geom shader support
parent
5af4968eed
commit
cf45869d14
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@ -37,6 +37,7 @@
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- [x] Render: 3D Debugdraw, batching and vectorial font.
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- [x] Render: 3D Debugdraw, batching and vectorial font.
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- [x] Render: 2D Sprites, spritesheets, AA zooming and batching.
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- [x] Render: 2D Sprites, spritesheets, AA zooming and batching.
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- [x] Render: 2D Tilemaps and tilesets: TMX, TSX.
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- [x] Render: 2D Tilemaps and tilesets: TMX, TSX.
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- [x] Render: Compute shaders and SSBO support.
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- [x] Compression: DEFLATE, LZMA, LZ4, ULZ, BALZ, BCM, CRUSH, LZW3, LZSS and PPP.
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- [x] Compression: DEFLATE, LZMA, LZ4, ULZ, BALZ, BCM, CRUSH, LZW3, LZSS and PPP.
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- [x] Virtual filesystem: ZIP, PAK, TAR and DIR.
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- [x] Virtual filesystem: ZIP, PAK, TAR and DIR.
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- [x] Level data: JSON, JSON5, SJSON, XML, INI.
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- [x] Level data: JSON, JSON5, SJSON, XML, INI.
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@ -0,0 +1,28 @@
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#include "v4k.h"
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int main() {
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// 75% sized, MSAAx2
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window_create(25, WINDOW_SQUARE);
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window_title(__FILE__);
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unsigned program = shader_geom(vfs_read("shaders/geom-test/line.glsl"), vfs_read("shaders/geom-test/line-vs.glsl"), vfs_read("shaders/geom-test/line-fs.glsl"), "aPos", "FragColor");
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float points[] = {
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-0.5f, 0.5f, // top-left
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0.5f, 0.5f, // top-right
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0.5f, -0.5f, // bottom-right
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-0.5f, -0.5f // bottom-left
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};
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mesh_t m = mesh();
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mesh_update(&m, "p2", 0, 4, points, 0, 0, 0);
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while ( window_swap() && !input_down(KEY_ESC) ){
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if (input(KEY_F5)) window_reload();
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shader_bind(program);
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mesh_render_prim(&m, GL_POINTS);
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}
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return 0;
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}
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@ -0,0 +1,7 @@
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#version 330 core
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out vec4 FragColor;
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void main()
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{
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FragColor = vec4(0.0, 1.0, 0.0, 1.0);
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}
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@ -0,0 +1,7 @@
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#version 330 core
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layout (location = 0) in vec2 aPos;
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void main()
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{
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gl_Position = vec4(aPos.x, aPos.y, 0.0, 1.0);
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}
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@ -0,0 +1,13 @@
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#version 330 core
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layout (points) in;
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layout (line_strip, max_vertices = 2) out;
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void main() {
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gl_Position = gl_in[0].gl_Position + vec4(-0.1, 0.0, 0.0, 0.0);
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EmitVertex();
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gl_Position = gl_in[0].gl_Position + vec4( 0.1, 0.0, 0.0, 0.0);
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EmitVertex();
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EndPrimitive();
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}
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@ -2344,6 +2344,7 @@ int texture_width;
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void shadowmatrix_proj(mat44 shm_proj, float aLightFov, float znear, float zfar);
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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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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(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_bind(unsigned program);
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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_bool(const char *uniform, bool i );
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void shader_int(const char *uniform, int i);
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void shader_int(const char *uniform, int i);
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@ -2419,6 +2420,7 @@ vec3* out_vertex3;
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mesh_t mesh();
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mesh_t mesh();
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void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
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void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
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void mesh_render(mesh_t *m);
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void mesh_render(mesh_t *m);
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void mesh_render_prim(mesh_t *sm, unsigned prim);
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void mesh_destroy(mesh_t *m);
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void mesh_destroy(mesh_t *m);
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aabb mesh_bounds(mesh_t *m);
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aabb mesh_bounds(mesh_t *m);
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enum MATERIAL_ENUMS {
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enum MATERIAL_ENUMS {
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@ -16466,6 +16466,7 @@ API void shadowmatrix_ortho(mat44 shm_proj, float left, float right, float botto
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// shaders
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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(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_bind(unsigned program);
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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_bool(const char *uniform, bool i );
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API void shader_int(const char *uniform, int i);
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API void shader_int(const char *uniform, int i);
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@ -16558,6 +16559,7 @@ typedef struct mesh_t {
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API mesh_t mesh();
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API mesh_t mesh();
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API void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
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API void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
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API void mesh_render(mesh_t *m);
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API void mesh_render(mesh_t *m);
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API void mesh_render_prim(mesh_t *sm, unsigned prim);
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API void mesh_destroy(mesh_t *m);
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API void mesh_destroy(mesh_t *m);
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API aabb mesh_bounds(mesh_t *m);
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API aabb mesh_bounds(mesh_t *m);
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@ -340023,43 +340025,32 @@ GLuint shader_compile( GLenum type, const char *source ) {
