@@ -38,7 +38,7 @@ public: | |||||
if (!m_ready) | if (!m_ready) | ||||
{ | { | ||||
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(01_triangle)); | m_shader = Shader::Create(LOLFX_RESOURCE_NAME(01_triangle)); | ||||
m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); | |||||
m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); | |||||
m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position)); | m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position)); | ||||
@@ -75,10 +75,8 @@ public: | |||||
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(02_cube)); | m_shader = Shader::Create(LOLFX_RESOURCE_NAME(02_cube)); | ||||
m_mvp = m_shader->GetUniformLocation("in_Matrix"); | m_mvp = m_shader->GetUniformLocation("in_Matrix"); | ||||
m_coord = m_shader->GetAttribLocation("in_Vertex", | |||||
VertexUsage::Position, 0); | |||||
m_color = m_shader->GetAttribLocation("in_Color", | |||||
VertexUsage::Color, 0); | |||||
m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); | |||||
m_color = m_shader->GetAttribLocation(VertexUsage::Color, 0); | |||||
m_vdecl = | m_vdecl = | ||||
new VertexDeclaration(VertexStream<vec3,vec3>(VertexUsage::Position, | new VertexDeclaration(VertexStream<vec3,vec3>(VertexUsage::Position, | ||||
@@ -2,14 +2,14 @@ | |||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Color; | attribute vec3 in_Color; | ||||
uniform mat4 in_Matrix; | uniform mat4 in_Matrix; | ||||
varying vec3 pass_Color; | varying vec3 pass_Color; | ||||
void main(void) | void main(void) | ||||
{ | { | ||||
gl_Position = in_Matrix * vec4(in_Vertex, 1.0); | |||||
gl_Position = in_Matrix * vec4(in_Position, 1.0); | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
} | } | ||||
@@ -2,14 +2,14 @@ | |||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Color; | attribute vec3 in_Color; | ||||
uniform mat4 in_Matrix; | uniform mat4 in_Matrix; | ||||
varying vec3 pass_Color; | varying vec3 pass_Color; | ||||
void main(void) | void main(void) | ||||
{ | { | ||||
gl_Position = in_Matrix * vec4(in_Vertex, 1.0); | |||||
gl_Position = in_Matrix * vec4(in_Position, 1.0); | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
} | } | ||||
@@ -58,7 +58,7 @@ public: | |||||
if (!m_ready) | if (!m_ready) | ||||
{ | { | ||||
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(08_fbo)); | m_shader = Shader::Create(LOLFX_RESOURCE_NAME(08_fbo)); | ||||
m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); | |||||
m_coord = m_shader->GetAttribLocation(VertexUsage::Position, 0); | |||||
m_uni_flag = m_shader->GetUniformLocation("in_Flag"); | m_uni_flag = m_shader->GetUniformLocation("in_Flag"); | ||||
m_uni_point = m_shader->GetUniformLocation("in_Point"); | m_uni_point = m_shader->GetUniformLocation("in_Point"); | ||||
m_uni_color = m_shader->GetUniformLocation("in_Color"); | m_uni_color = m_shader->GetUniformLocation("in_Color"); | ||||
@@ -463,8 +463,8 @@ public: | |||||
m_shader = Shader::Create(LOLFX_RESOURCE_NAME(11_fractal)); | m_shader = Shader::Create(LOLFX_RESOURCE_NAME(11_fractal)); | ||||
m_vertexattrib = m_shader->GetAttribLocation("a_Vertex", VertexUsage::Position, 0); | |||||
m_texattrib = m_shader->GetAttribLocation("a_TexCoord", VertexUsage::TexCoord, 0); | |||||
m_vertexattrib = m_shader->GetAttribLocation(VertexUsage::Position, 0); | |||||
m_texattrib = m_shader->GetAttribLocation(VertexUsage::TexCoord, 0); | |||||
m_texeluni = m_shader->GetUniformLocation("u_TexelSize"); | m_texeluni = m_shader->GetUniformLocation("u_TexelSize"); | ||||
m_screenuni = m_shader->GetUniformLocation("u_ScreenSize"); | m_screenuni = m_shader->GetUniformLocation("u_ScreenSize"); | ||||
