GRAPHICS: Moved shader code where it's actually used
This commit is contained in:
parent
4e865e945e
commit
4f0e5ed3c0
9 changed files with 134 additions and 210 deletions
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@ -75,12 +75,43 @@ static const GLfloat vertices[] = {
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1.0, 1.0,
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};
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static const char *controlVertex =
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"#version 100\n"
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"attribute vec2 position;\n"
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"attribute vec2 texcoord;\n"
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"uniform vec2 offsetXY;\n"
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"uniform vec2 sizeWH;\n"
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"uniform vec4 clip;\n"
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"uniform bool flipY;\n"
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"varying vec2 Texcoord;\n"
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"void main() {\n"
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"Texcoord = clip.xy + texcoord * (clip.zw - clip.xy);\n"
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"vec2 pos = offsetXY + position * sizeWH;\n"
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"pos.x = pos.x * 2.0 - 1.0;\n"
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"pos.y = pos.y * 2.0 - 1.0;\n"
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"if (flipY)\n"
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"pos.y *= -1.0;\n"
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"gl_Position = vec4(pos, 0.0, 1.0);\n"
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"}\n";
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static const char *controlFragment =
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"#version 100\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 Texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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"gl_FragColor = texture2D(tex, Texcoord);\n"
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"}\n";
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void GLESBaseTexture::initGL() {
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_npot_supported = OpenGLContext.NPOTSupported;
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const char *attributes[] = { "position", "texcoord", NULL };
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_box_shader = OpenGL::ShaderGL::fromStrings("control", OpenGL::BuiltinShaders::controlVertex,
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OpenGL::BuiltinShaders::controlFragment, attributes);
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_box_shader = OpenGL::ShaderGL::fromStrings("control", controlVertex, controlFragment, attributes);
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_verticesVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
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_box_shader->enableVertexAttribute("position", _verticesVBO, 2, GL_FLOAT, GL_TRUE,
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2 * sizeof(float), 0);
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@ -172,6 +172,38 @@ void FixedSurfaceRenderer::restorePreviousState() {
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#if defined(USE_OPENGL_SHADERS)
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static const char *boxVertex =
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"attribute vec2 position;\n"
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"attribute vec2 texcoord;\n"
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"uniform vec2 offsetXY;\n"
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"uniform vec2 sizeWH;\n"
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"uniform vec2 texcrop;\n"
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"uniform bool flipY;\n"
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"varying vec2 Texcoord;\n"
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"void main() {\n"
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"Texcoord = texcoord * texcrop;\n"
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"vec2 pos = offsetXY + position * sizeWH;\n"
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"pos.x = pos.x * 2.0 - 1.0;\n"
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"pos.y = pos.y * 2.0 - 1.0;\n"
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"if (flipY)\n"
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"pos.y *= -1.0;\n"
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"gl_Position = vec4(pos, 0.0, 1.0);\n"
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"}\n";
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static const char *boxFragment =
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"#ifdef GL_ES\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"#endif\n"
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"varying vec2 Texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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"gl_FragColor = texture2D(tex, Texcoord);\n"
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"}\n";
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ShaderSurfaceRenderer::ShaderSurfaceRenderer() {
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const GLfloat vertices[] = {
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0.0, 0.0,
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@ -182,7 +214,7 @@ ShaderSurfaceRenderer::ShaderSurfaceRenderer() {
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// Setup the box shader used to render the overlay
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const char *attributes[] = { "position", "texcoord", nullptr };
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_boxShader = ShaderGL::fromStrings("box", BuiltinShaders::boxVertex, BuiltinShaders::boxFragment, attributes);
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_boxShader = ShaderGL::fromStrings("box", boxVertex, boxFragment, attributes);
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_boxVerticesVBO = ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
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_boxShader->enableVertexAttribute("position", _boxVerticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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_boxShader->enableVertexAttribute("texcoord", _boxVerticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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@ -76,11 +76,43 @@ const GLfloat vertices[] = {
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1.0, 1.0,
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};
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static const char *controlVertex =
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"#version 100\n"
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"attribute vec2 position;\n"
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"attribute vec2 texcoord;\n"
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"uniform vec2 offsetXY;\n"
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"uniform vec2 sizeWH;\n"
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"uniform vec4 clip;\n"
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"uniform bool flipY;\n"
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"varying vec2 Texcoord;\n"
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"void main() {\n"