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return shader;
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return shader;
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}
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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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unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor){
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PRINTF(/*"!"*/"Compiling shader\n");
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return shader_geom(NULL, vs, fs, attribs, fragcolor);
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}
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//char *vs = vfs_read(file_vs); if(!vs) vs = (char*)file_vs;
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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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//char *fs = vfs_read(file_fs); if(!fs) fs = (char*)file_fs;
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PRINTF(/*"!"*/"Compiling shader\n");
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const char *glsl_version = ifdef(ems, "300 es", "150");
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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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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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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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#if is(ems)
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#if is(ems)
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{
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{
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char *vs_ = REALLOC( 0, strlen(vs) + 512 ); strcpy(vs_, vs);
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char *vs_ = REALLOC( 0, strlen(vs) + 512 ); strcpy(vs_, vs);
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char *fs_ = REALLOC( 0, strlen(fs) + 512 ); strcpy(fs_, fs);
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char *fs_ = REALLOC( 0, strlen(fs) + 512 ); strcpy(fs_, fs);
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//strrepl(&vs_, "\nin ", "\nattribute ");
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char *gs_ = 0; if (gs) REALLOC( 0, strlen(gs) + 512 ); strcpy(gs_, gs);
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//strrepl(&vs_, "\nout ", "\nvarying ");
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strrepl(&fs_, "#version 300 es\n", "#version 300 es\nprecision mediump float;\n");
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strrepl(&fs_, "#version 300 es\n", "#version 300 es\nprecision mediump float;\n");
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//strrepl(&fs_, "\nin ", "\nattribute ");
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vs = vs_; fs = fs_; gs = gs_;
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//strrepl(&fs_, "\nout ", "\nvarying ");
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//strrepl(&fs_, "FRAGCOLOR", "gl_FragColor");
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//strrepl(&fs_, "fragcolor", "gl_FragColor" );
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//strrepl(&fs_, "fragColor", "gl_FragColor" );
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#if 0
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//strrepl(&fs_, "outcolor", "gl_FragColor" );
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//strrepl(&fs_, "outColor", "gl_FragColor" );
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#endif
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//strrepl(&fs_, "out vec4 gl_FragColor", "//out vec4 outcolor");
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vs = vs_; fs = fs_;
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}
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}
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#endif
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#endif
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GLuint vert = shader_compile(GL_VERTEX_SHADER, vs);
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GLuint vert = shader_compile(GL_VERTEX_SHADER, vs);
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GLuint frag = shader_compile(GL_FRAGMENT_SHADER, fs);
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GLuint frag = shader_compile(GL_FRAGMENT_SHADER, fs);
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//GLuint geom = shader_compile(GL_GEOMETRY_SHADER, gs);
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GLuint geom = 0; if (gs) geom = shader_compile(GL_GEOMETRY_SHADER, gs);
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GLuint program = 0;
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GLuint program = 0;
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if( vert && frag ) {
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if( vert && frag ) {
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@ -340067,7 +340058,7 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
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glAttachShader(program, vert);
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glAttachShader(program, vert);
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glAttachShader(program, frag);
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glAttachShader(program, frag);
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// glAttachShader(program, geom);
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if (geom) glAttachShader(program, geom);
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for( int i = 0; attribs && attribs[0]; ++i ) {
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for( int i = 0; attribs && attribs[0]; ++i ) {
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char attrib[128] = {0};
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char attrib[128] = {0};
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@ -340101,19 +340092,19 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
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shader_print(vs);
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shader_print(vs);
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puts("--- fs:");
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puts("--- fs:");
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shader_print(fs);
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shader_print(fs);
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if (geom) {
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puts("--- gs:");
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shader_print(gs);
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}
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}
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}
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if (status == GL_FALSE) {
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if (status == GL_FALSE) {
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PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
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PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
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return 0;
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return 0;
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}
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}
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// glDetachShader(program, vert);
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// glDetachShader(program, frag);
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// glDetachShader(program, geom);
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glDeleteShader(vert);
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glDeleteShader(vert);
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glDeleteShader(frag);
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glDeleteShader(frag);
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// glDeleteShader(geom);
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if (geom) glDeleteShader(geom);
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//#ifdef DEBUG_ANY_SHADER
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//#ifdef DEBUG_ANY_SHADER
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// PRINTF("Shader #%d:\n", program);
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// PRINTF("Shader #%d:\n", program);
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}
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}
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}
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}
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void mesh_render_prim(mesh_t *sm, unsigned prim) {
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if( sm->vao ) {
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glBindVertexArray(sm->vao);
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if( sm->ibo ) { // with indices
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sm->ibo); // <-- why intel?