m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings"); | m_zoomuni = m_shader->GetUniformLocation("u_ZoomSettings"); | ||||
@@ -6,14 +6,14 @@ uniform mat4 u_ZoomSettings; | |||||
uniform vec4 u_TexelSize; | uniform vec4 u_TexelSize; | ||||
uniform vec4 u_ScreenSize; | uniform vec4 u_ScreenSize; | ||||
attribute vec2 a_TexCoord; | |||||
attribute vec2 a_Vertex; | |||||
attribute vec2 in_TexCoord; | |||||
attribute vec2 in_Position; | |||||
varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY; | varying vec4 v_CenterX, v_CenterY, v_IndexX, v_IndexY; | ||||
void main(void) | void main(void) | ||||
{ | { | ||||
gl_Position = vec4(a_Vertex, 0.0, 1.0); | |||||
gl_Position = vec4(in_Position, 0.0, 1.0); | |||||
/* Center point in [-.5,.5], apply zoom and translation | /* Center point in [-.5,.5], apply zoom and translation | ||||
* transformation, and go back to texture coordinates | * transformation, and go back to texture coordinates | ||||
* in [0,1]. That's the ideal point we would like to | * in [0,1]. That's the ideal point we would like to | ||||
@@ -33,9 +33,9 @@ void main(void) | |||||
u_ZoomSettings[1][1], | u_ZoomSettings[1][1], | ||||
u_ZoomSettings[2][1], | u_ZoomSettings[2][1], | ||||
u_ZoomSettings[3][1]); | u_ZoomSettings[3][1]); | ||||
v_CenterX = zoomscale * a_TexCoord.x + zoomtx | |||||
v_CenterX = zoomscale * in_TexCoord.x + zoomtx | |||||
+ offsets.xyxy * u_TexelSize.x; | + offsets.xyxy * u_TexelSize.x; | ||||
v_CenterY = zoomscale * a_TexCoord.y - zoomty | |||||
v_CenterY = zoomscale * in_TexCoord.y - zoomty | |||||
+ offsets.xyyx * u_TexelSize.y; | + offsets.xyyx * u_TexelSize.y; | ||||
/* Precompute the multiple of one texel where our ideal | /* Precompute the multiple of one texel where our ideal | ||||
* point lies. The fragment shader will call floor() on | * point lies. The fragment shader will call floor() on | ||||
@@ -2,14 +2,14 @@ | |||||
#version 120 | #version 120 | ||||
attribute vec2 in_position; | |||||
attribute vec2 in_Position; | |||||
varying vec2 pass_position; | varying vec2 pass_position; | ||||
void main() | void main() | ||||
{ | { | ||||
pass_position = in_position; | |||||
gl_Position = vec4(in_position, 0.0, 1.0); | |||||
pass_position = in_Position; | |||||
gl_Position = vec4(in_Position, 0.0, 1.0); | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -5,7 +5,7 @@ | |||||
#version 120 | #version 120 | ||||
attribute vec2 in_position; | |||||
attribute vec2 in_Position; | |||||
uniform vec2 in_screen_res; | uniform vec2 in_screen_res; | ||||
@@ -16,7 +16,7 @@ varying vec2 pass_p[8]; | |||||
void main() | void main() | ||||
{ | { | ||||
//JFA ALGO | //JFA ALGO | ||||
pass_pos = ((vec2(1.0) + in_position) * 0.5); | |||||
pass_pos = ((vec2(1.0) + in_Position) * 0.5); | |||||
float k = in_step; | float k = in_step; | ||||
@@ -30,7 +30,7 @@ void main() | |||||
pass_p[6] = p2 + vec2( 0, k); | pass_p[6] = p2 + vec2( 0, k); | ||||
pass_p[7] = p2 + vec2( k, k); | pass_p[7] = p2 + vec2( k, k); | ||||
gl_Position = vec4(in_position, 0.0, 1.0); | |||||
gl_Position = vec4(in_Position, 0.0, 1.0); | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -5,7 +5,7 @@ | |||||
#version 120 | #version 120 | ||||
attribute vec2 in_position; | |||||
attribute vec2 in_Position; | |||||
uniform vec2 in_screen_res; | uniform vec2 in_screen_res; | ||||
@@ -13,8 +13,8 @@ varying vec2 pass_position; | |||||
void main() | void main() | ||||
{ | { | ||||
pass_position = ((vec2(1.0) + in_position) * 0.5 * in_screen_res); | |||||
gl_Position = vec4(in_position, 0.0, 1.0); | |||||
pass_position = ((vec2(1.0) + in_Position) * 0.5 * in_screen_res); | |||||
gl_Position = vec4(in_Position, 0.0, 1.0); | |||||
