render: shader() now takes GLSL defines
parent
aeffb03aad
commit
70678e6ee1
4
MAKE.bat
4
MAKE.bat
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@ -599,14 +599,14 @@ if "!vis!"=="yes" echo !cc! engine\v4k.c !export! !args! ^&^& if "!dll!"=="dll"
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rem editor
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if "!editor!"=="yes" (
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set edit=-DCOOK_ON_DEMAND -DUI_LESSER_SPACING -DUI_ICONS_SMALL -DMAX_CACHED_FILES=0
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set edit=-DCOOK_ON_DEMAND -DUI_LESSER_SPACING -DUI_ICONS_SMALL -DVFS_ALWAYS_PACK
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rem if "!vis!"=="yes" echo !cc! !o! editor.exe tools\editor\editor.c !edit! !import! !args!
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rem !echo! editor && !cc! !o! editor.exe tools\editor\editor.c !edit! !import! !args! || set rc=1
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rem !echo! editor2 && !cc! !o! editor2.exe tools\editor\editor2.c !edit! !args! || set rc=1
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del .art[00].zip > nul
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!echo! v4k && !cc! engine\v4k.c !export! !edit! !args! || set rc=1
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if "!cc!"=="cl" (
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set plug_export=/LD
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) else if "!cc!"=="clang-cl" (
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@ -22,7 +22,7 @@ int main() {
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camera_t cam = camera();
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skybox_t sky = skybox("cubemaps/stardust", 0);
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model_t mdl = model("Stan.fbx", 0);
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model_t mdl = model("Stan.fbx", MODEL_RIMLIGHT);
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anims_t a = animations("Stan.fbx", 0);
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// load all postfx files in all subdirs
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@ -130,7 +130,7 @@ void DrawModel(mesh_t *m) {
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"fragcolor = vec4(v_normal, 1.0);\n" // diffuse
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"}";
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static unsigned program; do_once program = shader(vs, fs, "att_position,att_normal", "fragcolor");
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static unsigned program; do_once program = shader(vs, fs, "att_position,att_normal", "fragcolor", "");
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shader_bind(program);
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shader_mat44("VP", VP);
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shader_mat44("M", M);
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@ -112,7 +112,7 @@ void draw_world() {
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"fragcolor = vec4(v_normal, 1.0);\n" // diffuse
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"}";
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static unsigned program; do_once program = shader(vs, fs, "att_position,att_normal", "fragcolor");
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static unsigned program; do_once program = shader(vs, fs, "att_position,att_normal", "fragcolor", "");
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shader_bind(program);
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shader_mat44("VP", VP);
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shader_mat44("M", M);
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@ -363,7 +363,7 @@ unsigned gShader = ~0u;
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unsigned gShaderConfig = ~0u;
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bool LoadShaderConfig( int slot ) { // name,vs,fs
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unsigned newShader = shader( vfs_read(shaders[slot][0]), vfs_read(shaders[slot][1]), NULL, NULL );
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unsigned newShader = shader( vfs_read(shaders[slot][0]), vfs_read(shaders[slot][1]), NULL, NULL , "");
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if( newShader == ~0u ) return false;
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shader_destroy( gShader );
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@ -418,7 +418,7 @@ int main( int argc, const char *argv[] ) {
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lightYaw = g_skybox.sunYaw;
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lightPitch = g_skybox.sunPitch;
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unsigned skysphereShader = shader( vfs_read("Skyboxes/skysphere.vs"), vfs_read("Skyboxes/skysphere.fs"), NULL, NULL );
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unsigned skysphereShader = shader( vfs_read("Skyboxes/skysphere.vs"), vfs_read("Skyboxes/skysphere.fs"), NULL, NULL , "");
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Model skysphere = { 0 }; ModelLoad(&skysphere, "Skyboxes/skysphere.fbx"); ModelRebind(&skysphere, skysphereShader);
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if( ModelLoad( &gModel, argc > 1 && argv[1][0] != '-' ? argv[ 1 ] : "damagedhelmet.gltf" ) ) {