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glDrawElements(prim, sm->index_count, GL_UNSIGNED_INT, (char*)0);
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profile_incstat("Render.num_drawcalls", +1);
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profile_incstat("Render.num_triangles", sm->index_count/3);
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} else { // with vertices only
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glDrawArrays(prim, 0, sm->vertex_count /* / 3 */);
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profile_incstat("Render.num_drawcalls", +1);
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profile_incstat("Render.num_triangles", sm->vertex_count/3);
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}
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}
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}
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void mesh_destroy(mesh_t *m) {
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void mesh_destroy(mesh_t *m) {
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// @todo
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// @todo
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(void)m;
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(void)m;
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@ -85,43 +85,32 @@ GLuint shader_compile( GLenum type, const char *source ) {
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return shader;
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return shader;
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}
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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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unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor){
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PRINTF(/*"!"*/"Compiling shader\n");
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return shader_geom(NULL, vs, fs, attribs, fragcolor);
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}
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//char *vs = vfs_read(file_vs); if(!vs) vs = (char*)file_vs;
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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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//char *fs = vfs_read(file_fs); if(!fs) fs = (char*)file_fs;
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PRINTF(/*"!"*/"Compiling shader\n");
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const char *glsl_version = ifdef(ems, "300 es", "150");
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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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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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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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#if is(ems)
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#if is(ems)
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{
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{
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char *vs_ = REALLOC( 0, strlen(vs) + 512 ); strcpy(vs_, vs);
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char *vs_ = REALLOC( 0, strlen(vs) + 512 ); strcpy(vs_, vs);
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char *fs_ = REALLOC( 0, strlen(fs) + 512 ); strcpy(fs_, fs);
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char *fs_ = REALLOC( 0, strlen(fs) + 512 ); strcpy(fs_, fs);
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//strrepl(&vs_, "\nin ", "\nattribute ");
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char *gs_ = 0; if (gs) REALLOC( 0, strlen(gs) + 512 ); strcpy(gs_, gs);
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//strrepl(&vs_, "\nout ", "\nvarying ");
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strrepl(&fs_, "#version 300 es\n", "#version 300 es\nprecision mediump float;\n");
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strrepl(&fs_, "#version 300 es\n", "#version 300 es\nprecision mediump float;\n");
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//strrepl(&fs_, "\nin ", "\nattribute ");
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vs = vs_; fs = fs_; gs = gs_;
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//strrepl(&fs_, "\nout ", "\nvarying ");
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//strrepl(&fs_, "FRAGCOLOR", "gl_FragColor");
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//strrepl(&fs_, "fragcolor", "gl_FragColor" );
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//strrepl(&fs_, "fragColor", "gl_FragColor" );
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#if 0
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//strrepl(&fs_, "outcolor", "gl_FragColor" );
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//strrepl(&fs_, "outColor", "gl_FragColor" );
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#endif
