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cleaner shader construction

This commit is contained in:
Zeno Rogue 2018-02-09 04:18:39 +01:00
parent 660af7827f
commit b80ac00a55

View File

@ -259,58 +259,49 @@ struct GLprogram {
GLprogram *programs[gmMAX];
/*
string stringbuilder(bool i) { return ""; }
string stringbuilder() { return ""; }
template<class.. T> string stringbuilder(bool i, bool j, T... t) { return stringbuilder(j, t...); }
template<class.. T> string stringbuilder(bool i, const string& s, T... t) {
if(i) return s + stringbuilder(i, t...);
else return stringbuilder(i, t...);
} */
template<class... T> string stringbuilder(bool i, const string& s, T... t) {
if(i) return s + stringbuilder(t...);
else return stringbuilder(t...);
}
void init() {
projection = id();
for(int i=0; i<4; i++) {
flagtype f = flags[i];
flagtype nf = ~f;
auto texture_only = [=] (string s) -> string { if(f & GF_TEXTURE) return s; else return ""; };
auto not_texture_only = [=] (string s) -> string { if(nf & GF_TEXTURE) return s; else return ""; };
programs[i] = new GLprogram(
bool texture = f & GF_TEXTURE;
bool lightfog = f & GF_LIGHTFOG;
programs[i] = new GLprogram(stringbuilder(
// "attribute vec4 position;"
// "attribute vec3 normal;"
"varying vec4 vColor;"
+ texture_only( "varying vec2 vTexCoord;" ) +
1, "varying vec4 vColor;",
texture, "varying vec2 vTexCoord;",
"uniform mat4 modelViewProjectionMatrix;"
"uniform float fogfactor;"
1, "uniform mat4 modelViewProjectionMatrix;",
1, "uniform float fogfactor;",
"void main() {"
// "vec3 eyeNormal = normalize(normalMatrix * normal);"
// "vec3 lightPosition = vec3(0.0, 0.0, 1.0);"
// "vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);"
// "float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));"
// "vColor = diffuseColor * nDotVP;"
+ texture_only("vTexCoord = gl_MultiTexCoord0.xy;") +
+ ((f & GF_LIGHTFOG) ?
"vColor = gl_Color * clamp(1.0 + gl_Vertex.z * fogfactor, 0.0, 1.0);"
: "vColor = gl_Color;") +
"gl_Position = modelViewProjectionMatrix * gl_Vertex;"
"}",
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;",
1, "}"),
stringbuilder(
"uniform sampler2D myTexture;"
"varying vec4 vColor;"
+ texture_only( "varying vec2 vTexCoord;" ) +
"void main() {"
+ texture_only(" gl_FragColor = vColor * texture2D(myTexture, vTexCoord);")
+ not_texture_only(" gl_FragColor = vColor;") +
" }"
);
1, "uniform sampler2D myTexture;",
1, "varying vec4 vColor;",
texture, "varying vec2 vTexCoord;",
1, "void main() {",
texture, "gl_FragColor = vColor * texture2D(myTexture, vTexCoord);",
!texture, "gl_FragColor = vColor;",
1, "}"
));
}
glEnableClientState(GL_VERTEX_ARRAY);