} | } | ||||
[frag.glsl] | [frag.glsl] | ||||
@@ -61,9 +61,9 @@ void GpuShaderData::AddUniform(const lol::String &new_uniform) | |||||
} | } | ||||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||||
void GpuShaderData::AddAttribute(const lol::String &new_attribute, VertexUsage usage, int index) | |||||
void GpuShaderData::AddAttribute(VertexUsage usage, int index) | |||||
{ | { | ||||
m_shader_attrib.Push(new_attribute, m_shader->GetAttribLocation(new_attribute.C(), usage, index)); | |||||
m_shader_attrib.Push(m_shader->GetAttribLocation(usage, index)); | |||||
} | } | ||||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||||
@@ -76,11 +76,11 @@ ShaderUniform const *GpuShaderData::GetUniform(const lol::String &uniform) | |||||
} | } | ||||
//----------------------------------------------------------------------------- | //----------------------------------------------------------------------------- | ||||
ShaderAttrib const *GpuShaderData::GetAttribute(const lol::String &attribute) | |||||
ShaderAttrib const *GpuShaderData::GetAttribute(VertexUsage usage, int index) | |||||
{ | { | ||||
for (int i = 0; i < m_shader_attrib.Count(); ++i) | for (int i = 0; i < m_shader_attrib.Count(); ++i) | ||||
if (m_shader_attrib[i].m1 == attribute) | |||||
return &m_shader_attrib[i].m2; | |||||
if (m_shader_attrib[i].GetUsage() == usage && m_shader_attrib[i].GetIndex() == index) | |||||
return &m_shader_attrib[i]; | |||||
return nullptr; | return nullptr; | ||||
} | } | ||||
@@ -198,10 +198,10 @@ void GpuEasyMeshData::AddGpuData(GpuShaderData* gpudata, EasyMesh* src_mesh) | |||||
ASSERT(!vflags, "Vertex Usage setup is not implemented for %s, feel free to do so.", | ASSERT(!vflags, "Vertex Usage setup is not implemented for %s, feel free to do so.", | ||||
VertexUsage::GetNameList(vflags).C()); | VertexUsage::GetNameList(vflags).C()); | ||||
if (has_position) gpudata->AddAttribute(gpudata->GetInVertexName(), VertexUsage::Position, 0); | |||||
if (has_normal) gpudata->AddAttribute(gpudata->GetInNormalName(), VertexUsage::Normal, 0); | |||||
if (has_color) gpudata->AddAttribute(gpudata->GetInColorName(), VertexUsage::Color, 0); | |||||
if (has_texcoord) gpudata->AddAttribute(gpudata->GetInTexCoordName(), VertexUsage::TexCoord, 0); | |||||
if (has_position) gpudata->AddAttribute(VertexUsage::Position, 0); | |||||
if (has_normal) gpudata->AddAttribute(VertexUsage::Normal, 0); | |||||
if (has_color) gpudata->AddAttribute(VertexUsage::Color, 0); | |||||
if (has_texcoord) gpudata->AddAttribute(VertexUsage::TexCoord, 0); | |||||
SetupVertexData(gpudata->m_vert_decl_flags, src_mesh); | SetupVertexData(gpudata->m_vert_decl_flags, src_mesh); | ||||
@@ -408,10 +408,10 @@ void GpuEasyMeshData::RenderMeshData(mat4 const &model) | |||||
int idx = 0; | int idx = 0; | ||||
ShaderAttrib Attribs[4] = { lol::ShaderAttrib(), lol::ShaderAttrib(), lol::ShaderAttrib(), lol::ShaderAttrib() }; | ShaderAttrib Attribs[4] = { lol::ShaderAttrib(), lol::ShaderAttrib(), lol::ShaderAttrib(), lol::ShaderAttrib() }; | ||||
if (has_position) Attribs[idx++] = *gpu_sd.GetAttribute(gpu_sd.GetInVertexName()); | |||||
if (has_normal) Attribs[idx++] = *gpu_sd.GetAttribute(gpu_sd.GetInNormalName()); | |||||
if (has_color) Attribs[idx++] = *gpu_sd.GetAttribute(gpu_sd.GetInColorName()); | |||||
if (has_texcoord) Attribs[idx++] = *gpu_sd.GetAttribute(gpu_sd.GetInTexCoordName()); | |||||
if (has_position) Attribs[idx++] = *gpu_sd.GetAttribute(VertexUsage::Position, 0); | |||||
if (has_normal) Attribs[idx++] = *gpu_sd.GetAttribute(VertexUsage::Normal, 0); | |||||
if (has_color) Attribs[idx++] = *gpu_sd.GetAttribute(VertexUsage::Color, 0); | |||||
