Shader material ECS example
This commit is contained in:
@@ -63,6 +63,7 @@ errorret_t displayInit(void) {
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
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errorChain(shaderSetTexture(&SHADER_UNLIT, SHADER_UNLIT_TEXTURE, NULL));
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errorChain(shaderSetColor(&SHADER_UNLIT, SHADER_UNLIT_COLOR, COLOR_WHITE));
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errorOk();
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}
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@@ -6,6 +6,7 @@
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*/
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#include "shader.h"
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#include "shadermaterial.h"
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#include "assert/assert.h"
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shader_t *bound = NULL;
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@@ -49,16 +50,28 @@ errorret_t shaderSetTexture(
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errorOk();
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}
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// errorret_t shaderSetColor(
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// shader_t *shader,
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// const char_t *name,
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// color_t color
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// ) {
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// assertNotNull(shader, "Shader cannot be null");
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// assertStrLenMin(name, 1, "Uniform name cannot be empty");
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// errorChain(shaderSetColorPlatform(shader, name, color));
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// errorOk();
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// }
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errorret_t shaderSetColor(
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shader_t *shader,
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const char_t *name,
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color_t color
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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errorChain(shaderSetColorPlatform(shader, name, color));
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errorOk();
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}
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errorret_t shaderSetMaterial(
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shader_t *shader,
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const shadermaterial_t *material
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertNotNull(material, "Material cannot be null");
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assertTrue(bound == shader, "Shader must be bound.");
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assertNotNull(shader->definition, "Shader definition cannot be null");
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assertNotNull(shader->definition->setMaterial, "Def lacks setMaterial");
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return shader->definition->setMaterial(shader, material);
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}
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errorret_t shaderDispose(shader_t *shader) {
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assertNotNull(shader, "Shader cannot be null");
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@@ -23,6 +23,7 @@
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#error "shaderDisposePlatform must be defined to use shader.h"
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#endif
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typedef union shadermaterial_u shadermaterial_t;
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typedef shaderplatform_t shader_t;
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typedef shaderdefinitionplatform_t shaderdefinition_t;
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@@ -79,11 +80,24 @@ errorret_t shaderSetTexture(
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* @param color Color to set
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* @return Error if failure, otherwise errorOk
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*/
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// errorret_t shaderSetColor(
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// shader_t *shader,
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// const char_t *name,
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// color_t color
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// );
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errorret_t shaderSetColor(
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shader_t *shader,
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const char_t *name,
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color_t color
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);
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/**
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* Sets a material's properties in the shader. This is platform dependant.
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* the definition's upload function pointer.
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*
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* @param shader The shader to upload material properties to.
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* @param material The material data to upload.
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* @return Error if failure, otherwise errorOk.
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*/
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errorret_t shaderSetMaterial(
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shader_t *shader,
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const shadermaterial_t *material
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);
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/**
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* Disposes of a shader. This is platform dependant.
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@@ -0,0 +1,13 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "display/shader/shaderunlit.h"
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typedef union shadermaterial_u {
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shaderunlitmaterial_t unlit;
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} shadermaterial_t;
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@@ -6,5 +6,27 @@
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*/
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#include "shaderunlit.h"
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#include "display/shader/shadermaterial.h"
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shader_t SHADER_UNLIT = { 0 };
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shader_t SHADER_UNLIT = {
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.definition = &SHADER_UNLIT_DEFINITION
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};
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errorret_t shaderUnlitSetMaterial(
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shader_t *shader,
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const shadermaterial_t *material
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) {
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errorChain(shaderSetTexture(
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shader,
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SHADER_UNLIT_TEXTURE,
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material->unlit.texture
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));
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errorChain(shaderSetColor(
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shader,
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SHADER_UNLIT_COLOR,
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material->unlit.color
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));
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errorOk();
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}
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@@ -12,7 +12,24 @@
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#define SHADER_UNLIT_VIEW "u_View"
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#define SHADER_UNLIT_MODEL "u_Model"
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#define SHADER_UNLIT_TEXTURE "u_Texture"
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// #define SHADER_UNLIT_COLOR "u_Color"
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#define SHADER_UNLIT_COLOR "u_Color"
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typedef struct {
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color_t color;
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texture_t *texture;
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} shaderunlitmaterial_t;
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extern shaderdefinition_t SHADER_UNLIT_DEFINITION;
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extern shader_t SHADER_UNLIT;
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/**
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* Uploads the unlit material properties to the shader.
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*
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* @param shader The shader to upload to.