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@ -202,8 +202,8 @@ void shadow_create(int RESOLUTION) {
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lightAimPos = vec3(0.0, 0, -5.0);
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// Create programs
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shadowProgram = shader(vs_shadow_vsm, fs_shadow_vsm, "position", "outColor");
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blurProgram = shader(vs_shadow_blur, fs_shadow_blur, "position,,texcoord", "outColor");
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shadowProgram = shader(vs_shadow_vsm, fs_shadow_vsm, "position", "outColor", "");
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blurProgram = shader(vs_shadow_blur, fs_shadow_blur, "position,,texcoord", "outColor", "");
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// ShadowMap-textures and FBO // @todo: GL_RG32F+GL_RG also GL_CLAMP to remove artifacts
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shadowMapTex = texture_create(SHADOWMAP_WIDTH, SHADOWMAP_WIDTH, 2, NULL, TEXTURE_FLOAT).id;
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@ -483,7 +483,7 @@ int main(int argc, char **argv)
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const char *tpl[] = {
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"{{include-shadowmap}}", fs_0_0_shadowmap_lit,
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};
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vsm_program = shader(strlerp(1,tpl,vs_323444143_16_332_model), strlerp(1,tpl,fs_32_4_model), "att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent", "fragColor");
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vsm_program = shader(strlerp(1,tpl,vs_323444143_16_332_model), strlerp(1,tpl,fs_32_4_model), "att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent", "fragColor", "");
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#endif
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while (window_swap())
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@ -6,9 +6,11 @@ uniform bool u_lit = false;
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uniform bool u_matcaps = false;
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uniform vec4 u_diffuse = vec4(1.0,1.0,1.0,1.0);
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#ifdef RIM
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in vec3 v_position;
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uniform mat4 M; // RIM
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uniform vec3 u_rimcolor = vec3(0.2,0.2,0.2);
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uniform vec3 u_rimrange = vec3(0.11,0.98,0.5);
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#endif
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in vec3 v_normal, v_normal_ws;
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in vec2 v_texcoord;
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@ -66,9 +68,9 @@ if(u_matcaps) {
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#ifdef RIM
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{vec3 n = normalize(mat3(M) * v_normal); // convert normal to view space
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vec3 p = (M * vec4(v_position,1.0)).xyz; // convert position to view space
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vec3 v = normalize(-p); // eye vector
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float rim = 1.0 - max(dot(v, n), 0.0); // rimlight
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rim = smoothstep(1.0-0.01, 1.0, rim); // intensity (0.01)
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fragcolor += vec4(0.0, 0.0, rim, 1.0);} // blue
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vec3 v = normalize(vpeye.xyz-p); // eye vector
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float rim = 1.0 - max(dot(v,n), 0.0);
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vec3 col = u_rimcolor*(pow(smoothstep(1.0-u_rimrange.x,u_rimrange.y,rim), u_rimrange.z));
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fragcolor += vec4(col, 1.0);}
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#endif
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}
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@ -3,7 +3,7 @@
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#endif
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uniform mat3x4 vsBoneMatrix[MAX_BONES];
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uniform bool SKINNED = false;
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// uniform mat4 M; // RIM
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uniform mat4 M; // RIM
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uniform mat4 VP;
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@ -2371,8 +2371,8 @@ int texture_width;
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void shadowmap_end(shadowmap_t *s);
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void shadowmatrix_proj(mat44 shm_proj, float aLightFov, float znear, float zfar);
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void shadowmatrix_ortho(mat44 shm_proj, float left, float right, float bottom, float top, float znear, float zfar);
