| @@ -28,11 +28,13 @@ namespace lol | |||
| * DebugQuad implementation class | |||
| */ | |||
| #define NUM_ARRAYS 2 | |||
| #define NUM_BUFFERS 6 | |||
| #define NUM_ATTRS 6 | |||
| #define NUM_SHADERS 6 | |||
| #define NUM_TEXTURES 1 | |||
| static int const NUM_ARRAYS = 2; | |||
| static int const NUM_BUFFERS = 6; | |||
| static int const NUM_ATTRS = 6; | |||
| static int const NUM_SHADERS = 6; | |||
| static int const NUM_TEXTURES = 1; | |||
| static int const TEX_SIZE = 32; | |||
| class DebugQuadData | |||
| { | |||
| @@ -48,7 +50,7 @@ private: | |||
| Shader *shader[NUM_SHADERS]; | |||
| GLuint attr[NUM_ATTRS]; | |||
| GLuint texture[NUM_TEXTURES]; | |||
| uint8_t image[1][32 * 32 * 4]; | |||
| uint8_t image[1][TEX_SIZE * TEX_SIZE * 4]; | |||
| }; | |||
| /* | |||
| @@ -79,289 +81,44 @@ void DebugQuad::TickDraw(float deltams) | |||
| { | |||
| glGenVertexArrays(NUM_ARRAYS, data->array); | |||
| glGenBuffers(NUM_BUFFERS, data->buffer); | |||
| #if 0 | |||
| static char const *vertexshader = | |||
| "//#version 130\n" | |||
| "varying vec2 in_Position;\n" | |||
| "varying vec4 in_Color;\n" | |||
| "varying vec2 in_TexCoord;\n" | |||
| "varying vec4 pass_Color;\n" | |||
| "void main()\n" | |||
| "{\n" | |||
| "gl_TexCoord[0] = gl_MultiTexCoord0;\n" | |||
| " gl_Position = vec4(in_Position, 0.0f, 1.0f);\n" | |||
| " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" | |||
| " pass_Color = in_Color;\n" | |||
| "}\n"; | |||
| static char const *fragmentshader = | |||
| "//#version 130\n" | |||
| "varying vec4 pass_Color;\n" | |||
| "uniform sampler2D in_Texture;\n" | |||
| "void main()\n" | |||
| "{\n" | |||
| " vec4 col = pass_Color;\n" | |||
| " vec4 tex = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" | |||
| " gl_FragColor = col * tex;\n" | |||
| " gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0);\n" | |||
| "}\n"; | |||
| data->shader[0] = Shader::Create(vertexshader, fragmentshader); | |||
| glGenTextures(1, data->texture); | |||
| #endif | |||
| glGenTextures(NUM_TEXTURES, data->texture); | |||
| for (int i = 0; i < NUM_SHADERS; i++) | |||
| data->shader[i] = NULL; | |||
| /* Checkerboard texture */ | |||
| glEnable(GL_TEXTURE_2D); | |||
| glBindTexture(GL_TEXTURE_2D, data->texture[0]); | |||
| for (int j = 0; j < 32; j++) | |||
| for (int i = 0; i < 32; i++) | |||
| for (int j = 0; j < TEX_SIZE; j++) | |||
| for (int i = 0; i < TEX_SIZE; i++) | |||
| { | |||
| uint8_t wb = (((i / 2) ^ (j / 2)) & 1) * 0xff; | |||
| data->image[0][(j * 32 + i) * 4 + 0] = wb; | |||
| data->image[0][(j * 32 + i) * 4 + 1] = wb; | |||
| data->image[0][(j * 32 + i) * 4 + 2] = wb; | |||
| data->image[0][(j * 32 + i) * 4 + 3] = 0xff; | |||
| data->image[0][(j * TEX_SIZE + i) * 4 + 0] = wb; | |||
| data->image[0][(j * TEX_SIZE + i) * 4 + 1] = wb; | |||
| data->image[0][(j * TEX_SIZE + i) * 4 + 2] = wb; | |||
| data->image[0][(j * TEX_SIZE + i) * 4 + 3] = 0xff; | |||
| } | |||
| /* Use GL_RGBA instead of 4 for the internal format (Android) */ | |||
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, | |||
| glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 0, | |||
| GL_RGBA, GL_UNSIGNED_BYTE, data->image[0]); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |||