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"Texcoord = clip.xy + texcoord * (clip.zw - clip.xy);\n"
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"vec2 pos = offsetXY + position * sizeWH;\n"
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"pos.x = pos.x * 2.0 - 1.0;\n"
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"pos.y = pos.y * 2.0 - 1.0;\n"
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"if (flipY)\n"
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"pos.y *= -1.0;\n"
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"gl_Position = vec4(pos, 0.0, 1.0);\n"
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"}\n";
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static const char *controlFragment =
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"#version 100\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 Texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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"gl_FragColor = texture2D(tex, Texcoord);\n"
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"}\n";
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void GLESBaseTexture::initGL() {
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npot_supported = OpenGLContext.NPOTSupported;
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const char* attributes[] = { "position", "texcoord", NULL };
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g_box_shader = OpenGL::ShaderGL::fromStrings("control", OpenGL::BuiltinShaders::controlVertex, OpenGL::BuiltinShaders::controlFragment, attributes);
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g_box_shader = OpenGL::ShaderGL::fromStrings("control", controlVertex, controlFragment, attributes);
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g_verticesVBO = OpenGL::ShaderGL::createBuffer(GL_ARRAY_BUFFER, sizeof(vertices), vertices);
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g_box_shader->enableVertexAttribute("position", g_verticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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g_box_shader->enableVertexAttribute("texcoord", g_verticesVBO, 2, GL_FLOAT, GL_TRUE, 2 * sizeof(float), 0);
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@ -29,10 +29,7 @@ MODULE_OBJS := \
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macgui/macwindowmanager.o \
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managed_surface.o \
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nine_patch.o \
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opengl/box_shaders.o \
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opengl/context.o \
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opengl/control_shaders.o \
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opengl/compat_shaders.o \
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opengl/shader.o \
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pixelformat.o \
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primitives.o \
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@ -1,64 +0,0 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/scummsys.h"
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#if defined(USE_OPENGL_SHADERS)
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namespace OpenGL {
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namespace BuiltinShaders {
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const char *boxVertex =
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"attribute vec2 position;\n"
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"attribute vec2 texcoord;\n"
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"uniform vec2 offsetXY;\n"
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"uniform vec2 sizeWH;\n"
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"uniform vec2 texcrop;\n"
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"uniform bool flipY;\n"
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"varying vec2 Texcoord;\n"
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"void main() {\n"
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"Texcoord = texcoord * texcrop;\n"
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"vec2 pos = offsetXY + position * sizeWH;\n"
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"pos.x = pos.x * 2.0 - 1.0;\n"
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"pos.y = pos.y * 2.0 - 1.0;\n"
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"if (flipY)\n"
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"pos.y *= -1.0;\n"
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"gl_Position = vec4(pos, 0.0, 1.0);\n"
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"}\n";
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const char *boxFragment =
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"#ifdef GL_ES\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"#endif\n"
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"varying vec2 Texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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"gl_FragColor = texture2D(tex, Texcoord);\n"
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"}\n";
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}
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} // End of namespace OpenGL
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#endif
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@ -1,66 +0,0 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/scummsys.h"
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#if defined(USE_OPENGL_SHADERS)
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namespace OpenGL {
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namespace BuiltinShaders {
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const char *compatVertex =
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"#if defined(GL_ES)\n"
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"#define ROUND(x) (sign(x) * floor(abs(x) + .5))\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#elif __VERSION__ < 130\n"
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"#define ROUND(x) (sign(x) * floor(abs(x) + .5))\n"
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"#define highp\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#else\n"
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"#define ROUND(x) round(x)\n"
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"#endif\n";
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const char *compatFragment =
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"#if defined(GL_ES)\n"
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"#define in varying\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#elif __VERSION__ < 130\n"
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"#define in varying\n"
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#else\n"
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"#define OUTPUT out vec4 outColor;\n"
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"#endif\n";
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}
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} // End of namespace OpenGL
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#endif
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@ -1,64 +0,0 @@
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "common/scummsys.h"
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#if defined(USE_OPENGL_SHADERS)
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namespace OpenGL {
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namespace BuiltinShaders {
