Set up a multipass shader
This commit is contained in:
@ -49,6 +49,10 @@ elseif(TARGET_TYPE STREQUAL game)
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${ASSETS_SOURCE_DIR}/shared/shaders/textured.vert shaders/textured.vert
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${ASSETS_SOURCE_DIR}/shared/shaders/textured.frag shaders/textured.frag
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)
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tool_copy(shader_test
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${ASSETS_SOURCE_DIR}/shared/shaders/test.vert shaders/test.vert
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${ASSETS_SOURCE_DIR}/shared/shaders/test.frag shaders/test.frag
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)
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# Fonts
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tool_copy(font_opensans
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@ -143,6 +147,7 @@ elseif(TARGET_TYPE STREQUAL game)
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vn_sammy
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shader_textured
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shader_test
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font_opensans
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texture_test
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)
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@ -10,11 +10,10 @@
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void shaderInit(shader_t *shader,
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char *vertexShaderSource, char* fragmentShaderSource
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) {
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int32_t isSuccess, maxLength, i;
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int32_t isSuccess, maxLength, i, texture;
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char *error;
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GLuint shaderVertex, shaderFragment, shaderProgram;
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GLint size; // size of the variable
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GLenum type; // type of the variable (float, vec3 or mat4, etc)
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GLsizei length; // name length
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GLchar const* filesVertex[] = { vertexShaderSource };
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@ -77,14 +76,19 @@ void shaderInit(shader_t *shader,
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// Extract uniforms
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glGetProgramiv(shaderProgram, GL_ACTIVE_UNIFORMS, &shader->uniformCount);
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texture = 0;
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for(i = 0; i < shader->uniformCount; i++) {
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shader->uniforms[i] = shader->uniformBuffer + (i * SHADER_UNIFORM_NAME_MAX);
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shader->uniformNames[i] = (
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shader->uniformBuffer + (i * SHADER_UNIFORM_NAME_MAX)
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);
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glGetActiveUniform(
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shaderProgram, (GLuint)i, SHADER_UNIFORM_NAME_MAX,
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&length, &size, &type, shader->uniforms[i]
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&length, &size, shader->types + i, shader->uniformNames[i]
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);
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// TODO: Reset uniforms to zero.
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if(shader->types[i] == GL_SAMPLER_2D) shader->textureSlots[i] = texture++;
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}
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// Bind the shader
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@ -94,7 +98,7 @@ void shaderInit(shader_t *shader,
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shaderuniform_t shaderGetUniform(shader_t *shader, char *name) {
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int32_t i;
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for(i = 0; i < shader->uniformCount; i++) {
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if(strcmp(shader->uniforms[i], name) == 0) return i;
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if(strcmp(shader->uniformNames[i], name) == 0) return i;
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}
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return (shaderuniform_t)-1;
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}
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@ -112,8 +116,8 @@ void shaderUse(shader_t *shader) {
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void shaderUseTexture(
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shader_t *shader, shaderuniform_t uniform, texture_t *texture
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) {
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int32_t i = shader->textureSlots[(int32_t)uniform];
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// TODO: I need to be able to get the texture ID
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int32_t i = 0;
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, texture->id);
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glUniform1i(uniform, i);
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@ -13,7 +13,7 @@
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#include "../../util/array.h"
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#define SHADER_UNIFORM_NAME_MAX 24
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#define SHADER_UNIFORM_COUNT 8
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#define SHADER_UNIFORM_COUNT 16
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/** Representation of a shader uniform */
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typedef GLuint shaderuniform_t;
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@ -27,14 +27,23 @@ typedef struct {
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shaderuniform_t shaderVertex;
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/** Pointer to an uploaded fragment shader program */
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shaderuniform_t shaderFrag;
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GLuint shaderFrag;
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/** Pointer to an uploaded shader program linked */
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shaderuniform_t shaderProgram;
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GLuint shaderProgram;
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/** Buffer of chars where we store the uniform names */
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char uniformBuffer[SHADER_UNIFORM_NAME_MAX * SHADER_UNIFORM_COUNT];
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char *uniforms[SHADER_UNIFORM_COUNT];
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/** Array of strings (pointers to the above buffer) of the uniform names */
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char *uniformNames[SHADER_UNIFORM_COUNT];
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int32_t uniformCount;
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/** Type of each uniform */
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GLenum types[SHADER_UNIFORM_COUNT];
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/** Texture Slots (which texture slot for GL to use for each uniform) */
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uint8_t textureSlots[SHADER_UNIFORM_COUNT];
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} shader_t;
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/**
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@ -17,6 +17,9 @@ bool sandboxGameInit(sandboxgame_t *game) {
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assetManagerLoadShader(&game->engine.assetManager, game->scene.assetOwner,
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&game->shader, "shaders/textured.vert", "shaders/textured.frag"
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);
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assetManagerLoadShader(&game->engine.assetManager, game->scene.assetOwner,
