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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
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@ -57,18 +57,17 @@ typedef struct _ClutterBlurEffectClass ClutterBlurEffectClass;
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* horizontal/vertical two pass shader for the gaussian blur
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*/
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static const gchar *box_blur_glsl_shader =
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"#version 110\n"
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"uniform sampler2D tex;\n"
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"uniform float x_step, y_step;\n"
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"\n"
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"vec4 get_rgba_rel (sampler2D source, float dx, float dy)\n"
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"{\n"
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" return texture2D (tex, gl_TexCoord[0].st + vec2 (dx, dy) * 2.0);\n"
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" return texture2D (tex, cogl_tex_coord[0].st + vec2 (dx, dy) * 2.0);\n"
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"}\n"
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
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" color += get_rgba_rel (tex, -x_step, -y_step);\n"
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" color += get_rgba_rel (tex, 0.0, -y_step);\n"
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" color += get_rgba_rel (tex, x_step, -y_step);\n"
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@ -78,7 +77,7 @@ static const gchar *box_blur_glsl_shader =
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" color += get_rgba_rel (tex, -x_step, y_step);\n"
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" color += get_rgba_rel (tex, 0.0, y_step);\n"
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" color += get_rgba_rel (tex, x_step, y_step);\n"
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" gl_FragColor = color / 9.0;\n"
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" cogl_color_out = color / 9.0;\n"
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"}";
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struct _ClutterBlurEffect
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@ -84,15 +84,14 @@ struct _ClutterColorizeEffectClass
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* Addison-Wesley
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*/
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static const gchar *colorize_glsl_shader =
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"#version 110\n"
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"uniform sampler2D tex;\n"
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"uniform vec3 tint;\n"
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
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" float gray = dot (color.rgb, vec3 (0.299, 0.587, 0.114));\n"
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" gl_FragColor = vec4 (gray * tint, color.a);\n"
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" cogl_color_out = vec4 (gray * tint, color.a);\n"
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"}\n";
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/* a lame sepia */
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@ -88,7 +88,6 @@ struct _ClutterDesaturateEffectClass
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* Addison-Wesley
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*/
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static const gchar *desaturate_glsl_shader =
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"#version 110\n"
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"uniform sampler2D tex;\n"
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"uniform float factor;\n"
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"\n"
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@ -101,9 +100,9 @@ static const gchar *desaturate_glsl_shader =
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"\n"
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"void main ()\n"
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"{\n"
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" vec4 color = gl_Color * texture2D (tex, vec2 (gl_TexCoord[0].xy));\n"
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" vec4 color = cogl_color_in * texture2D (tex, vec2 (cogl_tex_coord[0].xy));\n"
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" color.rgb = desaturate (color.rgb, factor);\n"
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" gl_FragColor = color;\n"
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" cogl_color_out = color;\n"
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"}\n";
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enum
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@ -239,7 +239,7 @@ cogl_create_context (void)
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default_texture_data);
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cogl_push_source (_context->opaque_color_pipeline);
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_cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE);
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_cogl_pipeline_flush_gl_state (_context->opaque_color_pipeline, FALSE, 0);
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_cogl_enable (enable_flags);
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_cogl_flush_face_winding ();
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@ -230,7 +230,7 @@ _cogl_path_stroke_nodes (void)
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cogl_push_source (source);
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_cogl_pipeline_flush_gl_state (source, FALSE);
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_cogl_pipeline_flush_gl_state (source, FALSE, 0);
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/* Disable all client texture coordinate arrays */
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_cogl_bitmask_clear_all (&ctx->temp_bitmask);
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@ -376,7 +376,7 @@ _cogl_add_path_to_stencil_buffer (CoglPath *path,
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/* Just setup a simple pipeline that doesn't use texturing... */
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cogl_push_source (ctx->stencil_pipeline);
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_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE);
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_cogl_pipeline_flush_gl_state (ctx->stencil_pipeline, FALSE, 0);
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_cogl_enable (enable_flags);
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@ -327,7 +327,8 @@ get_arbfp_program_state (CoglPipeline *pipeline)
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static gboolean
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_cogl_pipeline_backend_arbfp_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference)
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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CoglPipelineBackendARBfpPrivate *priv;
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CoglPipeline *authority;
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@ -73,7 +73,8 @@ _cogl_pipeline_backend_fixed_get_max_texture_units (void)
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static gboolean
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_cogl_pipeline_backend_fixed_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference)
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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_cogl_use_program (0, COGL_PIPELINE_PROGRAM_TYPE_FIXED);
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return TRUE;
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@ -73,6 +73,17 @@ typedef struct _GlslProgramState
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unsigned int user_program_age;
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GLuint gl_program;
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#ifdef HAVE_COGL_GLES2
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/* To allow writing shaders that are portable between GLES 2 and
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* OpenGL Cogl prepends a number of boilerplate #defines and
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* declarations to user shaders. One of those declarations is an
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* array of texture coordinate varyings, but to know how to emit the
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* declaration we need to know how many texture coordinate
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* attributes are in use. The boilerplate also needs to be changed
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* if this increases. */
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int n_tex_coord_attribs;
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#endif
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/* This is set to TRUE if the program has changed since we last
