE_GL_2X - glBindVertexArray(data->vaos[0]); -#endif -#if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc. - glEnableVertexAttribArray(attr_pos); - glEnableVertexAttribArray(attr_col); - - glBindBuffer(GL_ARRAY_BUFFER, data->bufs[0]); - glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), - vertex, GL_DYNAMIC_DRAW); - glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0); - - glBindBuffer(GL_ARRAY_BUFFER, data->bufs[1]); - glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), - color, GL_DYNAMIC_DRAW); - glVertexAttribPointer(attr_col, 4, GL_FLOAT, GL_FALSE, 0, 0); + float const vertex[] = { 0.0f, 0.0f, 0.0f, + 640.0f, 0.0f, 0.0f, + 0.0f, 480.0f, 0.0f, + 0.0f, 480.0f, 0.0f, + 640.0f, 480.0f, 0.0f, + 640.0f, 0.0f, 0.0f, }; + + float const color[] = { 0.73f, 0.85f, 0.85f, 1.0f, + 0.73f, 0.85f, 0.85f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 1.0f, 1.0f, + 0.73f, 0.85f, 0.85f, 1.0f, }; + + data->shader->Bind(); + + /* Bind vertex, color and texture coordinate buffers */ +#if !defined __CELLOS_LV2__ +# if defined HAVE_GL_2X + glBindVertexArray(data->vaos[0]); +# endif + glEnableVertexAttribArray(attr_pos); + glEnableVertexAttribArray(attr_col); + + glBindBuffer(GL_ARRAY_BUFFER, data->bufs[0]); + glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), + vertex, GL_DYNAMIC_DRAW); + glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0); + + glBindBuffer(GL_ARRAY_BUFFER, data->bufs[1]); + glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), + color, GL_DYNAMIC_DRAW); + glVertexAttribPointer(attr_col, 4, GL_FLOAT, GL_FALSE, 0, 0); #else - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_COLOR_ARRAY); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); - glVertexPointer(3, GL_FLOAT, 0, vertex); - glTexCoordPointer(4, GL_FLOAT, 0, color); + glVertexPointer(3, GL_FLOAT, 0, vertex); + glColorPointer(4, GL_FLOAT, 0, color); #endif - /* Draw arrays */ - glDrawArrays(GL_TRIANGLES, 0, 6); + /* Draw arrays */ + glDrawArrays(GL_TRIANGLES, 0, 6); -#if defined HAVE_GL_2X - glBindVertexArray(0); -#endif -#if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc. - glDisableVertexAttribArray(attr_pos); - glDisableVertexAttribArray(attr_col); +#if !defined __CELLOS_LV2__ +# if defined HAVE_GL_2X + glBindVertexArray(0); +# endif + glDisableVertexAttribArray(attr_pos); + glDisableVertexAttribArray(attr_col); #else - glDisableClientState(GL_VERTEX_ARRAY); - glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); #endif - // END } Gradient::~Gradient()