| /* Quad #4: create texture in 1.10 fragment shader */ | |||
| data->shader[0] = Shader::Create( | |||
| "#version 110\n" | |||
| "void main()" | |||
| "{" | |||
| " gl_Position = gl_Vertex;" | |||
| "}", | |||
| "#version 110\n" | |||
| "void main()" | |||
| "{" | |||
| " float dx = mod(gl_FragCoord.x * gl_FragCoord.y, 2.0);" | |||
| " float dy = mod(gl_FragCoord.x * 0.125, 1.0);" | |||
| " float dz = mod(gl_FragCoord.y * 0.125, 1.0);" | |||
| " gl_FragColor = vec4(dx, dy, dz, 1.0);" | |||
| "}"); | |||
| /* Quad #5: pass color from 1.10 vertex shader to fragment shader */ | |||
| data->shader[1] = Shader::Create( | |||
| "#version 110\n" | |||
| "varying vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " float r = gl_MultiTexCoord0.x;" | |||
| " float g = gl_MultiTexCoord0.y;" | |||
| " pass_Color = vec4(1.0 - r, 1.0 - g, r, 1.0);" | |||
| " gl_Position = gl_Vertex;" | |||
| "}", | |||
| "#version 110\n" | |||
| "varying vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " gl_FragColor = pass_Color;" | |||
| "}"); | |||
| /* Quad #6: apply texture in 1.10 fragment shader */ | |||
| data->shader[2] = Shader::Create( | |||
| "#version 110\n" | |||
| "void main()" | |||
| "{" | |||
| " gl_TexCoord[0] = gl_MultiTexCoord0;" | |||
| " gl_Position = gl_Vertex;" | |||
| "}", | |||
| "#version 110\n" | |||
| "uniform sampler2D tex;" | |||
| "void main()" | |||
| "{" | |||
| " gl_FragColor = texture2D(tex, gl_TexCoord[0].xy * 0.25);" | |||
| "}"); | |||
| /* Quad #8: vertex buffer, apply texture in 1.10 fragment shader */ | |||
| data->shader[3] = Shader::Create( | |||
| "#version 110\n" | |||
| "varying vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " gl_TexCoord[0] = gl_MultiTexCoord0;" | |||
| " pass_Color = gl_Color;" | |||
| " gl_Position = gl_Vertex;" | |||
| "}", | |||
| "#version 110\n" | |||
| "varying vec4 pass_Color;" | |||
| "uniform sampler2D tex;" | |||
| "void main()" | |||
| "{" | |||
| " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" | |||
| " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" | |||
| "}"); | |||
| /* Quad #9: vertex buffer, apply texture and color in 1.20 shader */ | |||
| data->shader[4] = Shader::Create( | |||
| "#version 120\n" | |||
| "attribute vec3 in_Vertex;" | |||
| "attribute vec3 in_Color;" | |||
| "attribute vec2 in_MultiTexCoord0;" | |||
| "varying vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);" | |||
| " pass_Color = vec4(in_Color, 1.0);" | |||
| " gl_Position = vec4(in_Vertex, 1.0);" | |||
| "}", | |||
| "#version 120\n" | |||
| "varying vec4 pass_Color;" | |||
| "uniform sampler2D tex;" | |||
| "void main()" | |||
| "{" | |||
| " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" | |||
| " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" | |||
| "}"); | |||
| data->attr[0] = data->shader[4]->GetAttribLocation("in_Vertex"); | |||
| data->attr[1] = data->shader[4]->GetAttribLocation("in_Color"); | |||
| data->attr[2] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0"); | |||
| /* Quad #10: vertex buffer, apply texture and color in 1.30 shader */ | |||
| data->shader[5] = Shader::Create( | |||
| "#version 130\n" | |||
| "in vec3 in_Vertex;" | |||
| "in vec3 in_Color;" | |||
| "in vec2 in_MultiTexCoord0;" | |||