if (has_texcoord) Attribs[idx++] = *gpu_sd.GetAttribute(VertexUsage::TexCoord, 0); | |||||
vdecl->SetStream(vbo, Attribs[0], Attribs[1], Attribs[2], Attribs[3]); | vdecl->SetStream(vbo, Attribs[0], Attribs[1], Attribs[2], Attribs[3]); | ||||
@@ -77,23 +77,19 @@ public: | |||||
virtual ~GpuShaderData(); | virtual ~GpuShaderData(); | ||||
//-- | //-- | ||||
void AddUniform(const lol::String &new_uniform); | void AddUniform(const lol::String &new_uniform); | ||||
void AddAttribute(const lol::String &new_attribute, VertexUsage usage, int index); | |||||
void AddAttribute(VertexUsage usage, int index); | |||||
ShaderUniform const *GetUniform(const lol::String &uniform); | ShaderUniform const *GetUniform(const lol::String &uniform); | ||||
ShaderAttrib const *GetAttribute(const lol::String &attribute); | |||||
ShaderAttrib const *GetAttribute(VertexUsage usage, int index); | |||||
//-- | //-- | ||||
virtual void SetupShaderDatas(mat4 const &model) { UNUSED(model); } | virtual void SetupShaderDatas(mat4 const &model) { UNUSED(model); } | ||||
//-- | //-- | ||||
virtual lol::String GetInVertexName() { return lol::String("in_Vertex"); } | |||||
virtual lol::String GetInNormalName() { return lol::String("in_Normal"); } | |||||
virtual lol::String GetInColorName() { return lol::String("in_Color"); } | |||||
virtual lol::String GetInTexCoordName() { return lol::String("in_TexCoord"); } | |||||
protected: | protected: | ||||
uint16_t m_vert_decl_flags; | uint16_t m_vert_decl_flags; | ||||
Shader* m_shader; | Shader* m_shader; | ||||
DebugRenderMode m_render_mode; | DebugRenderMode m_render_mode; | ||||
Array<lol::String, ShaderUniform> m_shader_uniform; | Array<lol::String, ShaderUniform> m_shader_uniform; | ||||
Array<lol::String, ShaderAttrib> m_shader_attrib; | |||||
Array<ShaderAttrib> m_shader_attrib; | |||||
}; | }; | ||||
class DefaultShaderData : public GpuShaderData | class DefaultShaderData : public GpuShaderData | ||||
@@ -2,7 +2,7 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
@@ -17,7 +17,7 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); | |||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | vec3 tnorm = normalize(in_NormalMat * in_Normal); | ||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
@@ -2,7 +2,7 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
attribute vec2 in_Index; | attribute vec2 in_Index; | ||||
@@ -21,7 +21,7 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); | |||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | vec3 tnorm = normalize(in_NormalMat * in_Normal); | ||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
@@ -2,7 +2,7 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
attribute vec2 in_TexCoord; | attribute vec2 in_TexCoord; | ||||
@@ -19,7 +19,7 @@ varying vec2 pass_TexCoord; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); | |||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | vec3 tnorm = normalize(in_NormalMat * in_Normal); | ||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
@@ -2,7 +2,7 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
@@ -17,7 +17,7 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); | |||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | vec3 tnorm = normalize(in_NormalMat * in_Normal); | ||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
@@ -2,7 +2,7 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
@@ -17,7 +17,7 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); | |||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_Normal); | vec3 tnorm = normalize(in_Normal); | ||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