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* @param material The material data to upload.
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* @return Error if failure, otherwise errorOk.
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*/
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errorret_t shaderUnlitSetMaterial(
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shader_t *shader,
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const shadermaterial_t *material
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);
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@@ -56,6 +56,7 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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entityid_t ent1 = entityManagerAdd();
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componentid_t ent1Pos = entityAddComponent(ent1, COMPONENT_TYPE_POSITION);
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componentid_t ent1Mesh = entityAddComponent(ent1, COMPONENT_TYPE_MESH);
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componentid_t ent1Mat = entityAddComponent(ent1, COMPONENT_TYPE_MATERIAL);
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mesh_t *mesh = entityMeshGetMesh(ent1, ent1Mesh);
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errorChain(meshInit(
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@@ -64,7 +65,6 @@ errorret_t engineInit(const int32_t argc, const char_t **argv) {
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CUBE_VERTEX_COUNT,
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CUBE_MESH_SIMPLE_VERTICES
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));
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// EOF
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// Run the init script.
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@@ -9,4 +9,5 @@ target_sources(${DUSK_LIBRARY_TARGET_NAME}
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entityposition.c
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entitycamera.c
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entitymesh.c
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entitymaterial.c
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)
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@@ -0,0 +1,51 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "entity/entitymanager.h"
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#include "display/shader/shaderunlit.h"
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void entityMaterialInit(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entitymaterial_t *mat = componentGetData(
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entityId, componentId, COMPONENT_TYPE_MATERIAL
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);
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mat->shader = &SHADER_UNLIT;
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mat->material.unlit.color = COLOR_MAGENTA;
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}
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shadermaterial_t * entityMaterialGetShaderMaterial(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entitymaterial_t *mat = componentGetData(
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entityId, componentId, COMPONENT_TYPE_MATERIAL
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);
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return &mat->material;
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}
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shader_t * entityMaterialGetShader(
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const entityid_t entityId,
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const componentid_t componentId
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) {
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entitymaterial_t *mat = componentGetData(
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entityId, componentId, COMPONENT_TYPE_MATERIAL
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);
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return mat->shader;
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}
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void entityMaterialSetShader(
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const entityid_t entityId,
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const componentid_t componentId,
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shader_t *shader
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) {
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entitymaterial_t *mat = componentGetData(
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entityId, componentId, COMPONENT_TYPE_MATERIAL
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);
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mat->shader = shader;
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}
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@@ -0,0 +1,63 @@
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/**
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* Copyright (c) 2026 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "entity/entitybase.h"
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#include "display/shader/shadermaterial.h"
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typedef struct {
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shader_t *shader;
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shadermaterial_t material;
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} entitymaterial_t;
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/**
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* Initializes the entity material component, defaulting to the unlit shader.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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*/
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void entityMaterialInit(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Gets the shader material for the given entity and component.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @return The shader material for the given entity and component.
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*/
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shadermaterial_t * entityMaterialGetShaderMaterial(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Gets the shader for the given entity and component.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @return The shader for the given entity and component.
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*/
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shader_t * entityMaterialGetShader(
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const entityid_t entityId,
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const componentid_t componentId
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);
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/**
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* Sets the shader for the given entity and component.
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*
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* @param entityId The entity ID.
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* @param componentId The component ID.
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* @param shader The shader to set.
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*/
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void entityMaterialSetShader(
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const entityid_t entityId,
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const componentid_t componentId,
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shader_t *shader
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);
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@@ -8,7 +8,9 @@
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#include "entity/component/display/entityposition.h"
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#include "entity/component/display/entitycamera.h"
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#include "entity/component/display/entitymesh.h"
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#include "entity/component/display/entitymaterial.h"
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X(POSITION, entityposition_t, position, entityPositionInit, NULL)
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X(CAMERA, entitycamera_t, camera, entityCameraInit, NULL)
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X(MESH, entitymesh_t, mesh, entityMeshInit, entityMeshDispose)
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X(MATERIAL, entitymaterial_t, material, entityMaterialInit, NULL)
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+23
-3
@@ -64,8 +64,6 @@ errorret_t sceneRender(void) {
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entityCameraGetProjection(camEnt, camComp, proj);
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entityPositionGetTransform(camEnt, camPos, view);
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_PROJECTION, proj));
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_VIEW, view));
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// For each mesh.
