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mirror of https://github.com/zenorogue/hyperrogue.git synced 2026-05-20 13:02:10 +00:00

more shader cleanup

This commit is contained in:
Zeno Rogue
2018-02-10 18:21:19 +01:00
parent e2531fb891
commit 1391a7fe4d
6 changed files with 102 additions and 47 deletions
+96 -39
View File
@@ -2,6 +2,8 @@
// If CAP_SHADER is 0, OpenGL 1.0 is used.
// If CAP_SHADER is 1, GLSL is used.
#define DEBUG_GL 0
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
void glError(const char* GLcall, const char* file, const int line) {
@@ -155,8 +157,10 @@ void init();
int compileShader(int type, const string& s) {
GLint status;
// printf("===\ns%s\n===\n", s.c_str());
#if DEBUG_GL
printf("===\n%s\n===\n", s.c_str());
#endif
GLint shader = glCreateShader(type);
const char *ss = s.c_str();
@@ -186,17 +190,15 @@ int compileShader(int type, const string& s) {
struct GLprogram *current = NULL;
enum {
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_FOGFACTOR,
NUM_UNIFORMS
};
static const int aPosition = 0;
static const int aColor = 3;
static const int aTexture = 8;
struct GLprogram {
GLuint _program;
GLuint vertShader, fragShader;
GLint uniforms[NUM_UNIFORMS];
GLint uMVP, uFog, uColor, tTexture;
GLprogram(string vsh, string fsh) {
_program = glCreateProgram();
@@ -210,6 +212,10 @@ struct GLprogram {
// Attach fragment shader to program.
glAttachShader(_program, fragShader);
glBindAttribLocation(_program, aPosition, "aPosition");
glBindAttribLocation(_program, aTexture, "aTexture");
glBindAttribLocation(_program, aColor, "aColor");
GLint status;
glLinkProgram(_program);
@@ -231,9 +237,15 @@ struct GLprogram {
// glBindAttribLocation(_program, GLKVertexAttribPosition, "position"); ??
// glBindAttribLocation(_program, GLKVertexAttribNormal, "normal"); ??
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_FOGFACTOR] = glGetUniformLocation(_program, "fogfactor");
// printf("uniforms: %d %d\n", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], uniforms[UNIFORM_FOGFACTOR]);
uMVP = glGetUniformLocation(_program, "uMVP");
uFog = glGetUniformLocation(_program, "uFog");
uColor = glGetUniformLocation(_program, "uColor");
tTexture = glGetUniformLocation(_program, "tTexture");
#if DEBUG_GL
printf("uniforms: %d %d %d %d\n", uMVP, uFog, uColor, tTexture);
#endif
// printf("attributes: %d\n", position_index);
}
~GLprogram() {
@@ -257,13 +269,17 @@ GLprogram *programs[gmMAX];
string stringbuilder() { return ""; }
template<class... T> string stringbuilder(bool i, const string& s, T... t) {
if(i) return s + stringbuilder(t...);
if(i) return s +
#if DEBUG_GL
"\n" +
#endif
stringbuilder(t...);
else return stringbuilder(t...);
}
void set_modelview(const glmatrix& modelview) {
glmatrix mvp = modelview * projection;
glUniformMatrix4fv(current->uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, mvp.as_array());
glUniformMatrix4fv(current->uMVP, 1, 0, mvp.as_array());
// glmatrix nm = modelview;
// glUniformMatrix3fv(current->uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, nm[0]);
}
@@ -274,25 +290,40 @@ GLfloat *currentvertices;
void vertices(GLfloat *f, int qty) {
currentvertices = f;
#if CAP_SHADER
glVertexAttribPointer(aPosition, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), f);
#else
glVertexPointer(3, GL_FLOAT, 0, f);
#endif
// #endif
}
void texture_vertices(GLfloat *f, int qty, int stride = 2) {
#if CAP_SHADER
glVertexAttribPointer(aTexture, stride, GL_FLOAT, GL_FALSE, stride * sizeof(GLfloat), f);
#else
glTexCoordPointer(stride, GL_FLOAT, 0, f);
#endif
}
void color_vertices(GLfloat *f, int qty) {
#if CAP_SHADER