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unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor);
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unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor);
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unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
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unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
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unsigned shader_bind(unsigned program);
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void shader_bool(const char *uniform, bool i );
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void shader_int(const char *uniform, int i);
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@ -2511,6 +2511,7 @@ MODEL_NO_ANIMATIONS = 1,
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MODEL_NO_MESHES = 2,
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MODEL_NO_TEXTURES = 4,
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MODEL_MATCAPS = 8,
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MODEL_RIMLIGHT = 16
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};
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typedef struct model_t {
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struct iqm_t *iqm;
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@ -16668,8 +16668,8 @@ API void shadowmatrix_ortho(mat44 shm_proj, float left, float right, float botto
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// -----------------------------------------------------------------------------
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// shaders
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API unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor);
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API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor);
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API unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
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API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
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API unsigned shader_bind(unsigned program);
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API void shader_bool(const char *uniform, bool i );
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API void shader_int(const char *uniform, int i);
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@ -16918,6 +16918,7 @@ enum MODEL_FLAGS {
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MODEL_NO_MESHES = 2,
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MODEL_NO_TEXTURES = 4,
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MODEL_MATCAPS = 8,
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MODEL_RIMLIGHT = 16
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};
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typedef struct model_t {
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@ -336155,7 +336156,7 @@ void font_face_from_mem(const char *tag, const void *ttf_bufferv, unsigned ttf_l
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const char *vs_filename = 0, *fs_filename = 0;
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const char *vs = vs_filename ? file_read(vs_filename) : mv_vs_source;
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const char *fs = fs_filename ? file_read(fs_filename) : mv_fs_source;
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f->program = shader(vs, fs, "vertexPosition,instanceGlyph", "outColor");
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f->program = shader(vs, fs, "vertexPosition,instanceGlyph", "outColor", "");
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// figure out what ranges we're about to bake
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#define MERGE_TABLE(table) do { \
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@ -339650,18 +339651,25 @@ GLuint shader_compile( GLenum type, const char *source ) {
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return shader;
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}
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unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor){
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return shader_geom(NULL, vs, fs, attribs, fragcolor);
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unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines){
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return shader_geom(NULL, vs, fs, attribs, fragcolor, defines);
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}
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unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor) {
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unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines) {
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PRINTF(/*"!"*/"Compiling shader\n");
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char *glsl_defines = "";
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if (defines) {
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for each_substring(defines, ",", def) {
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glsl_defines = va("%s#define %s\n", glsl_defines, def);
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}