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for(entityid_t meshIndex = 0; meshIndex < meshCount; meshIndex++) {
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@@ -77,8 +75,30 @@ errorret_t sceneRender(void) {
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continue;
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}
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componentid_t meshMat = entityGetComponent(
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meshEnt, COMPONENT_TYPE_MATERIAL
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);
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if(meshMat == 0xFF) {
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logError("Mesh entity without material component found\n");
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continue;
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}
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shadermaterial_t *material = entityMaterialGetShaderMaterial(
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meshEnt, meshMat
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);
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shader_t *shader = entityMaterialGetShader(meshEnt, meshMat);
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if(shader == NULL) {
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logError("Mesh entity with material component without shader found\n");
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continue;
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}
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entityPositionGetTransform(meshEnt, meshPos, model);
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errorChain(shaderSetMatrix(&SHADER_UNLIT, SHADER_UNLIT_MODEL, model));
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errorChain(shaderBind(shader));
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errorChain(shaderSetMatrix(shader, SHADER_UNLIT_PROJECTION, proj));
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errorChain(shaderSetMatrix(shader, SHADER_UNLIT_VIEW, view));
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errorChain(shaderSetMatrix(shader, SHADER_UNLIT_MODEL, model));
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errorChain(shaderSetMaterial(shader, material));
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// Mesh
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mesh_t *mesh = entityMeshGetMesh(meshEnt, meshComp);
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@@ -159,6 +159,20 @@ errorret_t shaderSetTextureDolphin(
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errorOk();
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}
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errorret_t shaderSetColorDolphin(
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shaderdolphin_t *shader,
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const char_t *name,
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color_t color
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) {
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assertNotNull(shader, "Shader must not be null");
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assertNotNull(name, "Uniform name must not be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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GX_SetChanMatColor(GX_COLOR0A0, (GXColor){ color.r, color.g, color.b, color.a });
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errorOk();
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}
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errorret_t shaderDisposeDolphin(shaderdolphin_t *shader) {
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assertNotNull(shader, "Shader must not be null");
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@@ -80,6 +80,20 @@ errorret_t shaderSetTextureDolphin(
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texture_t *texture
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);
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/**
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* Sets a color uniform in the dolphin shader.
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*
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* @param shader Shader to set the color in.
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* @param name Name of the uniform to set.
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* @param color Color to set.
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* @return Error code if failure.
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*/
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errorret_t shaderSetColorDolphin(
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shaderdolphin_t *shader,
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const char_t *name,
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color_t color
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);
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/**
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* Disposes a dolphin shader. Basically does nothing.
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*
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@@ -15,4 +15,5 @@ typedef shaderdefinitiondolphin_t shaderdefinitionplatform_t;
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#define shaderBindPlatform shaderBindDolphin
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#define shaderSetMatrixPlatform shaderSetMatrixDolphin
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#define shaderSetTexturePlatform shaderSetTextureDolphin
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#define shaderSetColorPlatform shaderSetColorDolphin
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#define shaderDisposePlatform shaderDisposeDolphin
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@@ -8,5 +8,6 @@
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#include "display/shader/shaderunlit.h"
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shaderdefinition_t SHADER_UNLIT_DEFINITION = {
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0
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.platform = { 0 },
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.upload = shaderUnlitUpload
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};
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@@ -20,6 +20,8 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
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assertNotNull(def, "Shader definition cannot be null");
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memoryZero(shader, sizeof(shadergl_t));
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shader->definition = def;
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#ifdef DUSK_OPENGL_LEGACY
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glm_mat4_identity(shader->view);
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glm_mat4_identity(shader->proj);
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@@ -31,8 +33,6 @@ errorret_t shaderInitGL(shadergl_t *shader, const shaderdefinitiongl_t *def) {
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assertNotNull(def->vert, "Vertex shader source cannot be null");