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(GLfloat), f);
#else
glColorPointer(4, GL_FLOAT, 0, f);
#endif
}
void color2(int color) {
void color2(int color, ld part = 1) {
unsigned char *c = (unsigned char*) (&color);
glColor4f(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
}
void color2(int color, ld part) {
unsigned char *c = (unsigned char*) (&color);
glColor4f(c[3] / 255.0 * part, c[2] / 255.0 * part, c[1]/255.0 * part, c[0] / 255.0);
GLfloat cols[4];
for(int i=0; i<4; i++) cols[i] = c[3-i] / 255.0 * part;
#if CAP_SHADER
// glUniform4fv(current->uFog, 4, cols);
glUniform4f(current->uColor, cols[0], cols[1], cols[2], cols[3]);
#else
glColor4f(cols[0], cols[1], cols[2], cols[3]);
#endif
}
void colorClear(int color) {
@@ -312,16 +343,34 @@ void switch_mode(eMode m) {
flagtype oldflags = flags[mode] &~ flags[m];
if(newflags & GF_TEXTURE) {
glEnable(GL_TEXTURE_2D);
#if CAP_SHADER
glEnableVertexAttribArray(aTexture);
#else
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
}
if(oldflags & GF_TEXTURE) {
glDisable(GL_TEXTURE_2D);
#if CAP_SHADER
glDisableVertexAttribArray(aTexture);
#else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
}
if(newflags & GF_VARCOLOR)
if(newflags & GF_VARCOLOR) {
#if CAP_SHADER
glEnableVertexAttribArray(aColor);
#else
glEnableClientState(GL_COLOR_ARRAY);
if(oldflags & GF_VARCOLOR)
#endif
}
if(oldflags & GF_VARCOLOR) {
#if CAP_SHADER
glDisableVertexAttribArray(aColor);
#else
glDisableClientState(GL_COLOR_ARRAY);
#endif
}
if(newflags & GF_LIGHTFOG) {
#if !CAP_SHADER
GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
@@ -354,15 +403,13 @@ void switch_mode(eMode m) {
void fog_max(ld fogmax) {
#if CAP_SHADER
glUniform1f(current->uniforms[UNIFORM_FOGFACTOR], 1 / fogmax);
glUniform1f(current->uFog, 1 / fogmax);
#else
glFogf(GL_FOG_END, fogmax);
#endif
}
void init() {
glEnableClientState(GL_VERTEX_ARRAY);
#if CAP_GLEW
if(!glew) {
glew = true;
@@ -383,38 +430,42 @@ void init() {
flagtype f = flags[i];
bool texture = f & GF_TEXTURE;
bool lightfog = f & GF_LIGHTFOG;
bool lfog = f & GF_LIGHTFOG;
bool varcol = f & GF_VARCOLOR;
programs[i] = new GLprogram(stringbuilder(
// "attribute vec4 position;"
1, "attribute vec4 aPosition;",
texture, "attribute vec2 aTexture;",
varcol, "attribute vec4 aColor;",
// "attribute vec3 normal;"
1, "varying vec4 vColor;",
texture, "varying vec2 vTexCoord;",
1, "uniform mat4 modelViewProjectionMatrix;",
1, "uniform float fogfactor;",
1, "uniform mat4 uMVP;",
1, "uniform float uFog;",
!varcol, "uniform vec4 uColor;",
1, "void main() {",
texture, "vTexCoord = gl_MultiTexCoord0.xy;",
lightfog, "vColor = gl_Color * clamp(1.0 + gl_Vertex.z * fogfactor, 0.0, 1.0);",
!lightfog, "vColor = gl_Color;",
1, "gl_Position = modelViewProjectionMatrix * gl_Vertex;",
texture, "vTexCoord = aTexture;",
varcol, "vColor = aColor;",
!varcol, "vColor = uColor;",
lfog, "vColor = vColor * clamp(1.0 + aPosition.z * uFog, 0.0, 1.0);",
1, "gl_Position = uMVP * aPosition;",
1, "}"),
stringbuilder(
1, "uniform sampler2D myTexture;",
1, "uniform sampler2D tTexture;",
1, "varying vec4 vColor;",
texture, "varying vec2 vTexCoord;",
1, "void main() {",
texture, "gl_FragColor = vColor * texture2D(myTexture, vTexCoord);",
texture, "gl_FragColor = vColor * texture2D(tTexture, vTexCoord);",
!texture, "gl_FragColor = vColor;",
1, "}"
));
));
}
glEnableClientState(GL_VERTEX_ARRAY);
switch_mode(gmColored);
programs[gmColored]->enable();
#endif
@@ -422,7 +473,13 @@ void init() {
#if !CAP_SHADER
switch_mode(gmColored);
#endif
#if CAP_SHADER
glEnableVertexAttribArray(aPosition);
#else
glEnableClientState(GL_VERTEX_ARRAY);
#endif
// #endif
}
}