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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 13 år sedan
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5c5739e508
1 ändrade filer med 80 tillägg och 87 borttagningar
  1. +80
    -87
      src/gradient.cpp

+ 80
- 87
src/gradient.cpp Visa fil

@@ -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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