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flushed the uniforms */
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gboolean gl_program_changed;
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@ -252,7 +263,8 @@ link_program (GLint gl_program)
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static gboolean
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_cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference)
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unsigned long pipelines_difference,
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int n_tex_coord_attribs)
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{
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CoglPipelineBackendGlslPrivate *priv;
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CoglPipeline *authority;
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@ -285,8 +297,17 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
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if (priv->glsl_program_state)
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{
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/* However if the program has changed since the last link then we do
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need to relink */
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if (priv->glsl_program_state->user_program_age == user_program->age)
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* need to relink
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*
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* Also if the number of texture coordinate attributes in use has
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* increased, then delete the program so we can prepend a new
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* _cogl_tex_coord[] varying array declaration. */
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if (priv->glsl_program_state->user_program_age == user_program->age
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#ifdef HAVE_COGL_GLES2
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&& priv->glsl_program_state->n_tex_coord_attribs >=
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n_tex_coord_attribs
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#endif
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)
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return TRUE;
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/* Destroy the existing program. We can't just dirty the whole
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@ -340,6 +361,18 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
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GE_RET( gl_program, glCreateProgram () );
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#ifdef HAVE_COGL_GLES2
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/* Find the largest count of texture coordinate attributes
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* associated with each of the shaders so we can ensure a consistent
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* _cogl_tex_coord[] array declaration across all of the shaders.*/
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for (l = user_program->attached_shaders; l; l = l->next)
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{
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CoglShader *shader = l->data;
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n_tex_coord_attribs = MAX (shader->n_tex_coord_attribs,
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n_tex_coord_attribs);
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}
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#endif
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/* Add all of the shaders from the user program */
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for (l = user_program->attached_shaders; l; l = l->next)
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{
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@ -347,11 +380,16 @@ _cogl_pipeline_backend_glsl_start (CoglPipeline *pipeline,
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g_assert (shader->language == COGL_SHADER_LANGUAGE_GLSL);
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_cogl_shader_compile_real (shader, n_tex_coord_attribs);
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GE( glAttachShader (gl_program, shader->gl_handle) );
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}
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priv->glsl_program_state->gl_program = gl_program;
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priv->glsl_program_state->user_program_age = user_program->age;
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#ifdef HAVE_COGL_GLES2
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priv->glsl_program_state->n_tex_coord_attribs = n_tex_coord_attribs;
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#endif
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link_program (gl_program);
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@ -150,7 +150,8 @@ _cogl_gl_use_program_wrapper (CoglHandle program);
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void
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_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
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gboolean skip_gl_state);
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gboolean skip_gl_state,
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int n_tex_coord_attribs);
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#endif /* __COGL_PIPELINE_OPENGL_PRIVATE_H */
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@ -1036,7 +1036,8 @@ backend_add_layer_cb (CoglPipelineLayer *layer,
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*/
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void
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_cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
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gboolean skip_gl_color)
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gboolean skip_gl_color,
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int n_tex_coord_attribs)
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{
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unsigned long pipelines_difference;
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int n_layers;
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@ -1139,7 +1140,8 @@ _cogl_pipeline_flush_gl_state (CoglPipeline *pipeline,
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* scratch buffers here... */
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if (G_UNLIKELY (!backend->start (pipeline,
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n_layers,
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pipelines_difference)))
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pipelines_difference,
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n_tex_coord_attribs)))
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continue;
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state.backend = backend;
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gboolean (*start) (CoglPipeline *pipeline,
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int n_layers,
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unsigned long pipelines_difference);
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unsigned long pipelines_difference,
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int n_tex_coord_attribs);
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gboolean (*add_layer) (CoglPipeline *pipeline,
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CoglPipelineLayer *layer,
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unsigned long layers_difference);
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107
clutter/cogl/cogl/cogl-shader-boilerplate.h
Normal file
107
clutter/cogl/cogl/cogl-shader-boilerplate.h
Normal file
@ -0,0 +1,107 @@
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/*
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* Cogl
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*
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* An object oriented GL/GLES Abstraction/Utility Layer
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*
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* Copyright (C) 2010 Intel Corporation.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*
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* Authors:
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* Robert Bragg <robert@linux.intel.com>
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*/
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#ifndef __COGL_SHADER_BOILERPLATE_H
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#define __COGL_SHADER_BOILERPLATE_H
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#include "cogl.h"
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#define _COGL_COMMON_SHADER_BOILERPLATE \
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"#define COGL_VERSION 100\n" \
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"\n"
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#ifndef HAVE_COGL_GLES2