| "out vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);" | |||
| " pass_Color = vec4(in_Color, 1.0);" | |||
| " gl_Position = vec4(in_Vertex, 1.0);" | |||
| "}", | |||
| "#version 130\n" | |||
| "in vec4 pass_Color;" | |||
| "uniform sampler2D tex;" | |||
| "void main()" | |||
| "{" | |||
| " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" | |||
| " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" | |||
| "}"); | |||
| data->attr[3] = data->shader[4]->GetAttribLocation("in_Vertex"); | |||
| data->attr[4] = data->shader[4]->GetAttribLocation("in_Color"); | |||
| data->attr[5] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0"); | |||
| data->initialised = 1; | |||
| } | |||
| else if (data->initialised && IsDestroying()) | |||
| { | |||
| glDeleteVertexArrays(NUM_ARRAYS, data->array); | |||
| glDeleteBuffers(NUM_BUFFERS, data->buffer); | |||
| Shader::Destroy(data->shader[0]); | |||
| Shader::Destroy(data->shader[1]); | |||
| Shader::Destroy(data->shader[2]); | |||
| Shader::Destroy(data->shader[3]); | |||
| glDeleteTextures(NUM_TEXTURES, data->texture); | |||
| for (int i = 0; i < NUM_SHADERS; i++) | |||
| if (data->shader[i]) | |||
| Shader::Destroy(data->shader[i]); | |||
| data->initialised = 0; | |||
| } | |||
| #if 0 | |||
| float const st = sinf(0.0005f * data->time); | |||
| float const ct = cosf(0.0005f * data->time); | |||
| GLfloat const verts[6][2] = | |||
| { | |||
| { -0.7f * (st + ct), 0.7f * (st - ct) }, | |||
| { 0.7f * (st - ct), 0.7f * (st + ct) }, | |||
| { -0.7f * (st - ct), -0.7f * (st + ct) }, | |||
| { -0.7f * (st - ct), -0.7f * (st + ct) }, | |||
| { 0.7f * (st - ct), 0.7f * (st + ct) }, | |||
| { 0.7f * (st + ct), -0.7f * (st - ct) }, | |||
| }; | |||
| /* Using only 3 components breaks on Android for some reason. */ | |||
| static GLfloat const cols[6][4] = | |||
| { | |||
| { 1.0f, 0.2f, 0.2f, 1.0f }, | |||
| { 0.2f, 0.2f, 1.0f, 1.0f }, | |||
| { 1.0f, 1.0f, 0.2f, 1.0f }, | |||
| { 1.0f, 1.0f, 0.2f, 1.0f }, | |||
| { 0.2f, 0.2f, 1.0f, 1.0f }, | |||
| { 0.2f, 1.0f, 0.2f, 1.0f }, | |||
| }; | |||
| static GLfloat const tcs[6][2] = | |||
| { | |||
| { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f }, | |||
| { 0.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, | |||
| }; | |||
| #if defined __CELLOS_LV2__ | |||
| glEnableClientState(GL_VERTEX_ARRAY); | |||
| glEnableClientState(GL_COLOR_ARRAY); | |||
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| glActiveTexture(GL_TEXTURE0); | |||
| glBindTexture(GL_TEXTURE_2D, data->texture[0]); | |||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); | |||
| glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); | |||
| glVertexPointer(2, GL_FLOAT, GL_FALSE, 0); | |||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); | |||
| glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); | |||
| glColorPointer(4, GL_FLOAT, GL_FALSE, 0); | |||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); | |||
| glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); | |||
| glTexCoordPointer(2, GL_FLOAT, GL_FALSE, 0); | |||
| glDrawArrays(GL_TRIANGLES, 0, 6); | |||
| glDisableClientState(GL_VERTEX_ARRAY); | |||
| glDisableClientState(GL_COLOR_ARRAY); | |||
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| #else | |||