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}
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const char *glsl_version = ifdef(ems, "300 es", "150");
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vs = vs[0] == '#' && vs[1] == 'v' ? vs : va("#version %s\n%s", glsl_version, vs ? vs : "");
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fs = fs[0] == '#' && fs[1] == 'v' ? fs : va("#version %s\n%s", glsl_version, fs ? fs : "");
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if (gs) gs = gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s", glsl_version, gs ? gs : "");
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vs = vs[0] == '#' && vs[1] == 'v' ? vs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, vs ? vs : "");
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fs = fs[0] == '#' && fs[1] == 'v' ? fs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, fs ? fs : "");
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if (gs) gs = gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
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#if is(ems)
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{
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@ -340600,7 +340608,7 @@ void fullscreen_quad_rgb( texture_t texture, float gamma ) {
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const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
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const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
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program = shader(vs, fs, "", "fragcolor" );
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program = shader(vs, fs, "", "fragcolor" , "");
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u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
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glGenVertexArrays( 1, (GLuint*)&vao );
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}
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@ -340631,7 +340639,7 @@ void fullscreen_quad_rgb_flipped( texture_t texture, float gamma ) {
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const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
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const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
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program = shader(vs, fs, "", "fragcolor" );
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program = shader(vs, fs, "", "fragcolor" , "");
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u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
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glGenVertexArrays( 1, (GLuint*)&vao );
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}
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@ -340662,7 +340670,7 @@ void fullscreen_quad_ycbcr( texture_t textureYCbCr[3], float gamma ) {
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const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
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const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
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program = shader(vs, fs, "", "fragcolor" );
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program = shader(vs, fs, "", "fragcolor" , "");
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u_gamma = glGetUniformLocation(program, "u_gamma");
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uy = glGetUniformLocation(program, "u_texture_y");
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@ -340706,7 +340714,7 @@ void fullscreen_quad_ycbcr_flipped( texture_t textureYCbCr[3], float gamma ) {
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const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
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const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
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program = shader(vs, fs, "", "fragcolor" );
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program = shader(vs, fs, "", "fragcolor" , "");
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u_gamma = glGetUniformLocation(program, "u_gamma");
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uy = glGetUniformLocation(program, "u_texture_y");
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@ -340997,7 +341005,7 @@ static void sprite_render_meshes() {
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if( sprite_program < 0 ) {
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sprite_program = shader( vfs_read("shaders/vs_324_24_sprite.glsl"), vfs_read("shaders/fs_24_4_sprite.glsl"),
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"att_Position,att_TexCoord,att_Color",
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"fragColor"
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"fragColor", ""
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);
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}
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@ -342014,7 +342022,7 @@ skybox_t skybox(const char *asset, int flags) {
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sky.flags = flags ? flags : !!asset; // either cubemap or rayleigh
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sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
