cogl-shader: Prepend boilerplate for portable shaders

We now prepend a set of defines to any given GLSL shader so that we can
define builtin uniforms/attributes within the "cogl" namespace that we
can use to provide compatibility across a range of the earlier versions
of GLSL.

This updates test-cogl-shader-glsl.c and test-shader.c so they no longer
needs to special case GLES vs GL when splicing together its shaders as
well as the blur, colorize and desaturate effects.

To get a feel for the new, portable uniform/attribute names here are the
defines for OpenGL vertex shaders:

 #define cogl_position_in gl_Vertex
 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in  gl_MultiTexCoord0
 #define cogl_tex_coord0_in gl_MultiTexCoord0
 #define cogl_tex_coord1_in gl_MultiTexCoord1
 #define cogl_tex_coord2_in gl_MultiTexCoord2
 #define cogl_tex_coord3_in gl_MultiTexCoord3
 #define cogl_tex_coord4_in gl_MultiTexCoord4
 #define cogl_tex_coord5_in gl_MultiTexCoord5
 #define cogl_tex_coord6_in gl_MultiTexCoord6
 #define cogl_tex_coord7_in gl_MultiTexCoord7
 #define cogl_normal_in gl_Normal

 #define cogl_position_out gl_Position
 #define cogl_point_size_out gl_PointSize
 #define cogl_color_out gl_FrontColor
 #define cogl_tex_coord_out gl_TexCoord

 #define cogl_modelview_matrix gl_ModelViewMatrix
 #define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix
 #define cogl_projection_matrix gl_ProjectionMatrix
 #define cogl_texture_matrix gl_TextureMatrix

And for fragment shaders we have:

 #define cogl_color_in gl_Color
 #define cogl_tex_coord_in gl_TexCoord

 #define cogl_color_out gl_FragColor
 #define cogl_depth_out gl_FragDepth

 #define cogl_front_facing gl_FrontFacing
This commit is contained in:
Robert Bragg
2010-07-23 17:46:41 +01:00
parent 7a4c7b41c2
commit 353ea5299b
17 changed files with 500 additions and 130 deletions

View File

@@ -7,8 +7,8 @@ precision highp float;
/*** _cogl_fixed_fragment_shader_inputs ***/
/* Inputs from the vertex shader */
varying vec4 frag_color;
varying float fog_amount;
varying vec4 _cogl_color;
varying float _cogl_fog_amount;
/*** _cogl_fixed_fragment_shader_texturing_options ***/
@@ -17,10 +17,10 @@ varying float fog_amount;
/*** _cogl_fixed_fragment_shader_fogging_options ***/
/* Fogging options */
uniform vec4 fog_color;
uniform vec4 _cogl_fog_color;
/* Alpha test options */
uniform float alpha_test_ref;
uniform float _cogl_alpha_test_ref;
/*** _cogl_fixed_fragment_shader_main_declare ***/
@@ -33,30 +33,32 @@ main (void)
/*** _cogl_fixed_fragment_shader_fog ***/
/* Mix the calculated color with the fog color */
gl_FragColor.rgb = mix (fog_color.rgb, gl_FragColor.rgb, fog_amount);
gl_FragColor.rgb = mix (_cogl_fog_color.rgb, gl_FragColor.rgb,
_cogl_fog_amount);
/* Alpha testing */
/*** _cogl_fixed_fragment_shader_alpha_never ***/
discard;
/*** _cogl_fixed_fragment_shader_alpha_less ***/
if (gl_FragColor.a >= alpha_test_ref)
if (gl_FragColor.a >= _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_equal ***/
if (gl_FragColor.a != alpha_test_ref)
if (gl_FragColor.a != _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_lequal ***/
if (gl_FragColor.a > alpha_test_ref)
if (gl_FragColor.a > _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_greater ***/
if (gl_FragColor.a <= alpha_test_ref)
if (gl_FragColor.a <= _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_notequal ***/
if (gl_FragColor.a == alpha_test_ref)
if (gl_FragColor.a == _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_alpha_gequal ***/
if (gl_FragColor.a < alpha_test_ref)
if (gl_FragColor.a < _cogl_alpha_test_ref)
discard;
/*** _cogl_fixed_fragment_shader_end ***/
}