@@ -2,7 +2,7 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
@@ -17,7 +17,7 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); | |||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | vec3 tnorm = normalize(in_NormalMat * in_Normal); | ||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||
@@ -39,6 +39,24 @@ using namespace std; | |||||
namespace lol | namespace lol | ||||
{ | { | ||||
static const char* attribute_names[] = { | |||||
"in_Position", | |||||
"in_BlendWeight", | |||||
"in_BlendIndices", | |||||
"in_Normal", | |||||
"in_PointSize", | |||||
"in_TexCoord", | |||||
"in_TexCoordExt", | |||||
"in_Tangent", | |||||
"in_Binormal", | |||||
"in_TessFactor", | |||||
"in_PositionT", | |||||
"in_Color", | |||||
"in_Fog", | |||||
"in_Depth", | |||||
"in_Sample" | |||||
}; | |||||
/* | /* | ||||
* Shader implementation class | * Shader implementation class | ||||
*/ | */ | ||||
@@ -61,7 +79,7 @@ private: | |||||
#elif !defined __CELLOS_LV2__ | #elif !defined __CELLOS_LV2__ | ||||
GLuint prog_id, vert_id, frag_id; | GLuint prog_id, vert_id, frag_id; | ||||
// Benlitz: using a simple array could be faster since there is never more than a few attribute locations to store | // Benlitz: using a simple array could be faster since there is never more than a few attribute locations to store | ||||
Map<String, GLint> attrib_locations; | |||||
Map<uint64_t, GLint> attrib_locations; | |||||
#else | #else | ||||
CGprogram vert_id, frag_id; | CGprogram vert_id, frag_id; | ||||
#endif | #endif | ||||
@@ -322,12 +340,68 @@ Shader::Shader(char const *vert, char const *frag) | |||||
{ | { | ||||
Log::Debug("link log for program: %s", errbuf); | Log::Debug("link log for program: %s", errbuf); | ||||
} | } | ||||
GLint validated; | |||||
glValidateProgram(data->prog_id); | glValidateProgram(data->prog_id); | ||||
glGetProgramiv(data->prog_id, GL_VALIDATE_STATUS, &validated); | |||||
if (validated != GL_TRUE) | |||||
{ | |||||
Log::Error("failed to validate program"); | |||||
} | |||||
GLint num_attribs; | |||||
glGetProgramiv(data->prog_id, GL_ACTIVE_ATTRIBUTES, &num_attribs); | |||||
GLint max_len; | |||||
glGetProgramiv(data->prog_id, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &max_len); | |||||
char* name_buffer = new char[max_len]; | |||||
for (int i = 0; i < num_attribs; ++i) | |||||
{ | |||||
int attrib_len; | |||||
int attrib_size; | |||||
int attrib_type; | |||||
glGetActiveAttrib(data->prog_id, i, max_len, &attrib_len, (GLint*)&attrib_size, (GLenum*)&attrib_type, name_buffer); | |||||
String name(name_buffer); | |||||
int index = 0; | |||||
VertexUsage usage = VertexUsage::Max; | |||||
for (int j = 0; j < VertexUsage::Max; ++j) | |||||
{ | |||||
if (name.StartsWith(attribute_names[j])) | |||||
{ | |||||
usage = VertexUsage(j); | |||||
char* idx_ptr = name.C() + strlen(attribute_names[j]); | |||||
index = strtol(idx_ptr, nullptr, 10); | |||||
break; | |||||
} | |||||
} | |||||
if (usage == VertexUsage::Max || index == LONG_MIN || index == LONG_MAX) | |||||
{ | |||||
Log::Error("unable to parse attribute sementic from name: %s", name_buffer); | |||||
} | |||||
else | |||||
{ | |||||
GLint location = glGetAttribLocation(data->prog_id, name_buffer); | |||||
uint64_t flags = (uint64_t)(uint16_t)usage << 16; | |||||
flags |= (uint64_t)(uint16_t)index; | |||||
// TODO: this is here just in case. Remove this once everything has been correctly tested | |||||
#ifdef _DEBUG | |||||
if (data->attrib_locations.HasKey(flags)) | |||||
{ | |||||
Log::Error("an error occured while parsing attribute sementics"); | |||||
} | |||||
#endif | |||||
data->attrib_locations[flags] = location; | |||||
} | |||||
} | |||||