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sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
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"att_position", "fragcolor");
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"att_position", "fragcolor", "");
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// sky cubemap & SH
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if( asset ) {
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@ -342596,7 +342604,7 @@ int postfx_load_from_mem( postfx *fx, const char *name, const char *fs ) {
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strcat(fs2, fs);
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p->program = shader(vs, fs2, "vtexcoord", "fragColor" );
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p->program = shader(vs, fs2, "vtexcoord", "fragColor" , "");
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FREE(fs2);
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@ -342963,7 +342971,7 @@ shadertoy_t shadertoy( const char *shaderfile, unsigned flags ) {
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glGenVertexArrays(1, &s.vao);
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char *fs = stringf("%s%s", vfs_read("header_shadertoy.glsl"), file);
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s.program = shader((flags&SHADERTOY_FLIP_Y) ? vfs_read("shaders/vs_shadertoy_flip.glsl") : vfs_read("shaders/vs_shadertoy.glsl"), fs, "", "fragColor");
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s.program = shader((flags&SHADERTOY_FLIP_Y) ? vfs_read("shaders/vs_shadertoy_flip.glsl") : vfs_read("shaders/vs_shadertoy.glsl"), fs, "", "fragColor", "");
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FREE(fs);
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if( strstr(file, "noise3.jpg"))
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@ -343674,7 +343682,8 @@ model_t model_from_mem(const void *mem, int len, int flags) {
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if( shaderprog < 0 ) {
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const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
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shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor");
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"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
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(flags&MODEL_RIMLIGHT)?"RIM":NULL);
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}
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iqm_t *q = CALLOC(1, sizeof(iqm_t));
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@ -344827,7 +344836,7 @@ void ddraw_init() {
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do_once {
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for( int i = 0; i < 2; ++i )
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for( int j = 0; j < 3; ++j ) map_init(dd_lists[i][j], less_int, hash_int);
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dd_program = shader(dd_vs,dd_fs,"att_position","fragcolor");
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dd_program = shader(dd_vs,dd_fs,"att_position","fragcolor", "");
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dd_u_color = glGetUniformLocation(dd_program, "u_color");
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ddraw_flush(); // alloc vao & vbo, also resets color
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}
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@ -345151,7 +345160,7 @@ scene_t* scene_get_active() {
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scene_t* scene_push() {
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scene_t *s = REALLOC(0, sizeof(scene_t)), clear = {0}; *s = clear;
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const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") };
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s->program = shader(strlerp(1, symbols, vfs_read("shaders/vs_332_32.glsl")), strlerp(1, symbols, vfs_read("shaders/fs_32_4_model.glsl")), "att_position,att_normal,att_texcoord,att_color", "fragcolor");
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s->program = shader(strlerp(1, symbols, vfs_read("shaders/vs_332_32.glsl")), strlerp(1, symbols, vfs_read("shaders/fs_32_4_model.glsl")), "att_position,att_normal,att_texcoord,att_color", "fragcolor", "");
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s->skybox = skybox(NULL, 0);
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array_push(scenes, s);
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last_scene = s;
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@ -1694,7 +1694,7 @@ void font_face_from_mem(const char *tag, const void *ttf_bufferv, unsigned ttf_l
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const char *vs_filename = 0, *fs_filename = 0;
|
||||
const char *vs = vs_filename ? file_read(vs_filename) : mv_vs_source;
|
||||
const char *fs = fs_filename ? file_read(fs_filename) : mv_fs_source;
|
||||
f->program = shader(vs, fs, "vertexPosition,instanceGlyph", "outColor");
|
||||
f->program = shader(vs, fs, "vertexPosition,instanceGlyph", "outColor", "");
|
||||
|
||||
// figure out what ranges we're about to bake
|
||||
#define MERGE_TABLE(table) do { \