View File

@@ -1,30 +1,30 @@
/*** _cogl_fixed_vertex_shader_per_vertex_attribs ***/
/* Per vertex attributes */
attribute vec4 vertex_attrib;
attribute vec4 color_attrib;
attribute vec4 cogl_position_in;
attribute vec4 cogl_color_in;
/*** _cogl_fixed_vertex_shader_transform_matrices ***/
/* Transformation matrices */
uniform mat4 modelview_matrix;
uniform mat4 mvp_matrix; /* combined modelview and projection matrix */
uniform mat4 cogl_modelview_matrix;
uniform mat4 cogl_modelview_projection_matrix; /* combined modelview and projection matrix */
/*** _cogl_fixed_vertex_shader_output_variables ***/
/* Outputs to the fragment shader */
varying vec4 frag_color;
varying float fog_amount;
varying vec4 _cogl_color;
varying float _cogl_fog_amount;
/*** _cogl_fixed_vertex_shader_fogging_options ***/
/* Fogging options */
uniform float fog_density;
uniform float fog_start;
uniform float fog_end;
uniform float _cogl_fog_density;
uniform float _cogl_fog_start;
uniform float _cogl_fog_end;
/* Point options */
uniform float point_size;
uniform float cogl_point_size_in;
/*** _cogl_fixed_vertex_shader_main_start ***/
@@ -34,38 +34,40 @@ main (void)
vec4 transformed_tex_coord;
/* Calculate the transformed position */
gl_Position = mvp_matrix * vertex_attrib;
gl_Position = cogl_modelview_projection_matrix * cogl_position_in;
/* Copy across the point size from the uniform */
gl_PointSize = point_size;
gl_PointSize = cogl_point_size_in;
/* Calculate the transformed texture coordinate */
/*** _cogl_fixed_vertex_shader_frag_color_start ***/
/* Pass the interpolated vertex color on to the fragment shader */
frag_color = color_attrib;
_cogl_color = cogl_color_in;
/*** _cogl_fixed_vertex_shader_fog_start ***/
/* Estimate the distance from the eye using just the z-coordinate to
use as the fog coord */
vec4 eye_coord = modelview_matrix * vertex_attrib;
vec4 eye_coord = cogl_modelview_matrix * cogl_position_in;
float fog_coord = abs (eye_coord.z / eye_coord.w);
/* Calculate the fog amount per-vertex and interpolate it for the
fragment shader */
/*** _cogl_fixed_vertex_shader_fog_exp ***/
fog_amount = exp (-fog_density * fog_coord);
_cogl_fog_amount = exp (-fog_density * fog_coord);
/*** _cogl_fixed_vertex_shader_fog_exp2 ***/
fog_amount = exp (-fog_density * fog_coord
* fog_density * fog_coord);
_cogl_fog_amount = exp (-_cogl_fog_density * fog_coord
* _cogl_fog_density * fog_coord);
/*** _cogl_fixed_vertex_shader_fog_linear ***/
fog_amount = (fog_end - fog_coord) / (fog_end - fog_start);
_cogl_fog_amount = (_cogl_fog_end - fog_coord) /
(_cogl_fog_end - _cogl_fog_start);
/*** _cogl_fixed_vertex_shader_fog_end ***/
fog_amount = clamp (fog_amount, 0.0, 1.0);
_cogl_fog_amount = clamp (_cogl_fog_amount, 0.0, 1.0);
/*** _cogl_fixed_vertex_shader_end ***/
}