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#define _COGL_VERTEX_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_position_in gl_Vertex\n" \
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"#define cogl_color_in gl_Color\n" \
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"#define cogl_tex_coord_in gl_MultiTexCoord0\n" \
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"#define cogl_tex_coord0_in gl_MultiTexCoord0\n" \
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"#define cogl_tex_coord1_in gl_MultiTexCoord1\n" \
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"#define cogl_tex_coord2_in gl_MultiTexCoord2\n" \
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"#define cogl_tex_coord3_in gl_MultiTexCoord3\n" \
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"#define cogl_tex_coord4_in gl_MultiTexCoord4\n" \
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"#define cogl_tex_coord5_in gl_MultiTexCoord5\n" \
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"#define cogl_tex_coord6_in gl_MultiTexCoord6\n" \
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"#define cogl_tex_coord7_in gl_MultiTexCoord7\n" \
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"#define cogl_normal_in gl_Normal\n" \
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"\n" \
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"#define cogl_position_out gl_Position\n" \
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"#define cogl_point_size_out gl_PointSize\n" \
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"#define cogl_color_out gl_FrontColor\n" \
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"#define cogl_tex_coord_out gl_TexCoord\n" \
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"\n" \
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"#define cogl_modelview_matrix gl_ModelViewMatrix\n" \
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"#define cogl_modelview_projection_matrix gl_ModelViewProjectionMatrix\n" \
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"#define cogl_projection_matrix gl_ProjectionMatrix\n" \
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"#define cogl_texture_matrix gl_TextureMatrix\n" \
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#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_color_in gl_Color\n" \
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"#define cogl_tex_coord_in gl_TexCoord\n" \
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"\n" \
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"#define cogl_color_out gl_FragColor\n" \
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"#define cogl_depth_out gl_FragDepth\n" \
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"\n" \
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"#define cogl_front_facing gl_FrontFacing\n"
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#if 0
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/* GLSL 1.2 has a bottom left origin, though later versions
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* allow use of an origin_upper_left keyword which would be
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* more appropriate for Cogl. */
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"#define coglFragCoord gl_FragCoord\n"
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#endif
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#else /* HAVE_COGL_GLES2 */
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#define _COGL_VERTEX_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#define cogl_color_out _cogl_color\n" \
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"#define cogl_point_coord_out _cogl_point_coord\n" \
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"#define cogl_tex_coord_out _cogl_tex_coord\n"
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#define _COGL_FRAGMENT_SHADER_BOILERPLATE \
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_COGL_COMMON_SHADER_BOILERPLATE \
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"#if __VERSION__ == 100\n" \
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"precision highp float;\n" \
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"#endif\n" \
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"\n" \
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"varying vec4 _cogl_color;\n" \
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"\n" \
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"#define cogl_color_in _cogl_color\n" \
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"#define cogl_tex_coord_in _cogl_tex_coord\n" \
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"\n" \
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"#define cogl_color_out gl_FragColor\n" \
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"#define cogl_depth_out gl_FragDepth\n" \
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"\n" \
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"#define cogl_front_facing gl_FrontFacing\n"
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#endif /* HAVE_COGL_GLES2 */
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#endif /* __COGL_SHADER_BOILERPLATE_H */
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@ -40,12 +40,17 @@ struct _CoglShader
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{
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CoglHandleObject _parent;
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GLuint gl_handle;
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int n_tex_coord_attribs;
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CoglShaderType type;
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CoglShaderLanguage language;
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char *source;
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};
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CoglShader *_cogl_shader_pointer_from_handle (CoglHandle handle);
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void
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_cogl_shader_compile_real (CoglHandle handle, int n_tex_coord_attribs);
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CoglShaderLanguage
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_cogl_program_get_language (CoglHandle handle);
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@ -27,6 +27,7 @@
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#include "cogl.h"
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#include "cogl-shader-private.h"
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#include "cogl-shader-boilerplate.h"
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#include "cogl-internal.h"
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#include "cogl-context.h"
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#include "cogl-handle.h"
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@ -100,11 +101,35 @@ cogl_create_shader (CoglShaderType type)
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shader = g_slice_new (CoglShader);
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shader->language = COGL_SHADER_LANGUAGE_GLSL;
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shader->gl_handle = 0;
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#ifdef HAVE_COGL_GLES2
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shader->n_tex_coord_attribs = 0;
|
||||
#endif
|
||||
shader->type = type;
|
||||
|
||||
return _cogl_shader_handle_new (shader);
|
||||
}
|
||||
|
||||
static void
|
||||
delete_shader (CoglShader *shader)
|
||||
{
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
#ifdef HAVE_COGL_GL
|
||||
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
|
||||
{
|
||||
if (shader->gl_handle)
|
||||
GE (glDeletePrograms (1, &shader->gl_handle));
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
if (shader->gl_handle)
|
||||
GE (glDeleteShader (shader->gl_handle));
|
||||
}
|
||||
|
||||
shader->gl_handle = 0;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_shader_source (CoglHandle handle,
|
||||
const char *source)
|
||||
@ -127,29 +152,55 @@ cogl_shader_source (CoglHandle handle,
|
||||
language = COGL_SHADER_LANGUAGE_GLSL;
|
||||
|
||||
/* Delete the old object if the language is changing... */
|
||||
if (G_UNLIKELY (language != shader->language))
|
||||
{
|
||||
#ifdef HAVE_COGL_GL
|
||||
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
|
||||
{
|
||||
if (shader->gl_handle)
|
||||
GE (glDeletePrograms (1, &shader->gl_handle));
|
||||
}
|
||||
else
|
||||
#endif
|
||||
{
|
||||
if (shader->gl_handle)
|
||||
GE (glDeleteShader (shader->gl_handle));
|
||||
}
|
||||
}
|
||||
if (G_UNLIKELY (language != shader->language) &&
|
||||
shader->gl_handle)
|
||||
delete_shader (shader);
|
||||
|
||||
shader->source = g_strdup (source);
|
||||
|
||||
shader->language = language;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_shader_compile (CoglHandle handle)
|
||||
{
|
||||
CoglShader *shader = handle;
|
||||
|
||||
if (!cogl_is_shader (handle))
|
||||
return;
|
||||
|
||||
#ifdef HAVE_COGL_GL
|
||||
if (language == COGL_SHADER_LANGUAGE_ARBFP)
|
||||
_cogl_shader_compile_real (shader, 0 /* ignored */);
|
||||
#endif
|
||||
|
||||
/* XXX: For GLES2 we don't actually compile anything until the
|
||||
* shader gets used so we have an opportunity to add some
|
||||
* boilerplate to the shader.