|
||||
|
|
|
@ -85,18 +85,25 @@ GLuint shader_compile( GLenum type, const char *source ) {
|
|||
return shader;
|
||||
}
|
||||
|
||||
unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor){
|
||||
return shader_geom(NULL, vs, fs, attribs, fragcolor);
|
||||
unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines){
|
||||
return shader_geom(NULL, vs, fs, attribs, fragcolor, defines);
|
||||
}
|
||||
|
||||
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor) {
|
||||
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines) {
|
||||
PRINTF(/*"!"*/"Compiling shader\n");
|
||||
|
||||
char *glsl_defines = "";
|
||||
if (defines) {
|
||||
for each_substring(defines, ",", def) {
|
||||
glsl_defines = va("%s#define %s\n", glsl_defines, def);
|
||||
}
|
||||
}
|
||||
|
||||
const char *glsl_version = ifdef(ems, "300 es", "150");
|
||||
|
||||
vs = vs[0] == '#' && vs[1] == 'v' ? vs : va("#version %s\n%s", glsl_version, vs ? vs : "");
|
||||
fs = fs[0] == '#' && fs[1] == 'v' ? fs : va("#version %s\n%s", glsl_version, fs ? fs : "");
|
||||
if (gs) gs = gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s", glsl_version, gs ? gs : "");
|
||||
vs = vs[0] == '#' && vs[1] == 'v' ? vs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, vs ? vs : "");
|
||||
fs = fs[0] == '#' && fs[1] == 'v' ? fs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, fs ? fs : "");
|
||||
if (gs) gs = gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
|
||||
|
||||
#if is(ems)
|
||||
{
|
||||
|
@ -1035,7 +1042,7 @@ void fullscreen_quad_rgb( texture_t texture, float gamma ) {
|
|||
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
|
||||
const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
|
||||
|
||||
program = shader(vs, fs, "", "fragcolor" );
|
||||
program = shader(vs, fs, "", "fragcolor" , "");
|
||||
u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
|
||||
glGenVertexArrays( 1, (GLuint*)&vao );
|
||||
}
|
||||
|
@ -1066,7 +1073,7 @@ void fullscreen_quad_rgb_flipped( texture_t texture, float gamma ) {
|
|||
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
|
||||
const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
|
||||
|
||||
program = shader(vs, fs, "", "fragcolor" );
|
||||
program = shader(vs, fs, "", "fragcolor" , "");
|
||||
u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
|
||||
glGenVertexArrays( 1, (GLuint*)&vao );
|
||||
}
|
||||
|
@ -1097,7 +1104,7 @@ void fullscreen_quad_ycbcr( texture_t textureYCbCr[3], float gamma ) {
|
|||
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
|
||||
const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
|
||||
|
||||
program = shader(vs, fs, "", "fragcolor" );
|
||||
program = shader(vs, fs, "", "fragcolor" , "");
|
||||
u_gamma = glGetUniformLocation(program, "u_gamma");
|
||||
|
||||
uy = glGetUniformLocation(program, "u_texture_y");
|
||||
|
@ -1141,7 +1148,7 @@ void fullscreen_quad_ycbcr_flipped( texture_t textureYCbCr[3], float gamma ) {
|
|||
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
|
||||
const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
|
||||
|
||||
program = shader(vs, fs, "", "fragcolor" );
|
||||
program = shader(vs, fs, "", "fragcolor" , "");
|
||||
u_gamma = glGetUniformLocation(program, "u_gamma");
|
||||
|
||||
uy = glGetUniformLocation(program, "u_texture_y");
|
||||
|
@ -1432,7 +1439,7 @@ static void sprite_render_meshes() {
|
|||
if( sprite_program < 0 ) {
|
||||
sprite_program = shader( vfs_read("shaders/vs_324_24_sprite.glsl"), vfs_read("shaders/fs_24_4_sprite.glsl"),
|
||||
"att_Position,att_TexCoord,att_Color",
|
||||
"fragColor"
|
||||
"fragColor", ""
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -2449,7 +2456,7 @@ skybox_t skybox(const char *asset, int flags) {
|
|||
sky.flags = flags ? flags : !!asset; // either cubemap or rayleigh
|
||||
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
||||
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
||||
"att_position", "fragcolor");
|
||||
"att_position", "fragcolor", "");
|
||||
|
||||
// sky cubemap & SH
|
||||
if( asset ) {
|
||||
|
@ -3031,7 +3038,7 @@ int postfx_load_from_mem( postfx *fx, const char *name, const char *fs ) {
|
|||
|
||||
strcat(fs2, fs);
|
||||
|
||||
p->program = shader(vs, fs2, "vtexcoord", "fragColor" );
|
||||
p->program = shader(vs, fs2, "vtexcoord", "fragColor" , "");
|
||||
|
||||
FREE(fs2);
|
||||
|
||||
|
@ -3398,7 +3405,7 @@ shadertoy_t shadertoy( const char *shaderfile, unsigned flags ) {
|
|||
glGenVertexArrays(1, &s.vao);
|
||||
|
||||
char *fs = stringf("%s%s", vfs_read("header_shadertoy.glsl"), file);
|
||||
s.program = shader((flags&SHADERTOY_FLIP_Y) ? vfs_read("shaders/vs_shadertoy_flip.glsl") : vfs_read("shaders/vs_shadertoy.glsl"), fs, "", "fragColor");
|
||||
s.program = shader((flags&SHADERTOY_FLIP_Y) ? vfs_read("shaders/vs_shadertoy_flip.glsl") : vfs_read("shaders/vs_shadertoy.glsl"), fs, "", "fragColor", "");
|
||||
FREE(fs);
|
||||
|
||||
if( strstr(file, "noise3.jpg"))
|
||||
|
@ -4109,7 +4116,8 @@ model_t model_from_mem(const void *mem, int len, int flags) {
|
|||
if( shaderprog < 0 ) {
|
||||
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
|
||||
shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor");
|
||||
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
|
||||
(flags&MODEL_RIMLIGHT)?"RIM":NULL);
|
||||
}
|
||||
|
||||
