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)
{
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->setWaitCursor(true);

View File

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

View File

@ -224,7 +224,7 @@ void CMain::LoadAudio()
int CMain::appMain(boo::IApplication* app)
{
Zeus::detectCPU();
mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"));
mainWindow = app->newWindow(_S("Metroid Prime 1 Reimplementation vZygote"), 1);
mainWindow->showWindow();
TOneStatic<CGameGlobalObjects> globalObjs;
InitializeSubsystems();
@ -238,7 +238,7 @@ int CMain::appMain(boo::IApplication* app)
boo::IGraphicsCommandQueue* gfxQ = mainWindow->getCommandQueue();
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};
gfxQ->setClearColor(rgba);

View File

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

2
hecl

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

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