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//strrepl(&fs_, "out vec4 gl_FragColor", "//out vec4 outcolor");
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vs = vs_; fs = fs_;
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}
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}
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#endif
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#endif
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GLuint vert = shader_compile(GL_VERTEX_SHADER, vs);
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GLuint vert = shader_compile(GL_VERTEX_SHADER, vs);
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GLuint frag = shader_compile(GL_FRAGMENT_SHADER, fs);
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GLuint frag = shader_compile(GL_FRAGMENT_SHADER, fs);
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//GLuint geom = shader_compile(GL_GEOMETRY_SHADER, gs);
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GLuint geom = 0; if (gs) geom = shader_compile(GL_GEOMETRY_SHADER, gs);
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GLuint program = 0;
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GLuint program = 0;
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if( vert && frag ) {
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if( vert && frag ) {
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@ -129,7 +118,7 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
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glAttachShader(program, vert);
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glAttachShader(program, vert);
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glAttachShader(program, frag);
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glAttachShader(program, frag);
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// glAttachShader(program, geom);
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if (geom) glAttachShader(program, geom);
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for( int i = 0; attribs && attribs[0]; ++i ) {
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for( int i = 0; attribs && attribs[0]; ++i ) {
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char attrib[128] = {0};
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char attrib[128] = {0};
|
||||||
|
@ -163,19 +152,19 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
|
||||||
shader_print(vs);
|
shader_print(vs);
|
||||||
puts("--- fs:");
|
puts("--- fs:");
|
||||||
shader_print(fs);
|
shader_print(fs);
|
||||||
|
if (geom) {
|
||||||
|
puts("--- gs:");
|
||||||
|
shader_print(gs);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if (status == GL_FALSE) {
|
if (status == GL_FALSE) {
|
||||||
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// glDetachShader(program, vert);
|
|
||||||
// glDetachShader(program, frag);
|
|
||||||
// glDetachShader(program, geom);
|
|
||||||
|
|
||||||
glDeleteShader(vert);
|
glDeleteShader(vert);
|
||||||
glDeleteShader(frag);
|
glDeleteShader(frag);
|
||||||
// glDeleteShader(geom);
|
if (geom) glDeleteShader(geom);
|
||||||
|
|
||||||
//#ifdef DEBUG_ANY_SHADER
|
//#ifdef DEBUG_ANY_SHADER
|
||||||
// PRINTF("Shader #%d:\n", program);
|
// PRINTF("Shader #%d:\n", program);
|
||||||
|
@ -2563,6 +2552,22 @@ void mesh_render(mesh_t *sm) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void mesh_render_prim(mesh_t *sm, unsigned prim) {
|
||||||
|
if( sm->vao ) {
|
||||||
|
glBindVertexArray(sm->vao);
|
||||||
|
if( sm->ibo ) { // with indices
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sm->ibo); // <-- why intel?
|
||||||
|
glDrawElements(prim, sm->index_count, GL_UNSIGNED_INT, (char*)0);
|
||||||
|
profile_incstat("Render.num_drawcalls", +1);
|
||||||
|
profile_incstat("Render.num_triangles", sm->index_count/3);
|
||||||
|
} else { // with vertices only
|
||||||
|
glDrawArrays(prim, 0, sm->vertex_count /* / 3 */);
|
||||||
|
profile_incstat("Render.num_drawcalls", +1);
|
||||||
|
profile_incstat("Render.num_triangles", sm->vertex_count/3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void mesh_destroy(mesh_t *m) {
|
void mesh_destroy(mesh_t *m) {
|
||||||
// @todo
|
// @todo
|
||||||
(void)m;
|
(void)m;
|
||||||
|
|
|
@ -311,6 +311,7 @@ API void shadowmatrix_ortho(mat44 shm_proj, float left, float right, float botto
|
||||||
// shaders
|
// shaders
|
||||||
|
|
||||||
API unsigned shader(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);
|
||||||
|
API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor);
|
||||||
API unsigned shader_bind(unsigned program);
|
API unsigned shader_bind(unsigned program);
|
||||||
API void shader_bool(const char *uniform, bool i );
|
API void shader_bool(const char *uniform, bool i );
|
||||||
API void shader_int(const char *uniform, int i);
|
API void shader_int(const char *uniform, int i);
|
||||||
|
@ -403,6 +404,7 @@ typedef struct mesh_t {
|
||||||
API mesh_t mesh();
|
API mesh_t mesh();
|
||||||
API void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