iqm_t *q = CALLOC(1, sizeof(iqm_t));
|
||||
|
|
|
@ -319,8 +319,8 @@ API void shadowmatrix_ortho(mat44 shm_proj, float left, float right, float botto
|
|||
// -----------------------------------------------------------------------------
|
||||
// shaders
|
||||
|
||||
API unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor);
|
||||
API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor);
|
||||
API unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
|
||||
API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
|
||||
API unsigned shader_bind(unsigned program);
|
||||
API void shader_bool(const char *uniform, bool i );
|
||||
API void shader_int(const char *uniform, int i);
|
||||
|
@ -569,6 +569,7 @@ enum MODEL_FLAGS {
|
|||
MODEL_NO_MESHES = 2,
|
||||
MODEL_NO_TEXTURES = 4,
|
||||
MODEL_MATCAPS = 8,
|
||||
MODEL_RIMLIGHT = 16
|
||||
};
|
||||
|
||||
typedef struct model_t {
|
||||
|
|
|
@ -757,7 +757,7 @@ void ddraw_init() {
|
|||
do_once {
|
||||
for( int i = 0; i < 2; ++i )
|
||||
for( int j = 0; j < 3; ++j ) map_init(dd_lists[i][j], less_int, hash_int);
|
||||
dd_program = shader(dd_vs,dd_fs,"att_position","fragcolor");
|
||||
dd_program = shader(dd_vs,dd_fs,"att_position","fragcolor", "");
|
||||
dd_u_color = glGetUniformLocation(dd_program, "u_color");
|
||||
ddraw_flush(); // alloc vao & vbo, also resets color
|
||||
}
|
||||
|
|
|
@ -257,7 +257,7 @@ scene_t* scene_get_active() {
|
|||
scene_t* scene_push() {
|
||||
scene_t *s = REALLOC(0, sizeof(scene_t)), clear = {0}; *s = clear;
|
||||
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") };
|
||||
s->program = shader(strlerp(1, symbols, vfs_read("shaders/vs_332_32.glsl")), strlerp(1, symbols, vfs_read("shaders/fs_32_4_model.glsl")), "att_position,att_normal,att_texcoord,att_color", "fragcolor");
|
||||
s->program = shader(strlerp(1, symbols, vfs_read("shaders/vs_332_32.glsl")), strlerp(1, symbols, vfs_read("shaders/fs_32_4_model.glsl")), "att_position,att_normal,att_texcoord,att_color", "fragcolor", "");
|
||||
s->skybox = skybox(NULL, 0);
|
||||
array_push(scenes, s);
|
||||
last_scene = s;
|
||||
|
|
44
engine/v4k.c
44
engine/v4k.c
|
@ -6854,7 +6854,7 @@ void font_face_from_mem(const char *tag, const void *ttf_bufferv, unsigned ttf_l
|
|||
const char *vs_filename = 0, *fs_filename = 0;
|
||||
const char *vs = vs_filename ? file_read(vs_filename) : mv_vs_source;
|
||||
const char *fs = fs_filename ? file_read(fs_filename) : mv_fs_source;
|
||||
f->program = shader(vs, fs, "vertexPosition,instanceGlyph", "outColor");
|
||||
f->program = shader(vs, fs, "vertexPosition,instanceGlyph", "outColor", "");
|
||||
|
||||
// figure out what ranges we're about to bake
|
||||
#define MERGE_TABLE(table) do { \
|
||||
|
@ -10349,18 +10349,25 @@ GLuint shader_compile( GLenum type, const char *source ) {
|
|||
return shader;
|
||||
}
|
||||
|
||||
unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor){
|
||||
return shader_geom(NULL, vs, fs, attribs, fragcolor);
|
||||
unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines){
|
||||
return shader_geom(NULL, vs, fs, attribs, fragcolor, defines);
|
||||
}
|
||||
|
||||
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor) {
|
||||
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines) {
|
||||
PRINTF(/*"!"*/"Compiling shader\n");
|
||||
|
||||
char *glsl_defines = "";
|
||||
if (defines) {
|
||||
for each_substring(defines, ",", def) {
|
||||
glsl_defines = va("%s#define %s\n", glsl_defines, def);
|
||||
}
|
||||
}
|
||||
|
||||
const char *glsl_version = ifdef(ems, "300 es", "150");
|
||||
|
||||
vs = vs[0] == '#' && vs[1] == 'v' ? vs : va("#version %s\n%s", glsl_version, vs ? vs : "");
|
||||
fs = fs[0] == '#' && fs[1] == 'v' ? fs : va("#version %s\n%s", glsl_version, fs ? fs : "");
|
||||
if (gs) gs = gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s", glsl_version, gs ? gs : "");
|
||||
vs = vs[0] == '#' && vs[1] == 'v' ? vs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, vs ? vs : "");
|
||||
fs = fs[0] == '#' && fs[1] == 'v' ? fs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, fs ? fs : "");
|
||||
if (gs) gs = gs[0] == '#' && gs[1] == 'v' ? gs : va("#version %s\n%s\n%s", glsl_version, glsl_defines, gs ? gs : "");
|
||||
|
||||
#if is(ems)
|
||||
{
|
||||
|
@ -11299,7 +11306,7 @@ void fullscreen_quad_rgb( texture_t texture, float gamma ) {
|
|||
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
|
||||
const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
|
||||
|
||||
program = shader(vs, fs, "", "fragcolor" );
|
||||
program = shader(vs, fs, "", "fragcolor" , "");
|
||||
u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
|
||||
glGenVertexArrays( 1, (GLuint*)&vao );
|
||||
}
|
||||
|
@ -11330,7 +11337,7 @@ void fullscreen_quad_rgb_flipped( texture_t texture, float gamma ) {
|
|||
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
|
||||
const char* fs = vfs_read("shaders/fs_2_4_texel_inv_gamma.glsl");
|
||||
|
||||
program = shader(vs, fs, "", "fragcolor" );
|
||||
program = shader(vs, fs, "", "fragcolor" , "");
|
||||
u_inv_gamma = glGetUniformLocation(program, "u_inv_gamma");
|
||||
glGenVertexArrays( 1, (GLuint*)&vao );
|
||||
}
|
||||
|
@ -11361,7 +11368,7 @@ void fullscreen_quad_ycbcr( texture_t textureYCbCr[3], float gamma ) {
|
|||
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B_flipped.glsl");
|
||||
