GLSL macros

This commit is contained in:
Jack Andersen 2016-02-23 17:20:07 -10:00
parent 6db378ea45
commit 488de1bdb9
6 changed files with 25 additions and 15 deletions

View File

@ -201,7 +201,7 @@ void ViewManager::pushRecentFile(const HECL::SystemString& path)
void ViewManager::init(boo::IApplication* app) void ViewManager::init(boo::IApplication* app)
{ {
m_mainWindow = std::unique_ptr<boo::IWindow>(app->newWindow(_S("URDE"))); m_mainWindow = std::unique_ptr<boo::IWindow>(app->newWindow(_S("URDE"), 1));
m_mainWindow->showWindow(); m_mainWindow->showWindow();
m_mainWindow->setWaitCursor(true); m_mainWindow->setWaitCursor(true);

View File

@ -6,11 +6,12 @@ namespace pshag
static const char* VS_GLSL_TEX = static const char* VS_GLSL_TEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n" "layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 colorIn;\n" "layout(location=1) in vec4 colorIn;\n"
"layout(location=2) in vec4 uvIn;\n" "layout(location=2) in vec4 uvIn;\n"
"\n" "\n"
"uniform LineUniform\n" "UBINDING0 uniform LineUniform\n"
"{\n" "{\n"
" vec4 moduColor;\n" " vec4 moduColor;\n"
"};\n" "};\n"
@ -31,6 +32,7 @@ static const char* VS_GLSL_TEX =
static const char* FS_GLSL_TEX = static const char* FS_GLSL_TEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " vec4 color;\n"
@ -39,7 +41,7 @@ static const char* FS_GLSL_TEX =
"\n" "\n"
"in VertToFrag vtf;\n" "in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n" "layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[1];\n" "TBINDING0 uniform sampler2D texs[1];\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" colorOut = vtf.color * texture(texs[0], vtf.uv);\n" " colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
@ -47,10 +49,11 @@ static const char* FS_GLSL_TEX =
static const char* VS_GLSL_NOTEX = static const char* VS_GLSL_NOTEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn;\n" "layout(location=0) in vec4 posIn;\n"
"layout(location=1) in vec4 colorIn;\n" "layout(location=1) in vec4 colorIn;\n"
"\n" "\n"
"uniform LineUniform\n" "UBINDING0 uniform LineUniform\n"
"{\n" "{\n"
" vec4 moduColor;\n" " vec4 moduColor;\n"
"};\n" "};\n"

View File

@ -224,7 +224,7 @@ void CMain::LoadAudio()
int CMain::appMain(boo::IApplication* app) int CMain::appMain(boo::IApplication* app)
{ {
Zeus::detectCPU(); Zeus::detectCPU();
mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote")); mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1);
mainWindow->showWindow(); mainWindow->showWindow();
TOneStatic<CGameGlobalObjects> globalObjs; TOneStatic<CGameGlobalObjects> globalObjs;
InitializeSubsystems(); InitializeSubsystems();
@ -238,7 +238,7 @@ int CMain::appMain(boo::IApplication* app)
boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue(); boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
boo::SWindowRect windowRect = mainWindow->getWindowFrame(); boo::SWindowRect windowRect = mainWindow->getWindowFrame();
boo::ITextureR* renderTex = mainWindow->getMainContextDataFactory()->newRenderTexture(windowRect.size[0], windowRect.size[1], 1); boo::ITextureR* renderTex = mainWindow->getMainContextDataFactory()->newRenderTexture(windowRect.size[0], windowRect.size[1]);
float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f}; float rgba[4] = { 0.2f, 0.2f, 0.2f, 1.0f};
gfxQ->setClearColor(rgba); gfxQ->setClearColor(rgba);