|
||||
*
|
||||
* At the end of the day this is obviously a badly designed API
|
||||
* given that we are having to lie to the user. It was a mistake to
|
||||
* so thinly wrap the OpenGL shader API and the current plan is to
|
||||
* replace it with a pipeline snippets API. */
|
||||
}
|
||||
|
||||
void
|
||||
_cogl_shader_compile_real (CoglHandle handle,
|
||||
int n_tex_coord_attribs)
|
||||
{
|
||||
CoglShader *shader = handle;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
#ifdef HAVE_COGL_GL
|
||||
if (shader->language == COGL_SHADER_LANGUAGE_ARBFP)
|
||||
{
|
||||
#ifdef COGL_GL_DEBUG
|
||||
GLenum gl_error;
|
||||
#endif
|
||||
|
||||
if (shader->gl_handle)
|
||||
return;
|
||||
|
||||
GE (glGenPrograms (1, &shader->gl_handle));
|
||||
|
||||
GE (glBindProgram (GL_FRAGMENT_PROGRAM_ARB, shader->gl_handle));
|
||||
@ -160,8 +211,8 @@ cogl_shader_source (CoglHandle handle,
|
||||
#endif
|
||||
glProgramString (GL_FRAGMENT_PROGRAM_ARB,
|
||||
GL_PROGRAM_FORMAT_ASCII_ARB,
|
||||
strlen (source),
|
||||
source);
|
||||
strlen (shader->source),
|
||||
shader->source);
|
||||
#ifdef COGL_GL_DEBUG
|
||||
gl_error = glGetError ();
|
||||
if (gl_error != GL_NO_ERROR)
|
||||
@ -169,7 +220,7 @@ cogl_shader_source (CoglHandle handle,
|
||||
g_warning ("%s: GL error (%d): Failed to compile ARBfp:\n%s\n%s",
|
||||
G_STRLOC,
|
||||
gl_error,
|
||||
source,
|
||||
shader->source,
|
||||
glGetString (GL_PROGRAM_ERROR_STRING_ARB));
|
||||
}
|
||||
#endif
|
||||
@ -177,44 +228,70 @@ cogl_shader_source (CoglHandle handle,
|
||||
else
|
||||
#endif
|
||||
{
|
||||
if (!shader->gl_handle)
|
||||
char *sourcev[4];
|
||||
int count = 0;
|
||||
GLenum gl_type;
|
||||
|
||||
if (shader->gl_handle
|
||||
#ifdef HAVE_COGL_GLES2
|
||||
&& shader->n_tex_coord_attribs >= n_tex_coord_attribs
|
||||
#endif
|
||||
)
|
||||
return;
|
||||
|
||||
if (shader->gl_handle)
|
||||
delete_shader (shader);
|
||||
|
||||
switch (shader->type)
|
||||
{
|
||||
GLenum gl_type;
|
||||
|
||||
switch (shader->type)
|
||||
{
|
||||
case COGL_SHADER_TYPE_VERTEX:
|
||||
gl_type = GL_VERTEX_SHADER;
|
||||
break;
|
||||
case COGL_SHADER_TYPE_FRAGMENT:
|
||||
gl_type = GL_FRAGMENT_SHADER;
|
||||
break;
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
break;
|
||||
}
|
||||
|
||||
shader->gl_handle = glCreateShader (gl_type);
|
||||
case COGL_SHADER_TYPE_VERTEX:
|
||||
gl_type = GL_VERTEX_SHADER;
|
||||
break;
|
||||
case COGL_SHADER_TYPE_FRAGMENT:
|
||||
gl_type = GL_FRAGMENT_SHADER;
|
||||
break;
|
||||
default:
|
||||
g_assert_not_reached ();
|
||||
break;
|
||||
}
|
||||
glShaderSource (shader->gl_handle, 1, &source, NULL);
|
||||
|
||||
shader->gl_handle = glCreateShader (gl_type);
|
||||
|
||||
sourcev[count++] = _COGL_COMMON_SHADER_BOILERPLATE;
|
||||
if (shader->type == COGL_SHADER_TYPE_VERTEX)
|
||||
sourcev[count++] = _COGL_VERTEX_SHADER_BOILERPLATE;
|
||||
else
|
||||
sourcev[count++] = _COGL_FRAGMENT_SHADER_BOILERPLATE;
|
||||
|
||||
#ifdef HAVE_COGL_GLES2
|
||||
if (n_tex_coord_attribs)
|
||||
sourcev[count++] =
|
||||
g_strdup_printf ("varying vec2 _cogl_tex_coord[%d];\n",
|
||||
n_tex_coord_attribs);
|
||||
shader->n_tex_coord_attribs = n_tex_coord_attribs;
|
||||
#endif
|
||||
|
||||
sourcev[count++] = shader->source;
|
||||
|
||||
glShaderSource (shader->gl_handle, count, (const char **)sourcev, NULL);
|
||||
|
||||
#ifdef HAVE_COGL_GLES2
|
||||
if (count == 4)
|
||||
g_free (sourcev[2]);
|
||||
#endif
|
||||
|
||||
GE (glCompileShader (shader->gl_handle));
|
||||
|
||||
#ifdef COGL_GL_DEBUG
|
||||
if (!cogl_shader_is_compiled (handle))
|
||||
{
|
||||
char *log = cogl_shader_get_info_log (handle);
|
||||
g_warning ("Failed to compile GLSL program:\nsrc:\n%s\nerror:\n%s\n",
|
||||
shader->source,
|
||||
log);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
shader->language = language;