|
API void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
|
||||||
API void mesh_render(mesh_t *m);
|
API void mesh_render(mesh_t *m);
|
||||||
|
API void mesh_render_prim(mesh_t *sm, unsigned prim);
|
||||||
API void mesh_destroy(mesh_t *m);
|
API void mesh_destroy(mesh_t *m);
|
||||||
API aabb mesh_bounds(mesh_t *m);
|
API aabb mesh_bounds(mesh_t *m);
|
||||||
|
|
||||||
|
|
55
engine/v4k.c
55
engine/v4k.c
|
@ -10999,43 +10999,32 @@ GLuint shader_compile( GLenum type, const char *source ) {
|
||||||
return shader;
|
return shader;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor){
|
unsigned shader(const char *vs, const char *fs, const char *attribs, const char *fragcolor){
|
||||||
PRINTF(/*"!"*/"Compiling shader\n");
|
return shader_geom(NULL, vs, fs, attribs, fragcolor);
|
||||||
|
}
|
||||||
|
|
||||||
//char *vs = vfs_read(file_vs); if(!vs) vs = (char*)file_vs;
|
unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor) {
|
||||||
//char *fs = vfs_read(file_fs); if(!fs) fs = (char*)file_fs;
|
PRINTF(/*"!"*/"Compiling shader\n");
|
||||||
|
|
||||||
const char *glsl_version = ifdef(ems, "300 es", "150");
|
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 : "");
|
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 : "");
|
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 : "");
|
||||||
|
|
||||||
#if is(ems)
|
#if is(ems)
|
||||||
{
|
{
|
||||||
char *vs_ = REALLOC( 0, strlen(vs) + 512 ); strcpy(vs_, vs);
|
char *vs_ = REALLOC( 0, strlen(vs) + 512 ); strcpy(vs_, vs);
|
||||||
char *fs_ = REALLOC( 0, strlen(fs) + 512 ); strcpy(fs_, fs);
|
char *fs_ = REALLOC( 0, strlen(fs) + 512 ); strcpy(fs_, fs);
|
||||||
//strrepl(&vs_, "\nin ", "\nattribute ");
|
char *gs_ = 0; if (gs) REALLOC( 0, strlen(gs) + 512 ); strcpy(gs_, gs);
|
||||||
//strrepl(&vs_, "\nout ", "\nvarying ");
|
|
||||||
strrepl(&fs_, "#version 300 es\n", "#version 300 es\nprecision mediump float;\n");
|
strrepl(&fs_, "#version 300 es\n", "#version 300 es\nprecision mediump float;\n");
|
||||||
//strrepl(&fs_, "\nin ", "\nattribute ");
|
vs = vs_; fs = fs_; gs = gs_;
|
||||||
//strrepl(&fs_, "\nout ", "\nvarying ");
|
|
||||||
//strrepl(&fs_, "FRAGCOLOR", "gl_FragColor");
|
|
||||||
//strrepl(&fs_, "fragcolor", "gl_FragColor" );
|
|
||||||
//strrepl(&fs_, "fragColor", "gl_FragColor" );
|
|
||||||
#if 0
|
|
||||||
//strrepl(&fs_, "outcolor", "gl_FragColor" );
|
|
||||||
//strrepl(&fs_, "outColor", "gl_FragColor" );
|
|
||||||
#endif
|
|
||||||
//strrepl(&fs_, "out vec4 gl_FragColor", "//out vec4 outcolor");
|
|
||||||
vs = vs_; fs = fs_;
|
|
||||||
}
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
GLuint vert = shader_compile(GL_VERTEX_SHADER, vs);
|
GLuint vert = shader_compile(GL_VERTEX_SHADER, vs);
|
||||||
GLuint frag = shader_compile(GL_FRAGMENT_SHADER, fs);
|
GLuint frag = shader_compile(GL_FRAGMENT_SHADER, fs);
|
||||||
//GLuint geom = shader_compile(GL_GEOMETRY_SHADER, gs);
|
GLuint geom = 0; if (gs) geom = shader_compile(GL_GEOMETRY_SHADER, gs);
|
||||||
GLuint program = 0;
|
GLuint program = 0;
|
||||||
|
|
||||||
if( vert && frag ) {
|
if( vert && frag ) {
|
||||||
|
@ -11043,7 +11032,7 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
|
||||||
|
|
||||||
glAttachShader(program, vert);
|
glAttachShader(program, vert);
|
||||||
glAttachShader(program, frag);
|
glAttachShader(program, frag);
|
||||||
// glAttachShader(program, geom);
|
if (geom) glAttachShader(program, geom);
|
||||||
|
|
||||||
for( int i = 0; attribs && attribs[0]; ++i ) {
|
for( int i = 0; attribs && attribs[0]; ++i ) {
|
||||||
char attrib[128] = {0};
|
char attrib[128] = {0};
|
||||||
|
@ -11077,19 +11066,19 @@ unsigned shader(const char *vs, const char *fs, const char *attribs, const char
|
||||||
shader_print(vs);
|
shader_print(vs);
|
||||||
puts("--- fs:");
|
puts("--- fs:");
|
||||||
shader_print(fs);
|
shader_print(fs);
|
||||||
|
if (geom) {
|
||||||
|
puts("--- gs:");
|
||||||
|
shader_print(gs);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
if (status == GL_FALSE) {
|
if (status == GL_FALSE) {
|
||||||
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
PANIC("ERROR: shader(): Shader/program link: %s\n", buf);
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// glDetachShader(program, vert);
|
|
||||||
// glDetachShader(program, frag);
|
|
||||||
// glDetachShader(program, geom);
|
|
||||||
|
|
||||||
glDeleteShader(vert);
|
glDeleteShader(vert);
|
||||||
glDeleteShader(frag);
|
glDeleteShader(frag);
|
||||||
// glDeleteShader(geom);
|
if (geom) glDeleteShader(geom);
|
||||||
|
|
||||||
//#ifdef DEBUG_ANY_SHADER
|
//#ifdef DEBUG_ANY_SHADER
|
||||||
// PRINTF("Shader #%d:\n", program);
|
// PRINTF("Shader #%d:\n", program);
|
||||||
|
@ -13477,6 +13466,22 @@ void mesh_render(mesh_t *sm) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void mesh_render_prim(mesh_t *sm, unsigned prim) {
|
||||||
|
if( sm->vao ) {
|
||||||
|
glBindVertexArray(sm->vao);
|
||||||
|
if( sm->ibo ) { // with indices
|
||||||
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sm->ibo); // <-- why intel?