| data->shader[0]->Bind(); | |||
| GLuint attr_pos, attr_col, attr_tex; | |||
| attr_pos = data->shader[0]->GetAttribLocation("in_Position"); | |||
| attr_col = data->shader[0]->GetAttribLocation("in_Color"); | |||
| attr_tex = data->shader[0]->GetAttribLocation("in_TexCoord"); | |||
| glEnableVertexAttribArray(attr_pos); | |||
| glEnableVertexAttribArray(attr_col); | |||
| glEnableVertexAttribArray(attr_tex); | |||
| /* Bind texture */ | |||
| glActiveTexture(GL_TEXTURE0); | |||
| glBindTexture(GL_TEXTURE_2D, data->texture[0]); | |||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); | |||
| glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); | |||
| glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0); | |||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); | |||
| glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); | |||
| glVertexAttribPointer(attr_col, 4, GL_FLOAT, GL_FALSE, 0, 0); | |||
| glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); | |||
| glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); | |||
| glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0); | |||
| glBindBuffer(GL_ARRAY_BUFFER, 0); | |||
| glDrawArrays(GL_TRIANGLES, 0, 6); | |||
| glDisableVertexAttribArray(attr_pos); | |||
| glDisableVertexAttribArray(attr_col); | |||
| glDisableVertexAttribArray(attr_tex); | |||
| #endif | |||
| #endif | |||
| /* Reset GL states */ | |||
| /* Reset GL states to something reasonably safe */ | |||
| glMatrixMode(GL_PROJECTION); | |||
| glLoadIdentity(); | |||
| glMatrixMode(GL_MODELVIEW); | |||
| @@ -388,8 +145,11 @@ void DebugQuad::TickDraw(float deltams) | |||
| GLfloat const texcoords[] = { f1, f3, f3, f2, f2, f4, | |||
| f2, f4, f4, f1, f1, f3 }; | |||
| #if defined HAVE_GLBEGIN | |||
| /* Quad #1: simple glBegin program */ | |||
| #if defined HAVE_GLBEGIN || defined USE_GLEW | |||
| /* | |||
| * Test #1: simple glBegin code | |||
| * Renders an orange square. | |||
| */ | |||
| glColor3f(0.8f, 0.5f, 0.2f); | |||
| glBegin(GL_TRIANGLES); | |||
| glVertex3f(data->aa.x, data->bb.y, 0.0f); | |||
| @@ -403,7 +163,10 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| /* Quad #2: glBegin program with varying color */ | |||
| /* | |||
| * Test #2: glBegin + per-vertex coloring | |||
| * Renders a multicolored square with varying colors. | |||
| */ | |||
| glBegin(GL_TRIANGLES); | |||
| glColor3f(f1, f2, f3); | |||
| glVertex3f(data->aa.x, data->bb.y, 0.0f); | |||
| @@ -421,7 +184,10 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| /* Quad #3: textured quad */ | |||
| /* | |||
| * Test #3: glBegin + texture | |||
| * Renders an animated black-and-white distorted checkerboard. | |||
| */ | |||
| glEnable(GL_TEXTURE_2D); | |||
| glBindTexture(GL_TEXTURE_2D, data->texture[0]); | |||
| glColor3f(1.0f, 1.0f, 1.0f); | |||
| @@ -444,7 +210,26 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| /* Quad #4: set color in fragment shader */ | |||
| /* | |||
| * Test #4: glBegin + color in fragment shader | |||
| * Renders a static, coloured and tiled pattern. | |||
| */ | |||
| if (!data->shader[0]) | |||
| data->shader[0] = Shader::Create( | |||
| "#version 110\n" | |||
| "void main()" | |||
| "{" | |||