View File

@@ -318,7 +318,7 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
g_string_append_printf (shader_source,
"attribute vec4 multi_tex_coord_attrib%d;\n",
"attribute vec4 cogl_tex_coord%d_in;\n",
i);
/* Find the biggest enabled texture unit index */
@@ -332,11 +332,11 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
if (n_texture_units > 0)
{
g_string_append_printf (shader_source,
"uniform mat4 texture_matrix[%d];\n",
"uniform mat4 cogl_texture_matrix[%d];\n",
n_texture_units);
g_string_append_printf (shader_source,
"varying vec2 tex_coord[%d];",
"varying vec2 _cogl_tex_coord[%d];",
n_texture_units);
}
@@ -349,11 +349,11 @@ cogl_gles2_get_vertex_shader (const CoglGles2WrapperSettings *settings)
{
g_string_append_printf (shader_source,
"transformed_tex_coord = "
"texture_matrix[%d] "
" * multi_tex_coord_attrib%d;\n",
"cogl_texture_matrix[%d] "
" * cogl_tex_coord%d_in;\n",
i, i);
g_string_append_printf (shader_source,
"tex_coord[%d] = transformed_tex_coord.st "
"_cogl_tex_coord[%d] = transformed_tex_coord.st "
" / transformed_tex_coord.q;\n",
i);
}
@@ -410,19 +410,21 @@ cogl_gles2_add_texture_lookup (int unit,
_COGL_GET_GLES2_WRAPPER (w, NO_RETVAL);
if (w->settings.tex_env[unit].texture_target == GL_TEXTURE_3D_OES)
g_string_append_printf (shader_source, "texture3D (texture_unit[%d], ",
g_string_append_printf (shader_source,
"texture3D (_cogl_texture_unit[%d], ",
unit);
else
g_string_append_printf (shader_source, "texture2D (texture_unit[%d], ",
g_string_append_printf (shader_source,
"texture2D (_cogl_texture_unit[%d], ",
unit);
/* If point sprite coord generation is being used then divert to the
built-in varying var for that instead of the texture
coordinates */
if (w->settings.tex_env[unit].point_sprite_coords)
g_string_append (shader_source, "gl_PointCoord");
g_string_append (shader_source, "_cogl_point_coord");
else
g_string_append_printf (shader_source, "tex_coord[%d]", unit);
g_string_append_printf (shader_source, "_cogl_tex_coord[%d]", unit);
g_string_append_printf (shader_source, ").%s", swizzle);
}
@@ -458,7 +460,7 @@ cogl_gles2_add_arg (int unit,
break;
case GL_CONSTANT:
g_string_append_printf (shader_source, "combine_constant[%d].%s",
g_string_append_printf (shader_source, "_cogl_combine_constant[%d].%s",
unit, swizzle);
break;
@@ -470,7 +472,7 @@ cogl_gles2_add_arg (int unit,
}
/* flow through */
case GL_PRIMARY_COLOR:
g_string_append_printf (shader_source, "frag_color.%s", swizzle);
g_string_append_printf (shader_source, "_cogl_color.%s", swizzle);
break;
default:
@@ -635,13 +637,13 @@ cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
if (n_texture_units > 0)
{
g_string_append_printf (shader_source,
"varying vec2 tex_coord[%d];\n",
"varying vec2 _cogl_tex_coord[%d];\n",
n_texture_units);
g_string_append (shader_source,
_cogl_fixed_fragment_shader_texturing_options);
g_string_append_printf (shader_source,
"uniform sampler2D texture_unit[%d];\n",
"uniform sampler2D _cogl_texture_unit[%d];\n",
n_texture_units);
}
@@ -655,12 +657,12 @@ cogl_gles2_get_fragment_shader (const CoglGles2WrapperSettings *settings)
apparent bug in the PowerVR drivers. Without it the alpha
blending seems to stop working */
g_string_append (shader_source,
"vec4 frag_color_copy = frag_color;\n");
"vec4 frag_color_copy = _cogl_color;\n");
/* If there are no textures units enabled then we can just directly
use the color from the vertex shader */
if (n_texture_units == 0)
g_string_append (shader_source, "gl_FragColor = frag_color;\n");
g_string_append (shader_source, "gl_FragColor = _cogl_color;\n");
else
/* Otherwise we need to calculate the value based on the layer
combine settings */
@@ -769,17 +771,17 @@ cogl_gles2_wrapper_get_locations (GLuint program,
int i;
uniforms->mvp_matrix_uniform
= glGetUniformLocation (program, "mvp_matrix");
= glGetUniformLocation (program, "cogl_modelview_projection_matrix");
uniforms->modelview_matrix_uniform
= glGetUniformLocation (program, "modelview_matrix");
= glGetUniformLocation (program, "cogl_modelview_matrix");
for (i = 0; i < COGL_GLES2_MAX_TEXTURE_UNITS; i++)
if (COGL_GLES2_TEXTURE_UNIT_IS_ENABLED (settings->texture_units, i))
{
char *matrix_var_name = g_strdup_printf ("texture_matrix[%d]", i);
char *sampler_var_name = g_strdup_printf ("texture_unit[%d]", i);
char *matrix_var_name = g_strdup_printf ("cogl_texture_matrix[%d]", i);
char *sampler_var_name = g_strdup_printf ("_cogl_texture_unit[%d]", i);
char *tex_coord_var_name =
g_strdup_printf ("multi_tex_coord_attrib%d", i);
g_strdup_printf ("cogl_tex_coord%d_in", i);
uniforms->texture_matrix_uniforms[i]
= glGetUniformLocation (program, matrix_var_name);
@@ -800,30 +802,30 @@ cogl_gles2_wrapper_get_locations (GLuint program,
}
uniforms->fog_density_uniform
= glGetUniformLocation (program, "fog_density");
= glGetUniformLocation (program, "_cogl_fog_density");
uniforms->fog_start_uniform
= glGetUniformLocation (program, "fog_start");
= glGetUniformLocation (program, "_cogl_fog_start");
uniforms->fog_end_uniform
= glGetUniformLocation (program, "fog_end");
= glGetUniformLocation (program, "_cogl_fog_end");
uniforms->fog_color_uniform
= glGetUniformLocation (program, "fog_color");
= glGetUniformLocation (program, "_cogl_fog_color");
uniforms->alpha_test_ref_uniform
= glGetUniformLocation (program, "alpha_test_ref");
= glGetUniformLocation (program, "_cogl_alpha_test_ref");
uniforms->point_size_uniform
= glGetUniformLocation (program, "point_size");
= glGetUniformLocation (program, "cogl_point_size_in");
}
static void
cogl_gles2_wrapper_bind_attributes (GLuint program)
{
glBindAttribLocation (program, COGL_GLES2_WRAPPER_VERTEX_ATTRIB,
"vertex_attrib");
"cogl_position_in");
glBindAttribLocation (program, COGL_GLES2_WRAPPER_COLOR_ATTRIB,
"color_attrib");
"cogl_color_in");
glBindAttribLocation (program, COGL_GLES2_WRAPPER_NORMAL_ATTRIB,
"normal_attrib");
"cogl_normal_in");
}
static CoglGles2WrapperProgram *