|
||||
}
|
||||
|
||||
void
|
||||
cogl_shader_compile (CoglHandle handle)
|
||||
{
|
||||
CoglShader *shader;
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
if (!cogl_is_shader (handle))
|
||||
return;
|
||||
|
||||
shader = _cogl_shader_pointer_from_handle (handle);
|
||||
|
||||
if (shader->language == COGL_SHADER_LANGUAGE_GLSL)
|
||||
GE (glCompileShader (shader->gl_handle));
|
||||
}
|
||||
|
||||
char *
|
||||
@ -242,6 +319,21 @@ cogl_shader_get_info_log (CoglHandle handle)
|
||||
{
|
||||
char buffer[512];
|
||||
int len = 0;
|
||||
|
||||
/* We don't normally compile the shader when the user calls
|
||||
* cogl_shader_compile() because we want to be able to add
|
||||
* boilerplate code that depends on how it ends up finally being
|
||||
* used.
|
||||
*
|
||||
* Here we force an early compile if the user is interested in
|
||||
* log information to increase the chance that the log will be
|
||||
* useful! We have to guess the number of texture coordinate
|
||||
* attributes that may be used (normally less than 4) since that
|
||||
* affects the boilerplate.
|
||||
*/
|
||||
if (!shader->gl_handle)
|
||||
_cogl_shader_compile_real (handle, 4);
|
||||
|
||||
glGetShaderInfoLog (shader->gl_handle, 511, &len, buffer);
|
||||
buffer[len] = '\0';
|
||||
return g_strdup (buffer);
|
||||
@ -284,6 +376,24 @@ cogl_shader_is_compiled (CoglHandle handle)
|
||||
else
|
||||
#endif
|
||||
{
|
||||
/* FIXME: We currently have an arbitrary limit of 4 texture
|
||||
* coordinate attributes since our API means we have to add
|
||||
* some boilerplate to the users GLSL program (for GLES2)
|
||||
* before we actually know how many attributes are in use.
|
||||
*
|
||||
* 4 will probably be enough (or at least that limitation should
|
||||
* be enough until we can replace this API with the pipeline
|
||||
* snippets API) but if it isn't then the shader won't compile,
|
||||
* through no fault of the user.
|
||||
*
|
||||
* To some extent this is just a symptom of bad API design; it
|
||||
* was a mistake for Cogl to so thinly wrap the OpenGL shader
|
||||
* API. Eventually we plan for this whole API will be deprecated
|
||||
* by the pipeline snippets framework.
|
||||
*/
|
||||
if (!shader->gl_handle)
|
||||
_cogl_shader_compile_real (handle, 4);
|
||||
|
||||
GE (glGetShaderiv (shader->gl_handle, GL_COMPILE_STATUS, &status));
|
||||
if (status == GL_TRUE)
|
||||
return TRUE;
|
||||
|
@ -435,6 +435,7 @@ enable_gl_state (CoglVertexAttribute **attributes,
|
||||
gboolean skip_gl_color = FALSE;
|
||||
CoglPipeline *source;
|
||||
CoglPipeline *copy = NULL;
|
||||
int n_tex_coord_attribs = 0;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, COGL_INVALID_HANDLE);
|
||||
|
||||
@ -490,6 +491,7 @@ enable_gl_state (CoglVertexAttribute **attributes,
|
||||
base + attribute->offset));
|
||||
_cogl_bitmask_set (&ctx->temp_bitmask,
|
||||
attribute->texture_unit, TRUE);
|
||||
n_tex_coord_attribs++;
|
||||
break;
|
||||
case COGL_VERTEX_ATTRIBUTE_NAME_ID_POSITION_ARRAY:
|
||||
enable_flags |= COGL_ENABLE_VERTEX_ARRAY;
|
||||
@ -578,7 +580,7 @@ enable_gl_state (CoglVertexAttribute **attributes,
|
||||
_cogl_pipeline_apply_legacy_state (source);
|
||||
}
|
||||
|
||||
_cogl_pipeline_flush_gl_state (source, skip_gl_color);
|
||||
_cogl_pipeline_flush_gl_state (source, skip_gl_color, n_tex_coord_attribs);
|
||||
|
||||
if (ctx->enable_backface_culling)
|
||||
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
||||
|
@ -218,6 +218,79 @@ validate_gl_attribute (const char *gl_attribute,
|
||||
return type;
|
||||
}
|
||||
|
||||
/* There are a number of standard OpenGL attributes that we deal with
|
||||
* specially. These attributes are all namespaced with a "gl_" prefix
|
||||
* so we should catch any typos instead of silently adding a custom
|
||||
* attribute.