|
||||||
|
glDrawElements(prim, sm->index_count, GL_UNSIGNED_INT, (char*)0);
|
||||||
|
profile_incstat("Render.num_drawcalls", +1);
|
||||||
|
profile_incstat("Render.num_triangles", sm->index_count/3);
|
||||||
|
} else { // with vertices only
|
||||||
|
glDrawArrays(prim, 0, sm->vertex_count /* / 3 */);
|
||||||
|
profile_incstat("Render.num_drawcalls", +1);
|
||||||
|
profile_incstat("Render.num_triangles", sm->vertex_count/3);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void mesh_destroy(mesh_t *m) {
|
void mesh_destroy(mesh_t *m) {
|
||||||
// @todo
|
// @todo
|
||||||
(void)m;
|
(void)m;
|
||||||
|
|
|
@ -2549,6 +2549,7 @@ API void shadowmatrix_ortho(mat44 shm_proj, float left, float right, float botto
|
||||||
// shaders
|
// shaders
|
||||||
|
|
||||||
API unsigned shader(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);
|
||||||
|
API unsigned shader_geom(const char *gs, const char *vs, const char *fs, const char *attribs, const char *fragcolor);
|
||||||
API unsigned shader_bind(unsigned program);
|
API unsigned shader_bind(unsigned program);
|
||||||
API void shader_bool(const char *uniform, bool i );
|
API void shader_bool(const char *uniform, bool i );
|
||||||
API void shader_int(const char *uniform, int i);
|
API void shader_int(const char *uniform, int i);
|
||||||
|
@ -2641,6 +2642,7 @@ typedef struct mesh_t {
|
||||||
API mesh_t mesh();
|
API mesh_t mesh();
|
||||||
API void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
|
API void mesh_update(mesh_t *m, const char *format, int vertex_stride,int vertex_count,const void *interleaved_vertex_data, int index_count,const void *index_data, int flags);
|
||||||
API void mesh_render(mesh_t *m);
|
API void mesh_render(mesh_t *m);
|
||||||
|
API void mesh_render_prim(mesh_t *sm, unsigned prim);
|
||||||
API void mesh_destroy(mesh_t *m);
|
API void mesh_destroy(mesh_t *m);
|
||||||
API aabb mesh_bounds(mesh_t *m);
|
API aabb mesh_bounds(mesh_t *m);
|
||||||
|
|
||||||
|
|
File diff suppressed because one or more lines are too long
|
@ -7,9 +7,7 @@
|
||||||
# [V·4·K {{VERSION}}](https://dev.v4.games/zaklaus/v4k)
|
# [V·4·K {{VERSION}}](https://dev.v4.games/zaklaus/v4k)
|
||||||
## a b o u t
|
## a b o u t
|
||||||
|
|
||||||
- https://dev.v4.games/zaklaus/v4k is a 3D game framework in C, with Luajit bindings.
|
- https://dev.v4.games/zaklaus/v4k is a multimedia workbench for prototyping and planning ideas.
|
||||||
|
|
||||||
![Image from demo.c](https://i.imgur.com/sInbRoA.gif)
|
|
||||||
|
|
||||||
<details><summary>Code style</summary>
|
<details><summary>Code style</summary>
|
||||||
```C linenumbers
|
```C linenumbers
|
||||||
|
|
Loading…
Reference in New Issue