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assertNotNull(def->frag, "Fragment shader source cannot be null");
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shader->setTexture = def->setTexture;
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// Create vertex shader
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shader->vertexShaderId = glCreateShader(GL_VERTEX_SHADER);
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errorret_t err = errorGLCheck();
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@@ -237,10 +237,36 @@ errorret_t shaderSetTextureGL(
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errorChain(errorGLCheck());
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#else
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if(shader->setTexture == NULL) {
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assertUnreachable("Shader does not support setting textures.");
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}
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errorChain(shader->setTexture(shader, name, texture));
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assertNotNull(shader->definition, "Shader definition cannot be null");
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assertNotNull(shader->definition->setTexture, "Shader cannot do textures.");
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errorChain(shader->definition->setTexture(shader, name, texture));
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#endif
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errorOk();
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}
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errorret_t shaderSetColorGL(
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shadergl_t *shader,
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const char_t *name,
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color_t color
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) {
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assertNotNull(shader, "Shader cannot be null");
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assertStrLenMin(name, 1, "Uniform name cannot be empty");
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#ifdef DUSK_OPENGL_LEGACY
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glColor4ub(color.r, color.g, color.b, color.a);
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errorChain(errorGLCheck());
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#else
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GLint location;
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errorChain(shaderParamGetLocationGL(shader, name, &location));
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glUniform4f(
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location,
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color.r / 255.0f,
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color.g / 255.0f,
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color.b / 255.0f,
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color.a / 255.0f
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);
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errorChain(errorGLCheck());
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#endif
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errorOk();
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@@ -10,6 +10,7 @@
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#include "display/texture/texture.h"
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typedef struct shadergl_s shadergl_t;
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typedef union shadermaterial_u shadermaterial_t;
|
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typedef errorret_t (*shadersettexturefn_t)(
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shadergl_t *,
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@@ -17,7 +18,22 @@ typedef errorret_t (*shadersettexturefn_t)(
|
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texture_t *
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);
|
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typedef struct {
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errorret_t (*setMaterial)(shadergl_t *, const shadermaterial_t *);
|
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#ifdef DUSK_OPENGL_LEGACY
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void *nothing;
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#else
|
||||
errorret_t (*setTexture)(shadergl_t *, const char_t *, texture_t *);
|
||||
|
||||
const char_t *vert;
|
||||
const char_t *frag;
|
||||
#endif
|
||||
} shaderdefinitiongl_t;
|
||||
|
||||
typedef struct shadergl_s {
|
||||
const shaderdefinitiongl_t *definition;
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
mat4 view;
|
||||
mat4 proj;
|
||||
@@ -26,21 +42,9 @@ typedef struct shadergl_s {
|
||||
GLuint shaderProgramId;
|
||||
GLuint vertexShaderId;
|
||||
GLuint fragmentShaderId;
|
||||
shadersettexturefn_t setTexture;
|
||||
#endif
|
||||
} shadergl_t;
|
||||
|
||||
|
||||
typedef struct {
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
void *nothing;
|
||||
#else
|
||||
const char_t *vert;
|
||||
const char_t *frag;
|
||||
shadersettexturefn_t setTexture;
|
||||
#endif
|
||||
} shaderdefinitiongl_t;
|
||||
|
||||
#if DUSK_OPENGL_LEGACY
|
||||
typedef struct {
|
||||
shadergl_t *boundShader;
|
||||
@@ -121,11 +125,11 @@ errorret_t shaderSetTextureGL(
|
||||
* @param color The color data to set.
|
||||
* @return An errorret_t indicating success or failure.
|
||||
*/
|
||||
// errorret_t shaderSetColorGL(
|
||||
// shadergl_t *shader,
|
||||
// const char_t *name,
|
||||
// color_t color
|
||||
// );
|
||||
errorret_t shaderSetColorGL(
|
||||
shadergl_t *shader,
|
||||
const char_t *name,
|
||||
color_t color
|
||||
);
|
||||
|
||||
/**
|
||||
* Disposes of a shader, freeing any associated resources.
|
||||
|
||||
@@ -15,5 +15,5 @@ typedef shaderdefinitiongl_t shaderdefinitionplatform_t;
|
||||
#define shaderBindPlatform shaderBindGL
|
||||
#define shaderSetMatrixPlatform shaderSetMatrixGL
|
||||
#define shaderSetTexturePlatform shaderSetTextureGL
|
||||
// #define shaderSetColorPlatform shaderSetColorGL
|
||||
#define shaderSetColorPlatform shaderSetColorGL
|
||||
#define shaderDisposePlatform shaderDisposeGL
|
||||
@@ -9,7 +9,10 @@
|
||||
#include "assert/assertgl.h"
|
||||
|
||||
#ifdef DUSK_OPENGL_LEGACY
|
||||
shaderdefinition_t SHADER_UNLIT_DEFINITION = { 0 };
|
||||
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
|
||||
.platform = { 0 },
|
||||
.upload = shaderUnlitUpload
|
||||
};
|
||||
#else
|
||||
errorret_t shaderUnlitSetTextureGL(
|
||||
shadergl_t *shader,
|
||||
@@ -75,7 +78,12 @@
|
||||
errorOk();
|
||||
}
|
||||
|
||||
|
||||
|
||||
shaderdefinition_t SHADER_UNLIT_DEFINITION = {
|
||||
.setMaterial = shaderUnlitSetMaterial,
|
||||
.setTexture = shaderUnlitSetTextureGL,
|
||||
|
||||
.vert =
|
||||
#ifdef DUSK_OPENGL_ES
|
||||
"#version 300 es\n"
|
||||
@@ -115,6 +123,8 @@
|
||||
" v_TexCoord = a_TexCoord;\n"
|
||||
"}\n",
|
||||
#endif
|
||||
|
||||
|
||||
.frag =
|
||||
#ifdef DUSK_OPENGL_ES
|
||||
"#version 300 es\n"
|
||||
@@ -124,6 +134,7 @@
|
||||
"uniform int u_TextureType;\n"
|
||||
"uniform uint u_Colors[256];\n"// For paletted textures.
