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ps3: port the dithering code to Cg. It does not work because subscripting

with runtime variables is only valid for arrays of texture samples.
legacy
Sam Hocevar sam преди 13 години
родител
ревизия
5c5739e508
променени са 1 файла, в които са добавени 80 реда и са изтрити 87 реда
  1. +80
    -87
      src/gradient.cpp

+ 80
- 87
src/gradient.cpp Целия файл

@@ -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()


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