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&game->shader2, "shaders/test.vert", "shaders/test.frag"
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);
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// Load the texture
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assetManagerLoadScaledTexture(
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@ -28,8 +31,16 @@ bool sandboxGameInit(sandboxgame_t *game) {
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&game->st, &game->texture, 0
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);
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quadInit(&game->quad, 0, 0,0,0,0, 500,500,1,1);
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assetManagerLoadTexture(
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&game->engine.assetManager, game->scene.assetOwner,
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&game->texture, "textures/test_texture.png"
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);
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cubeInit(&game->quad, 1, 1, 1);
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i = renderPassAdd(&game->scene.renderList, &game->shader);
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i = renderPassAdd(&game->scene.renderList, &game->shader);
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return true;
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}
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@ -40,34 +51,48 @@ void sandboxGameUpdate(sandboxgame_t *game) {
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n = assetManagerProgressGet(&game->engine.assetManager);
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if(n < 1.0f) return;
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// First pass
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sceneRenderStart(&game->scene);
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renderListRenderPass(&game->scene.renderList, &game->engine, 0);
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cameraOrtho(&camera,
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0, game->engine.render.width,
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game->engine.render.height, 0,
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0.01f, 1000.0f
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);
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cameraLookAt(&camera, 0,0,10, 0,0,0);
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// First pass
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shaderuniform_t uniView = shaderGetUniform(&game->shader, "u_View");
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shaderuniform_t uniProj = shaderGetUniform(&game->shader, "u_Proj");
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shaderuniform_t uniModel = shaderGetUniform(&game->shader, "u_Modl");
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shaderuniform_t uniColor = shaderGetUniform(&game->shader, "u_Colr");
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shaderuniform_t uniTexture = shaderGetUniform(&game->shader, "u_Text");
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renderpass_t *pass =renderListRenderPass(
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&game->scene.renderList, &game->engine, 0
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);
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cameraPerspective(&camera, 45.0f,
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game->engine.render.width/game->engine.render.height, 0.001f, 1000.0f
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);
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cameraLookAt(&camera, 3,3,3, 0,0,0);
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shaderUse(&game->shader);
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shaderUseCamera(&game->shader, uniView, uniProj, &camera);
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shaderUseColor(&game->shader, uniColor, PIXEL_COLOR_WHITE);
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shaderUseTexture(&game->shader, uniTexture, &game->texture);
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shaderUsePosition(&game->shader, uniModel, 0,0,0, 0,0,0);
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shaderUseCamera(pass->shader, uniView, uniProj, &camera);
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shaderUseColor(pass->shader, uniColor, PIXEL_COLOR_WHITE);
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shaderUseTexture(pass->shader, uniTexture, &game->texture);
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shaderUsePosition(pass->shader, uniModel, 0,0,0,
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game->engine.time.current/2.0f, game->engine.time.current, 0
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);
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primitiveDraw(&game->quad, 0, -1);
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sceneRenderEnd(&game->scene, &game->shader,
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uniView, uniProj, uniModel, &uniTexture,
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&game->shader,
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uniView, uniProj, uniModel, uniTexture
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pass = renderListRenderPass(&game->scene.renderList, &game->engine, 1);
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shaderUsePosition(pass->shader, uniModel, 0,0,0,
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-game->engine.time.current/2.0f, -game->engine.time.current, 0
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);
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primitiveDraw(&game->quad, 0, -1);
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shaderuniform_t uniTextureSet[2];
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uniTextureSet[0] = shaderGetUniform(&game->shader2, "u_Text0");
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uniTextureSet[1] = shaderGetUniform(&game->shader2, "u_Text1");
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sceneRenderEnd(&game->scene, &game->shader2,
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shaderGetUniform(&game->shader2, "u_View"),
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shaderGetUniform(&game->shader2, "u_Proj"),
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shaderGetUniform(&game->shader2, "u_Modl"),
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uniTextureSet,
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&game->shader, uniView, uniProj, uniModel, uniTexture
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);
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}
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@ -12,6 +12,7 @@
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#include "../../display/shader/shader.h"
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#include "../../display/primitive/primitive.h"
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#include "../../display/primitive/quad.h"
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#include "../../display/primitive/cube.h"
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#include "../../display/scaledtexture.h"
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#include "../../file/asset.h"
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#include "../../ui/label.h"
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@ -20,13 +21,13 @@
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#include "../../file/xml.h"
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#include "../../engine/engine.h"
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#include "../../display/renderlist.h"
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#include "../scene/scene.h"
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typedef struct {
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engine_t engine;
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scene_t scene;
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shader_t shader;
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shader_t shader2;
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texture_t texture;
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primitive_t quad;
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scaledtexture_t st;
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