| " gl_Position = gl_Vertex;" | |||
| "}", | |||
| "#version 110\n" | |||
| "void main()" | |||
| "{" | |||
| " float dx = mod(gl_FragCoord.x * gl_FragCoord.y, 2.0);" | |||
| " float dy = mod(gl_FragCoord.x * 0.125, 1.0);" | |||
| " float dz = mod(gl_FragCoord.y * 0.125, 1.0);" | |||
| " gl_FragColor = vec4(dx, dy, dz, 1.0);" | |||
| "}"); | |||
| data->shader[0]->Bind(); | |||
| glColor3f(0.0f, 1.0f, 1.0f); | |||
| glBegin(GL_TRIANGLES); | |||
| @@ -460,7 +245,28 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| /* Quad #5: pass color from vertex shader to fragment shader */ | |||
| /* | |||
| * Test #5: glBegin + pass color from vertex shader to fragment shader | |||
| * Renders a multicolored square with varying colors. | |||
| */ | |||
| if (!data->shader[1]) | |||
| data->shader[1] = Shader::Create( | |||
| "#version 110\n" | |||
| "varying vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " float r = gl_MultiTexCoord0.x;" | |||
| " float g = gl_MultiTexCoord0.y;" | |||
| " pass_Color = vec4(1.0 - r, 1.0 - g, r, 1.0);" | |||
| " gl_Position = gl_Vertex;" | |||
| "}", | |||
| "#version 110\n" | |||
| "varying vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " gl_FragColor = pass_Color;" | |||
| "}"); | |||
| data->shader[1]->Bind(); | |||
| glColor3f(0.0f, 1.0f, 1.0f); | |||
| glBegin(GL_TRIANGLES); | |||
| @@ -482,7 +288,26 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| /* Quad #6: apply texture in fragment shader */ | |||
| /* | |||
| * Test #6: glBegin + apply texture in fragment shader | |||
| * Renders an animated black-and-white distorted checkerboard with a | |||
| * zoom ratio twice the one in test #3. | |||
| */ | |||
| if (!data->shader[2]) | |||
| data->shader[2] = Shader::Create( | |||
| "#version 110\n" | |||
| "void main()" | |||
| "{" | |||
| " gl_TexCoord[0] = gl_MultiTexCoord0;" | |||
| " gl_Position = gl_Vertex;" | |||
| "}", | |||
| "#version 110\n" | |||
| "uniform sampler2D tex;" | |||
| "void main()" | |||
| "{" | |||
| " gl_FragColor = texture2D(tex, gl_TexCoord[0].xy * 0.25);" | |||
| "}"); | |||
| data->shader[2]->Bind(); | |||
| glColor3f(0.0f, 1.0f, 1.0f); | |||
| glEnable(GL_TEXTURE_2D); | |||
| @@ -508,7 +333,10 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| #endif | |||
| /* Quad #7: simple vertex buffer, no shader */ | |||
| /* | |||
| * Test #7: vertex buffer | |||
| * Renders a multicolored square with varying colors. | |||
| */ | |||
| GLfloat const vertices1[] = { data->aa.x, data->bb.y, 0.0f, | |||
| data->bb.x, data->bb.y, 0.0f, | |||
| data->bb.x, data->aa.y, 0.0f, | |||
| @@ -529,7 +357,31 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| /* Quad #8: vertex buffer, apply texture and color in fragment shader */ | |||
| /* | |||
| * Test #8: vertex buffer + texture & color in 1.10 fragment shader | |||
| * Renders a multicolored square with varying colors xored with an | |||
| * animated distorted checkerboard. | |||
| */ | |||
| if (!data->shader[3]) | |||
| data->shader[3] = Shader::Create( | |||
| "#version 110\n" | |||
| "varying vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " gl_TexCoord[0] = gl_MultiTexCoord0;" | |||
| " pass_Color = gl_Color;" | |||
| " gl_Position = gl_Vertex;" | |||
| "}", | |||
| "#version 110\n" | |||