|
||||
*/
|
||||
static CoglVertexBufferAttribFlags
|
||||
validate_cogl_attribute (const char *cogl_attribute,
|
||||
guint8 n_components,
|
||||
guint8 *texture_unit)
|
||||
{
|
||||
CoglVertexBufferAttribFlags type;
|
||||
char *detail_seperator = NULL;
|
||||
int name_len;
|
||||
|
||||
detail_seperator = strstr (cogl_attribute, "::");
|
||||
if (detail_seperator)
|
||||
name_len = detail_seperator - cogl_attribute;
|
||||
else
|
||||
name_len = strlen (cogl_attribute);
|
||||
|
||||
if (strncmp (cogl_attribute, "position_in", name_len) == 0)
|
||||
{
|
||||
if (G_UNLIKELY (n_components == 1))
|
||||
g_critical ("glVertexPointer doesn't allow 1 component vertex "
|
||||
"positions so we currently only support "
|
||||
"\"cogl_position_in\" attributes where "
|
||||
"n_components == 2, 3 or 4");
|
||||
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_VERTEX_ARRAY;
|
||||
}
|
||||
else if (strncmp (cogl_attribute, "color_in", name_len) == 0)
|
||||
{
|
||||
if (G_UNLIKELY (n_components != 3 && n_components != 4))
|
||||
g_critical ("glColorPointer expects 3 or 4 component colors so we "
|
||||
"currently only support \"cogl_color_in\" attributes "
|
||||
"where n_components == 3 or 4");
|
||||
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_COLOR_ARRAY;
|
||||
}
|
||||
else if (strncmp (cogl_attribute,
|
||||
"cogl_tex_coord",
|
||||
strlen ("cogl_tex_coord")) == 0)
|
||||
{
|
||||
unsigned int unit;
|
||||
|
||||
if (strcmp (cogl_attribute, "cogl_tex_coord_in") == 0)
|
||||
unit = 0;
|
||||
else if (sscanf (cogl_attribute, "cogl_tex_coord%u_in", &unit) != 1)
|
||||
{
|
||||
g_warning ("texture coordinate attributes should either be "
|
||||
"referenced as \"cogl_tex_coord_in\" or with a"
|
||||
"texture unit number like \"cogl_tex_coord1_in\"");
|
||||
unit = 0;
|
||||
}
|
||||
/* FIXME: validate any '::' delimiter for this case */
|
||||
*texture_unit = unit;
|
||||
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_TEXTURE_COORD_ARRAY;
|
||||
}
|
||||
else if (strncmp (cogl_attribute, "normal_in", name_len) == 0)
|
||||
{
|
||||
if (G_UNLIKELY (n_components != 3))
|
||||
g_critical ("glNormalPointer expects 3 component normals so we "
|
||||
"currently only support \"cogl_normal_in\" attributes "
|
||||
"where n_components == 3");
|
||||
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_NORMAL_ARRAY;
|
||||
}
|
||||
else
|
||||
{
|
||||
g_warning ("Unknown cogl_* attribute name cogl_%s\n", cogl_attribute);
|
||||
type = COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID;
|
||||
}
|
||||
|
||||
return type;
|
||||
}
|
||||
|
||||
/* This validates that a custom attribute name is a valid GLSL variable name
|
||||
*
|
||||
* NB: attribute names may have a detail component delimited using '::' E.g.
|
||||
@ -402,8 +475,9 @@ cogl_vertex_buffer_add (CoglHandle handle,
|
||||
|
||||
attribute = submitted_attribute;
|
||||
|
||||
/* since we will skip validate_gl_attribute in this case, we need
|
||||
* to pluck out the attribute type before overwriting the flags: */
|
||||
/* since we will skip validate_gl/cogl_attribute in this case, we
|
||||
* need to pluck out the attribute type before overwriting the
|
||||
* flags: */
|
||||
flags |=
|
||||
attribute->flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_TYPE_MASK;
|
||||
break;
|
||||
@ -424,6 +498,14 @@ cogl_vertex_buffer_add (CoglHandle handle,
|
||||
if (flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
|
||||
return;
|
||||
}
|
||||
else if (strncmp (attribute_name, "cogl_", 5) == 0)
|
||||
{
|
||||
flags |= validate_cogl_attribute (attribute_name + 5,
|
||||
n_components,
|
||||
&texture_unit);
|
||||
if (flags & COGL_VERTEX_BUFFER_ATTRIB_FLAG_INVALID)
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_CUSTOM_ARRAY;
|
||||
|
@ -745,6 +745,7 @@ void
|
||||
cogl_begin_gl (void)
|
||||
{
|
||||
unsigned long enable_flags = 0;
|
||||
CoglPipeline *pipeline;
|
||||
|
||||
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
|
||||
|
||||
@ -777,8 +778,21 @@ cogl_begin_gl (void)
|
||||
*
|
||||
* A user should instead call cogl_set_source_color4ub() before
|
||||
* cogl_begin_gl() to simplify the state flushed.
|
||||
*
|
||||
* XXX: note defining n_tex_coord_attribs using
|
||||
* cogl_pipeline_get_n_layers is a hack, but the problem is that
|
||||
* n_tex_coord_attribs is usually defined when drawing a primitive
|
||||
* which isn't happening here.