delete[] name_buffer; | |||||
#endif | #endif | ||||
} | } | ||||
ShaderAttrib Shader::GetAttribLocation(char const *attr, | |||||
VertexUsage usage, int index) const | |||||
ShaderAttrib Shader::GetAttribLocation(VertexUsage usage, int index) const | |||||
{ | { | ||||
ShaderAttrib ret; | ShaderAttrib ret; | ||||
ret.m_flags = (uint64_t)(uint16_t)usage << 16; | ret.m_flags = (uint64_t)(uint16_t)usage << 16; | ||||
@@ -336,17 +410,9 @@ ShaderAttrib Shader::GetAttribLocation(char const *attr, | |||||
#elif !defined __CELLOS_LV2__ | #elif !defined __CELLOS_LV2__ | ||||
GLint l; | GLint l; | ||||
if (!data->attrib_locations.TryGetValue(attr, l)) | |||||
if (!data->attrib_locations.TryGetValue(ret.m_flags, l)) | |||||
{ | { | ||||
l = glGetAttribLocation(data->prog_id, attr); | |||||
if (l < 0) | |||||
{ | |||||
Log::Warn("tried to query invalid attribute: %s\n", attr); | |||||
} | |||||
else | |||||
{ | |||||
data->attrib_locations[String(attr)] = l; | |||||
} | |||||
Log::Error("queried attribute is unavailable for this shader"); | |||||
} | } | ||||
ret.m_flags |= (uint64_t)(uint32_t)l << 32; | ret.m_flags |= (uint64_t)(uint32_t)l << 32; | ||||
#else | #else | ||||
@@ -70,10 +70,10 @@ technique Foo | |||||
#version 120 | #version 120 | ||||
/* Valid with my GLSL compiler */ | /* Valid with my GLSL compiler */ | ||||
//#pragma lolfx semantic(in_Vertex, POSITION) | |||||
//#pragma lolfx semantic(in_Position, POSITION) | |||||
//#pragma lolfx semantic(in_Normal, NORMAL) | //#pragma lolfx semantic(in_Normal, NORMAL) | ||||
//#pragma lolfx semantic(in_Color, COLOR) | //#pragma lolfx semantic(in_Color, COLOR) | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
@@ -88,8 +88,8 @@ void Gradient::TickDraw(float seconds) | |||||
ShaderUniform uni_mat; | ShaderUniform uni_mat; | ||||
ShaderAttrib attr_pos, attr_col; | ShaderAttrib attr_pos, attr_col; | ||||
attr_pos = data->shader->GetAttribLocation("in_Vertex", VertexUsage::Position, 0); | |||||
attr_col = data->shader->GetAttribLocation("in_Color", VertexUsage::Color, 0); | |||||
attr_pos = data->shader->GetAttribLocation(VertexUsage::Position, 0); | |||||
attr_col = data->shader->GetAttribLocation(VertexUsage::Color, 0); | |||||
data->shader->Bind(); | data->shader->Bind(); | ||||
@@ -2,7 +2,7 @@ | |||||
#version 130 | #version 130 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
varying vec4 pass_Color; | varying vec4 pass_Color; | ||||
@@ -13,7 +13,7 @@ uniform mat4 model_matrix; | |||||
void main() | void main() | ||||
{ | { | ||||
gl_Position = proj_matrix * view_matrix * model_matrix | gl_Position = proj_matrix * view_matrix * model_matrix | ||||
* vec4(in_Vertex, 1.0); | |||||
* vec4(in_Position, 1.0); | |||||
pass_Color = in_Color; | pass_Color = in_Color; | ||||
} | } | ||||
@@ -157,8 +157,7 @@ public: | |||||
static Shader *Create(char const *lolfx); | static Shader *Create(char const *lolfx); | ||||
static void Destroy(Shader *shader); | static void Destroy(Shader *shader); | ||||
ShaderAttrib GetAttribLocation(char const *attr, struct VertexUsage usage, | |||||
int index) const; | |||||
ShaderAttrib GetAttribLocation(struct VertexUsage usage, int index) const; | |||||
ShaderUniform GetUniformLocation(char const *uni) const; | ShaderUniform GetUniformLocation(char const *uni) const; | ||||
void SetUniform(ShaderUniform const &uni, int i); | void SetUniform(ShaderUniform const &uni, int i); | ||||
@@ -202,8 +202,8 @@ void Scene::RenderTiles() // XXX: rename to Blit() | |||||
ShaderUniform uni_mat, uni_tex, uni_texsize; | ShaderUniform uni_mat, uni_tex, uni_texsize; | ||||
ShaderAttrib attr_pos, attr_tex; | ShaderAttrib attr_pos, attr_tex; | ||||