View File

@ -10,11 +10,12 @@ namespace pshag
static const char* VS_GLSL_TEX = static const char* VS_GLSL_TEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn[4];\n" "layout(location=0) in vec4 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n" "layout(location=4) in vec4 colorIn;\n"
"layout(location=5) in vec4 uvsIn[4];\n" "layout(location=5) in vec4 uvsIn[4];\n"
"\n" "\n"
"uniform ParticleUniform\n" "UBINDING0 uniform ParticleUniform\n"
"{\n" "{\n"
" mat4 mvp;\n" " mat4 mvp;\n"
" vec4 moduColor;\n" " vec4 moduColor;\n"
@ -36,6 +37,7 @@ static const char* VS_GLSL_TEX =
static const char* FS_GLSL_TEX = static const char* FS_GLSL_TEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " vec4 color;\n"
@ -44,7 +46,7 @@ static const char* FS_GLSL_TEX =
"\n" "\n"
"in VertToFrag vtf;\n" "in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n" "layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[1];\n" "TBINDING0 uniform sampler2D texs[1];\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" colorOut = vtf.color * texture(texs[0], vtf.uv);\n" " colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
@ -52,6 +54,7 @@ static const char* FS_GLSL_TEX =
static const char* FS_GLSL_TEX_REDTOALPHA = static const char* FS_GLSL_TEX_REDTOALPHA =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " vec4 color;\n"
@ -60,7 +63,7 @@ static const char* FS_GLSL_TEX_REDTOALPHA =
"\n" "\n"
"in VertToFrag vtf;\n" "in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n" "layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[1];\n" "TBINDING0 uniform sampler2D texs[1];\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" colorOut = vtf.color * texture(texs[0], vtf.uv);\n" " colorOut = vtf.color * texture(texs[0], vtf.uv);\n"
@ -69,12 +72,13 @@ static const char* FS_GLSL_TEX_REDTOALPHA =
static const char* VS_GLSL_INDTEX = static const char* VS_GLSL_INDTEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn[4];\n" "layout(location=0) in vec4 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n" "layout(location=4) in vec4 colorIn;\n"
"layout(location=5) in vec4 uvsInTexrTind[4];\n" "layout(location=5) in vec4 uvsInTexrTind[4];\n"
"layout(location=9) in vec2 uvsInScene[4];\n" "layout(location=9) in vec2 uvsInScene[4];\n"
"\n" "\n"
"uniform ParticleUniform\n" "UBINDING0 uniform ParticleUniform\n"
"{\n" "{\n"
" mat4 mvp;\n" " mat4 mvp;\n"
" vec4 moduColor;\n" " vec4 moduColor;\n"
@ -100,6 +104,7 @@ static const char* VS_GLSL_INDTEX =
static const char* FS_GLSL_INDTEX = static const char* FS_GLSL_INDTEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " vec4 color;\n"
@ -110,7 +115,7 @@ static const char* FS_GLSL_INDTEX =
"\n" "\n"
"in VertToFrag vtf;\n" "in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n" "layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[3];\n" "TBINDING0 uniform sampler2D texs[3];\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n" " vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
@ -122,6 +127,7 @@ static const char* FS_GLSL_INDTEX =
static const char* FS_GLSL_CINDTEX = static const char* FS_GLSL_CINDTEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"struct VertToFrag\n" "struct VertToFrag\n"
"{\n" "{\n"
" vec4 color;\n" " vec4 color;\n"
@ -132,7 +138,7 @@ static const char* FS_GLSL_CINDTEX =
"\n" "\n"
"in VertToFrag vtf;\n" "in VertToFrag vtf;\n"
"layout(location=0) out vec4 colorOut;\n" "layout(location=0) out vec4 colorOut;\n"
"uniform sampler2D texs[3];\n" "TBINDING0 uniform sampler2D texs[3];\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n" " vec2 tindTexel = texture(texs[2], vtf.uvTind).ba;\n"
@ -142,10 +148,11 @@ static const char* FS_GLSL_CINDTEX =
static const char* VS_GLSL_NOTEX = static const char* VS_GLSL_NOTEX =
"#version 330\n" "#version 330\n"
BOO_GLSL_BINDING_HEAD
"layout(location=0) in vec4 posIn[4];\n" "layout(location=0) in vec4 posIn[4];\n"
"layout(location=4) in vec4 colorIn;\n" "layout(location=4) in vec4 colorIn;\n"
"\n" "\n"
"uniform ParticleUniform\n" "UBINDING0 uniform ParticleUniform\n"
"{\n" "{\n"
" mat4 mvp;\n" " mat4 mvp;\n"
" vec4 moduColor;\n" " vec4 moduColor;\n"

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hecl

@ -1 +1 @@
Subproject commit 2ff161839491dd42362a680221f5ef4bc95f32cc Subproject commit 5fa984eba8c87a974fba3c5f621747f2cd6982fc

@ -1 +1 @@
Subproject commit c83c1f0b939115497f4a15cfbc2669445e07bdb7 Subproject commit 019cb96a24828ddd2304c3a05ab6cd124a94c4b7