|
||||
*
|
||||
* Maybe it would be more useful if this code did flush the
|
||||
* opaque_color_pipeline and then call into cogl-pipeline-opengl.c to then
|
||||
* restore all state for the material's backend back to default OpenGL
|
||||
* values.
|
||||
*/
|
||||
_cogl_pipeline_flush_gl_state (cogl_get_source (), FALSE);
|
||||
pipeline = cogl_get_source ();
|
||||
_cogl_pipeline_flush_gl_state (pipeline,
|
||||
FALSE,
|
||||
cogl_pipeline_get_n_layers (pipeline));
|
||||
|
||||
if (ctx->enable_backface_culling)
|
||||
enable_flags |= COGL_ENABLE_BACKFACE_CULLING;
|
||||
|
@ -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 ***/
|
||||
}
|
||||
|
||||
|
@ -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 ***/
|
||||
}
|
||||
|
||||
|
@ -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 *
|
||||
|
@ -11,25 +11,6 @@ typedef struct
|
||||
char *source;
|
||||
} ShaderSource;
|
||||
|
||||
/* These variables are used instead of the standard GLSL variables on
|
||||
GLES 2 */
|
||||
#ifdef COGL_HAS_GLES2
|
||||
|
||||
#define GLES2_VARS \
|
||||
"precision mediump float;\n" \
|
||||
"varying vec2 tex_coord[1];\n" \
|
||||
"varying vec4 frag_color;\n"
|
||||
#define TEX_COORD "tex_coord[0]"
|
||||
#define COLOR_VAR "frag_color"
|
||||
|
||||
#else /* COGL_HAS_GLES2 */
|
||||
|
||||
#define GLES2_VARS ""
|
||||
#define TEX_COORD "gl_TexCoord[0]"
|
||||
#define COLOR_VAR "gl_Color"
|
||||
|
||||
#endif /* COGL_HAS_GLES2 */
|
||||
|
||||
/* a couple of boilerplate defines that are common amongst all the
|
||||
* sample shaders
|
||||
*/
|
||||
@ -38,21 +19,20 @@ typedef struct
|
||||
* initialized, from a sampler2D in a variable tex.
|
||||
*/
|
||||
#define FRAGMENT_SHADER_VARS \
|
||||
GLES2_VARS \
|
||||
"uniform sampler2D tex;" \
|
||||
"uniform float x_step, y_step;" \
|
||||
"uniform float x_step, y_step;"
|
||||
|
||||
#define FRAGMENT_SHADER_BEGIN \
|
||||
"void main (){" \
|
||||
" vec4 color = texture2D (tex, vec2(" TEX_COORD "));"
|
||||
" vec4 color = texture2D (tex, vec2(cogl_tex_coord_in[0]));"
|
||||
|
||||
/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
|
||||
* blended with the gl specified color (makes the opacity of actors work
|
||||
* correctly).
|
||||
*/
|
||||
#define FRAGMENT_SHADER_END \
|
||||
" gl_FragColor = color;" \
|
||||
" gl_FragColor = gl_FragColor * " COLOR_VAR ";" \
|
||||
" cogl_color_out = color;" \
|
||||
" cogl_color_out = cogl_color_out * cogl_color_in;" \
|
||||
"}"
|
||||
|
||||
static ShaderSource shaders[]=
|
||||
@ -80,8 +60,8 @@ static ShaderSource shaders[]=
|
||||
" for (v=-radius;v<radius;v++)"
|
||||
" {"
|
||||
" color += texture2D(tex, "
|
||||
" vec2(" TEX_COORD ".s + u * 2.0 * x_step, "
|
||||
" " TEX_COORD ".t + v * 2.0 * y_step));"
|
||||
" vec2(cogl_tex_coord_in[0].s + u * 2.0 * x_step, "
|
||||
" cogl_tex_coord_in[0].t + v * 2.0 * y_step));"
|
||||
" count ++;"
|
||||
" }"
|
||||
"color = color / float(count);"
|
||||
@ -89,7 +69,7 @@ static ShaderSource shaders[]=
|
||||
#else
|
||||
"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
|
||||
"{"
|
||||
" return texture2D (tex, " TEX_COORD ".st "
|
||||
" return texture2D (tex, cogl_tex_coord_in[0].st "
|
||||
" + vec2(dx, dy) * 2.0);"
|
||||
"}"
|
||||
|
||||
@ -144,7 +124,7 @@ static ShaderSource shaders[]=
|
||||
{"combined-mirror",
|
||||
FRAGMENT_SHADER_VARS
|
||||
FRAGMENT_SHADER_BEGIN
|
||||
" vec4 colorB = texture2D (tex, vec2(" TEX_COORD ".ts));"
|
||||
" vec4 colorB = texture2D (tex, vec2(cogl_tex_coord_in[0].ts));"
|
||||
" float avg = (color.r + color.g + color.b) / 3.0;"
|
||||
" color.r = avg;"
|
||||
" color.g = avg;"
|
||||