attr_pos = data->m_tile_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); | |||||
attr_tex = data->m_tile_shader->GetAttribLocation("in_TexCoord", VertexUsage::TexCoord, 0); | |||||
attr_pos = data->m_tile_shader->GetAttribLocation(VertexUsage::Position, 0); | |||||
attr_tex = data->m_tile_shader->GetAttribLocation(VertexUsage::TexCoord, 0); | |||||
data->m_tile_shader->Bind(); | data->m_tile_shader->Bind(); | ||||
@@ -307,8 +307,8 @@ void Scene::RenderLines() // XXX: rename to Blit() | |||||
ShaderUniform uni_mat, uni_tex; | ShaderUniform uni_mat, uni_tex; | ||||
ShaderAttrib attr_pos, attr_col; | ShaderAttrib attr_pos, attr_col; | ||||
attr_pos = data->m_line_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0); | |||||
attr_col = data->m_line_shader->GetAttribLocation("in_Color", VertexUsage::Color, 0); | |||||
attr_pos = data->m_line_shader->GetAttribLocation(VertexUsage::Position, 0); | |||||
attr_col = data->m_line_shader->GetAttribLocation(VertexUsage::Color, 0); | |||||
data->m_line_shader->Bind(); | data->m_line_shader->Bind(); | ||||
@@ -2,9 +2,9 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_vertex; | |||||
attribute vec4 in_color; | |||||
attribute vec4 in_texcoord; | |||||
attribute vec3 in_Position; | |||||
attribute vec4 in_Color; | |||||
attribute vec4 in_TexCoord; | |||||
uniform mat4 in_model_view; | uniform mat4 in_model_view; | ||||
uniform mat3 in_normal_mat; | uniform mat3 in_normal_mat; | ||||
@@ -16,9 +16,9 @@ varying vec4 pass_color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_model_view * vec4(in_vertex - vec3(0.0,0.5,0.0), 1.0); | |||||
vec4 vertex = in_model_view * vec4(in_Position - vec3(0.0,0.5,0.0), 1.0); | |||||
vec3 v_offset = vec3(1.0 * in_texcoord.z, -1.0 * in_texcoord.w, 0.0); | |||||
vec3 v_offset = vec3(1.0 * in_TexCoord.z, -1.0 * in_TexCoord.w, 0.0); | |||||
float sinX = sin(in_sprite_orientation); | float sinX = sin(in_sprite_orientation); | ||||
float cosX = cos(in_sprite_orientation); | float cosX = cos(in_sprite_orientation); | ||||
@@ -31,8 +31,8 @@ void main(void) | |||||
vertex.xyz += v_offset; | vertex.xyz += v_offset; | ||||
//pass datas | //pass datas | ||||
pass_texcoord = in_texcoord; | |||||
pass_color = in_color; | |||||
pass_texcoord = in_TexCoord; | |||||
pass_color = in_Color; | |||||
gl_Position = in_proj * vertex; | gl_Position = in_proj * vertex; | ||||
} | } | ||||
@@ -2,7 +2,7 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
@@ -18,7 +18,7 @@ varying vec4 pass_Color; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = vec4(in_Vertex + (in_Normal * in_Damage), 1.0); | |||||
vec4 vertex = vec4(in_Position + (in_Normal * in_Damage), 1.0); | |||||
float dam_perc = in_Damage / (0.1 * 40); | float dam_perc = in_Damage / (0.1 * 40); | ||||
vec3 vGravity = vec3(0.0, -0.981, 0.0) * 2.0; | vec3 vGravity = vec3(0.0, -0.981, 0.0) * 2.0; | ||||
float k = pow(dam_perc, 3); | float k = pow(dam_perc, 3); | ||||
@@ -2,7 +2,7 @@ | |||||
[vert.glsl] | [vert.glsl] | ||||
#version 120 | #version 120 | ||||
attribute vec3 in_Vertex; | |||||
attribute vec3 in_Position; | |||||
attribute vec3 in_Normal; | attribute vec3 in_Normal; | ||||
attribute vec4 in_Color; | attribute vec4 in_Color; | ||||
attribute vec2 in_TexCoord; | attribute vec2 in_TexCoord; | ||||
@@ -19,7 +19,7 @@ varying vec2 pass_TexCoord; | |||||
void main(void) | void main(void) | ||||
{ | { | ||||
vec4 vertex = in_ModelView * vec4(in_Vertex, 1.0); | |||||
vec4 vertex = in_ModelView * vec4(in_Position, 1.0); | |||||
vec3 tnorm = normalize(in_NormalMat * in_Normal); | vec3 tnorm = normalize(in_NormalMat * in_Normal); | ||||
pass_Vertex = vertex; | pass_Vertex = vertex; | ||||