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const char *controlVertex =
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"#version 100\n"
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"attribute vec2 position;\n"
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"attribute vec2 texcoord;\n"
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"uniform vec2 offsetXY;\n"
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"uniform vec2 sizeWH;\n"
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"uniform vec4 clip;\n"
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"uniform bool flipY;\n"
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"varying vec2 Texcoord;\n"
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"void main() {\n"
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"Texcoord = clip.xy + texcoord * (clip.zw - clip.xy);\n"
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"vec2 pos = offsetXY + position * sizeWH;\n"
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"pos.x = pos.x * 2.0 - 1.0;\n"
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"pos.y = pos.y * 2.0 - 1.0;\n"
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"if (flipY)\n"
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"pos.y *= -1.0;\n"
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"gl_Position = vec4(pos, 0.0, 1.0);\n"
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"}\n";
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const char *controlFragment =
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"#version 100\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 Texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main() {\n"
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"gl_FragColor = texture2D(tex, Texcoord);\n"
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"}\n";
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}
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} // End of namespace OpenGL
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#endif
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@ -30,6 +30,40 @@
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namespace OpenGL {
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static const char *compatVertex =
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"#if defined(GL_ES)\n"
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"#define ROUND(x) (sign(x) * floor(abs(x) + .5))\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#elif __VERSION__ < 130\n"
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"#define ROUND(x) (sign(x) * floor(abs(x) + .5))\n"
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"#define highp\n"
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"#define in attribute\n"
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"#define out varying\n"
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"#else\n"
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"#define ROUND(x) round(x)\n"
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"#endif\n";
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static const char *compatFragment =
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"#if defined(GL_ES)\n"
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"#define in varying\n"
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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"precision highp float;\n"
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"#else\n"
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"precision mediump float;\n"
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"#endif\n"
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#elif __VERSION__ < 130\n"
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"#define in varying\n"
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"#define OUTPUT\n"
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"#define outColor gl_FragColor\n"
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"#define texture texture2D\n"
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"#else\n"
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"#define OUTPUT out vec4 outColor;\n"
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"#endif\n";
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static const GLchar *readFile(const Common::String &filename) {
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Common::File file;
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@ -83,7 +117,7 @@ static GLuint createDirectShader(const char *shaderSource, GLenum shaderType, co
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static GLuint createCompatShader(const char *shaderSource, GLenum shaderType, const Common::String &name) {
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const GLchar *versionSource = OpenGLContext.type == kOGLContextGLES2 ? "#version 100\n" : "#version 120\n";
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const GLchar *compatSource =
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shaderType == GL_VERTEX_SHADER ? OpenGL::BuiltinShaders::compatVertex : OpenGL::BuiltinShaders::compatFragment;
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shaderType == GL_VERTEX_SHADER ? compatVertex : compatFragment;
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const GLchar *shaderSources[] = {
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versionSource,
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compatSource,
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@ -167,7 +201,6 @@ ShaderGL *ShaderGL::fromStrings(const Common::String &name, const char *vertex,
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return new ShaderGL(name, vertexShader, fragmentShader, attributes);
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}
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ShaderGL *ShaderGL::fromFiles(const char *vertex, const char *fragment, const char **attributes) {
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GLuint vertexShader = loadShaderFromFile(vertex, "vertex", GL_VERTEX_SHADER);
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GLuint fragmentShader = loadShaderFromFile(fragment, "fragment", GL_FRAGMENT_SHADER);
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@ -36,12 +36,6 @@
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namespace OpenGL {
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namespace BuiltinShaders {
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extern const char *boxVertex, *boxFragment;
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extern const char *compatVertex, *compatFragment;
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extern const char *controlVertex, *controlFragment;
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}
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struct VertexAttrib {
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VertexAttrib(uint32 idx, const char *name) :
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_enabled(false), _idx(idx), _name(name), _vbo(0), _size(0),
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@ -112,7 +106,6 @@ public:
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glUniform1f(pos, f);
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}
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GLint getUniformLocation(const char *uniform) const {
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UniformsMap::iterator kv = _uniforms->find(uniform);
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if (kv == _uniforms->end()) {
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