const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
|
||||
|
||||
program = shader(vs, fs, "", "fragcolor" );
|
||||
program = shader(vs, fs, "", "fragcolor" , "");
|
||||
u_gamma = glGetUniformLocation(program, "u_gamma");
|
||||
|
||||
uy = glGetUniformLocation(program, "u_texture_y");
|
||||
|
@ -11405,7 +11412,7 @@ void fullscreen_quad_ycbcr_flipped( texture_t textureYCbCr[3], float gamma ) {
|
|||
const char* vs = vfs_read("shaders/vs_0_2_fullscreen_quad_B.glsl");
|
||||
const char* fs = vfs_read("shaders/fs_2_4_texel_ycbr_gamma_saturation.glsl");
|
||||
|
||||
program = shader(vs, fs, "", "fragcolor" );
|
||||
program = shader(vs, fs, "", "fragcolor" , "");
|
||||
u_gamma = glGetUniformLocation(program, "u_gamma");
|
||||
|
||||
uy = glGetUniformLocation(program, "u_texture_y");
|
||||
|
@ -11696,7 +11703,7 @@ static void sprite_render_meshes() {
|
|||
if( sprite_program < 0 ) {
|
||||
sprite_program = shader( vfs_read("shaders/vs_324_24_sprite.glsl"), vfs_read("shaders/fs_24_4_sprite.glsl"),
|
||||
"att_Position,att_TexCoord,att_Color",
|
||||
"fragColor"
|
||||
"fragColor", ""
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -12713,7 +12720,7 @@ skybox_t skybox(const char *asset, int flags) {
|
|||
sky.flags = flags ? flags : !!asset; // either cubemap or rayleigh
|
||||
sky.program = shader(vfs_read("shaders/vs_3_3_skybox.glsl"),
|
||||
sky.flags ? vfs_read("fs_3_4_skybox.glsl") : vfs_read("shaders/fs_3_4_skybox_rayleigh.glsl"),
|
||||
"att_position", "fragcolor");
|
||||
"att_position", "fragcolor", "");
|
||||
|
||||
// sky cubemap & SH
|
||||
if( asset ) {
|
||||
|
@ -13295,7 +13302,7 @@ int postfx_load_from_mem( postfx *fx, const char *name, const char *fs ) {
|
|||
|
||||
strcat(fs2, fs);
|
||||
|
||||
p->program = shader(vs, fs2, "vtexcoord", "fragColor" );
|
||||
p->program = shader(vs, fs2, "vtexcoord", "fragColor" , "");
|
||||
|
||||
FREE(fs2);
|
||||
|
||||
|
@ -13662,7 +13669,7 @@ shadertoy_t shadertoy( const char *shaderfile, unsigned flags ) {
|
|||
glGenVertexArrays(1, &s.vao);
|
||||
|
||||
char *fs = stringf("%s%s", vfs_read("header_shadertoy.glsl"), file);
|
||||
s.program = shader((flags&SHADERTOY_FLIP_Y) ? vfs_read("shaders/vs_shadertoy_flip.glsl") : vfs_read("shaders/vs_shadertoy.glsl"), fs, "", "fragColor");
|
||||
s.program = shader((flags&SHADERTOY_FLIP_Y) ? vfs_read("shaders/vs_shadertoy_flip.glsl") : vfs_read("shaders/vs_shadertoy.glsl"), fs, "", "fragColor", "");
|
||||
FREE(fs);
|
||||
|
||||
if( strstr(file, "noise3.jpg"))
|
||||
|
@ -14373,7 +14380,8 @@ model_t model_from_mem(const void *mem, int len, int flags) {
|
|||
if( shaderprog < 0 ) {
|
||||
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") }; // #define RIM
|
||||
shaderprog = shader(strlerp(1,symbols,vfs_read("shaders/vs_323444143_16_332_model.glsl")), strlerp(1,symbols,vfs_read("shaders/fs_32_4_model.glsl")), //fs,
|
||||
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor");
|
||||
"att_position,att_texcoord,att_normal,att_tangent,att_instanced_matrix,,,,att_indexes,att_weights,att_vertexindex,att_color,att_bitangent","fragColor",
|
||||
(flags&MODEL_RIMLIGHT)?"RIM":NULL);
|
||||
}
|
||||
|
||||
iqm_t *q = CALLOC(1, sizeof(iqm_t));
|
||||
|
@ -15526,7 +15534,7 @@ void ddraw_init() {
|
|||
do_once {
|
||||
for( int i = 0; i < 2; ++i )
|
||||
for( int j = 0; j < 3; ++j ) map_init(dd_lists[i][j], less_int, hash_int);
|
||||
dd_program = shader(dd_vs,dd_fs,"att_position","fragcolor");
|
||||
dd_program = shader(dd_vs,dd_fs,"att_position","fragcolor", "");
|
||||
dd_u_color = glGetUniformLocation(dd_program, "u_color");
|
||||
ddraw_flush(); // alloc vao & vbo, also resets color
|
||||
}
|
||||
|
@ -15850,7 +15858,7 @@ scene_t* scene_get_active() {
|
|||
scene_t* scene_push() {
|
||||
scene_t *s = REALLOC(0, sizeof(scene_t)), clear = {0}; *s = clear;
|
||||
const char *symbols[] = { "{{include-shadowmap}}", vfs_read("shaders/fs_0_0_shadowmap_lit.glsl") };
|
||||
s->program = shader(strlerp(1, symbols, vfs_read("shaders/vs_332_32.glsl")), strlerp(1, symbols, vfs_read("shaders/fs_32_4_model.glsl")), "att_position,att_normal,att_texcoord,att_color", "fragcolor");
|
||||
s->program = shader(strlerp(1, symbols, vfs_read("shaders/vs_332_32.glsl")), strlerp(1, symbols, vfs_read("shaders/fs_32_4_model.glsl")), "att_position,att_normal,att_texcoord,att_color", "fragcolor", "");
|
||||
s->skybox = skybox(NULL, 0);
|
||||
array_push(scenes, s);
|
||||
last_scene = s;
|
||||
|
|
|
@ -2751,8 +2751,8 @@ API void shadowmatrix_ortho(mat44 shm_proj, float left, float right, float botto
|
|||
// -----------------------------------------------------------------------------
|
||||
// shaders
|
||||
|
||||
API unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor);
|
||||
API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor);
|
||||
API unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
|
||||
API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor, const char *defines);
|
||||
API unsigned shader_bind(unsigned program);
|
||||
API void shader_bool(const char *uniform, bool i );
|
||||
API void shader_int(const char *uniform, int i);
|
||||
|
@ -3001,6 +3001,7 @@ enum MODEL_FLAGS {
|
|||
MODEL_NO_MESHES = 2,
|
||||
MODEL_NO_TEXTURES = 4,
|
||||
MODEL_MATCAPS = 8,
|
||||
MODEL_RIMLIGHT = 16
|
||||
};
|
||||
|
||||
typedef struct model_t {
|
||||
|
|
Loading…
Reference in New Issue