@ -157,7 +137,7 @@ static ShaderSource shaders[]=
|
||||
FRAGMENT_SHADER_VARS
|
||||
"float get_avg_rel(sampler2D texB, float dx, float dy)"
|
||||
"{"
|
||||
" vec4 colorB = texture2D (texB, " TEX_COORD ".st + vec2(dx, dy));"
|
||||
" vec4 colorB = texture2D (texB, cogl_tex_coord_in[0].st + vec2(dx, dy));"
|
||||
" return (colorB.r + colorB.g + colorB.b) / 3.0;"
|
||||
"}"
|
||||
FRAGMENT_SHADER_BEGIN
|
||||
|
@ -18,25 +18,6 @@ typedef struct
|
||||
gchar *source;
|
||||
} ShaderSource;
|
||||
|
||||
/* These variables are used instead of the standard GLSL variables on
|
||||
GLES 2 */
|
||||
#ifdef COGL_HAS_GLES2
|
||||
|
||||
#define GLES2_VARS \
|
||||
"precision mediump float;\n" \
|
||||
"varying vec2 tex_coord[1];\n" \
|
||||
"varying vec4 frag_color;\n"
|
||||
#define TEX_COORD "tex_coord[0]"
|
||||
#define COLOR_VAR "frag_color"
|
||||
|
||||
#else /* COGL_HAS_GLES2 */
|
||||
|
||||
#define GLES2_VARS ""
|
||||
#define TEX_COORD "gl_TexCoord[0]"
|
||||
#define COLOR_VAR "gl_Color"
|
||||
|
||||
#endif /* COGL_HAS_GLES2 */
|
||||
|
||||
/* a couple of boilerplate defines that are common amongst all the
|
||||
* sample shaders
|
||||
*/
|
||||
@ -45,13 +26,12 @@ typedef struct
|
||||
* initialized, from a sampler2D in a variable tex.
|
||||
*/
|
||||
#define FRAGMENT_SHADER_VARS \
|
||||
GLES2_VARS \
|
||||
"uniform sampler2D tex;" \
|
||||
"uniform float x_step, y_step;" \
|
||||
|
||||
#define FRAGMENT_SHADER_BEGIN \
|
||||
"void main (){" \
|
||||
" vec4 color = texture2D (tex, vec2(" TEX_COORD "));"
|
||||
" vec4 color = texture2D (tex, vec2(cogl_tex_coord_in[0]));"
|
||||
|
||||
/* FRAGMENT_SHADER_END: apply the changed color to the output buffer correctly
|
||||
* blended with the gl specified color (makes the opacity of actors work
|
||||
@ -59,7 +39,7 @@ typedef struct
|
||||
*/
|
||||
#define FRAGMENT_SHADER_END \
|
||||
" gl_FragColor = color;" \
|
||||
" gl_FragColor = gl_FragColor * " COLOR_VAR ";" \
|
||||
" gl_FragColor = gl_FragColor * cogl_color_in;" \
|
||||
"}"
|
||||
|
||||
static ShaderSource shaders[]=
|
||||
@ -87,8 +67,8 @@ static ShaderSource shaders[]=
|
||||
" for (v=-radius;v<radius;v++)"
|
||||
" {"
|
||||
" color += texture2D(tex, "
|
||||
" vec2(" TEX_COORD ".s + u * 2.0 * x_step, "
|
||||
" " TEX_COORD ".t + v * 2.0 * y_step));"
|
||||
" vec2(cogl_tex_coord_in[0].s + u * 2.0 * x_step, "
|
||||
" cogl_tex_coord_in[0].t + v * 2.0 * y_step));"
|
||||
" count ++;"
|
||||
" }"
|
||||
"color = color / float(count);"
|
||||
@ -96,7 +76,7 @@ static ShaderSource shaders[]=
|
||||
#else
|
||||
"vec4 get_rgba_rel(sampler2D tex, float dx, float dy)"
|
||||
"{"
|
||||
" return texture2D (tex, " TEX_COORD ".st "
|
||||
" return texture2D (tex, cogl_tex_coord_in[0].st "
|
||||
" + vec2(dx, dy) * 2.0);"
|
||||
"}"
|
||||
|
||||
@ -151,7 +131,7 @@ static ShaderSource shaders[]=
|
||||
{"combined-mirror",
|
||||
FRAGMENT_SHADER_VARS
|
||||
FRAGMENT_SHADER_BEGIN
|
||||
" vec4 colorB = texture2D (tex, vec2(" TEX_COORD ".ts));"
|
||||
" vec4 colorB = texture2D (tex, vec2(cogl_tex_coord_in[0].ts));"
|
||||
" float avg = (color.r + color.g + color.b) / 3.0;"
|
||||
" color.r = avg;"
|
||||
" color.g = avg;"
|
||||
@ -164,7 +144,7 @@ static ShaderSource shaders[]=
|
||||
FRAGMENT_SHADER_VARS
|
||||
"float get_avg_rel(sampler2D texB, float dx, float dy)"
|
||||
"{"
|
||||
" vec4 colorB = texture2D (texB, " TEX_COORD ".st + vec2(dx, dy));"
|
||||
" vec4 colorB = texture2D (texB, cogl_tex_coord_in.st + vec2(dx, dy));"
|
||||
" return (colorB.r + colorB.g + colorB.b) / 3.0;"
|
||||
"}"
|
||||
FRAGMENT_SHADER_BEGIN
|
||||
|
Loading…
Reference in New Issue
Block a user