|
||||
"uniform int u_ColorCount;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
// Fragment shader inputs
|
||||
"in vec4 v_Color;\n"
|
||||
"in vec2 v_TexCoord;\n"
|
||||
@@ -131,11 +142,11 @@
|
||||
"out vec4 FragColor;\n"
|
||||
"void main() {\n"
|
||||
" if(u_TextureType == 0) {\n"// No texture
|
||||
" FragColor = v_Color;\n"
|
||||
" FragColor = v_Color * u_Color;\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" if(u_TextureType == 1) {\n"// Regular texture
|
||||
" FragColor = texture(u_Texture, v_TexCoord) * v_Color;\n"
|
||||
" FragColor = texture(u_Texture, v_TexCoord) * v_Color * u_Color;\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" if(u_TextureType == 2) {\n"// Paletted texture
|
||||
@@ -146,11 +157,10 @@
|
||||
" float g = float((palColor >> 16) & 0xFFu) / 255.0;\n"
|
||||
" float b = float((palColor >> 8) & 0xFFu) / 255.0;\n"
|
||||
" float a = float((palColor >> 0) & 0xFFu) / 255.0;\n"
|
||||
" vec4 paletteColor = vec4(r, g, b, a);\n"
|
||||
" FragColor = paletteColor;\n"
|
||||
" FragColor = vec4(r, g, b, a) * u_Color;\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" FragColor = v_Color;\n"// Unknown texture type?
|
||||
" FragColor = v_Color * u_Color;\n"// Unknown texture type?
|
||||
"}\n",
|
||||
#else
|
||||
"#version 330 core\n"
|
||||
@@ -159,6 +169,7 @@
|
||||
"uniform int u_TextureType;\n"
|
||||
"uniform uint u_Colors[256];\n"// For paletted textures.
|
||||
"uniform int u_ColorCount;\n"
|
||||
"uniform vec4 u_Color;\n"
|
||||
// Fragment shader inputs
|
||||
"in vec4 v_Color;\n"
|
||||
"in vec2 v_TexCoord;\n"
|
||||
@@ -166,11 +177,11 @@
|
||||
"out vec4 FragColor;\n"
|
||||
"void main() {\n"
|
||||
" if(u_TextureType == 0) {\n"// No texture
|
||||
" FragColor = v_Color;\n"
|
||||
" FragColor = v_Color * u_Color;\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" if(u_TextureType == 1) {\n"// Regular texture
|
||||
" FragColor = texture(u_Texture, v_TexCoord) * v_Color;\n"
|
||||
" FragColor = texture(u_Texture, v_TexCoord) * v_Color * u_Color;\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" if(u_TextureType == 2) {\n"// Paletted texture
|
||||
@@ -181,14 +192,11 @@
|
||||
" float g = float((palColor >> 16) & 0xFFu) / 255.0;\n"
|
||||
" float b = float((palColor >> 8) & 0xFFu) / 255.0;\n"
|
||||
" float a = float((palColor >> 0) & 0xFFu) / 255.0;\n"
|
||||
" vec4 paletteColor = vec4(r, g, b, a);\n"
|
||||
" FragColor = paletteColor;\n"
|
||||
" FragColor = vec4(r, g, b, a) * u_Color;\n"
|
||||
" return;\n"
|
||||
" }\n"
|
||||
" FragColor = v_Color;\n"// Unknown texture type?
|
||||
" FragColor = v_Color * u_Color;\n"// Unknown texture type?
|
||||
"}\n",
|
||||
#endif
|
||||
|
||||
.setTexture = shaderUnlitSetTextureGL
|
||||
};
|
||||
#endif
|
||||
Reference in New Issue
Block a user