| "varying vec4 pass_Color;" | |||
| "uniform sampler2D tex;" | |||
| "void main()" | |||
| "{" | |||
| " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" | |||
| " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" | |||
| "}"); | |||
| data->shader[3]->Bind(); | |||
| GLfloat const vertices2[] = { data->aa.x, data->bb.y, 0.0f, | |||
| data->bb.x, data->bb.y, 0.0f, | |||
| @@ -554,7 +406,38 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| /* Quad #9: vertex buffer, apply texture and color in 1.20 shader */ | |||
| /* | |||
| * Test #8: vertex buffer + texture & color in 1.20 fragment shader | |||
| * Renders a multicolored square with varying colors xored with an | |||
| * animated distorted checkerboard. | |||
| */ | |||
| if (!data->shader[4]) | |||
| { | |||
| data->shader[4] = Shader::Create( | |||
| "#version 120\n" | |||
| "attribute vec3 in_Vertex;" | |||
| "attribute vec3 in_Color;" | |||
| "attribute vec2 in_MultiTexCoord0;" | |||
| "varying vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);" | |||
| " pass_Color = vec4(in_Color, 1.0);" | |||
| " gl_Position = vec4(in_Vertex, 1.0);" | |||
| "}", | |||
| "#version 120\n" | |||
| "varying vec4 pass_Color;" | |||
| "uniform sampler2D tex;" | |||
| "void main()" | |||
| "{" | |||
| " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" | |||
| " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" | |||
| "}"); | |||
| data->attr[0] = data->shader[4]->GetAttribLocation("in_Vertex"); | |||
| data->attr[1] = data->shader[4]->GetAttribLocation("in_Color"); | |||
| data->attr[2] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0"); | |||
| } | |||
| data->shader[4]->Bind(); | |||
| GLfloat const vertices3[] = { data->aa.x, data->bb.y, 0.0f, | |||
| data->bb.x, data->bb.y, 0.0f, | |||
| @@ -593,7 +476,38 @@ void DebugQuad::TickDraw(float deltams) | |||
| Advance(); | |||
| /* Quad #10: vertex buffer, apply texture and color in 1.30 shader */ | |||
| /* | |||
| * Test #8: vertex buffer + texture & color in 1.30 fragment shader | |||
| * Renders a multicolored square with varying colors xored with an | |||
| * animated distorted checkerboard. | |||
| */ | |||
| if (!data->shader[5]) | |||
| { | |||
| data->shader[5] = Shader::Create( | |||
| "#version 130\n" | |||
| "in vec3 in_Vertex;" | |||
| "in vec3 in_Color;" | |||
| "in vec2 in_MultiTexCoord0;" | |||
| "out vec4 pass_Color;" | |||
| "void main()" | |||
| "{" | |||
| " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);" | |||
| " pass_Color = vec4(in_Color, 1.0);" | |||
| " gl_Position = vec4(in_Vertex, 1.0);" | |||
| "}", | |||
| "#version 130\n" | |||
| "in vec4 pass_Color;" | |||
| "uniform sampler2D tex;" | |||
| "void main()" | |||
| "{" | |||
| " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" | |||
| " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" | |||
| "}"); | |||
| data->attr[3] = data->shader[4]->GetAttribLocation("in_Vertex"); | |||
| data->attr[4] = data->shader[4]->GetAttribLocation("in_Color"); | |||
| data->attr[5] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0"); | |||
| } | |||
| data->shader[5]->Bind(); | |||
| GLfloat const vertices4[] = { data->aa.x, data->bb.y, 0.0f, | |||
| data->bb.x, data->bb.y, 0.0f, | |||