コード例 #1
0
ファイル: schroopenglframe.c プロジェクト: Distrotech/dirac
static void
schro_opengl_upsampled_frame_render_quad (SchroOpenGLShader *shader, int x,
    int y, int quad_width, int quad_height, int total_width, int total_height)
{
  int x_inverse, y_inverse;
  int four_x = 0, four_y = 0, three_x = 0, three_y = 0, two_x = 0, two_y = 0,
      one_x = 0, one_y = 0;

  x_inverse = total_width - x - quad_width;
  y_inverse = total_height - y - quad_height;

  if (quad_width == total_width && quad_height < total_height) {
    four_y = 4;
    three_y = 3;
    two_y = 2;
    one_y = 1;
  } else if (quad_width < total_width && quad_height == total_height) {
    four_x = 4;
    three_x = 3;
    two_x = 2;
    one_x = 1;
  } else {
    SCHRO_ERROR ("invalid quad to total relation");
    SCHRO_ASSERT (0);
  }

  SCHRO_ASSERT (x_inverse >= 0);
  SCHRO_ASSERT (y_inverse >= 0);

  #define UNIFORM(_number, _operation, __x, __y) \
      do { \
        if (shader->_number##_##_operation != -1) { \
          glUniform2fARB (shader->_number##_##_operation, \
              __x < _number##_x ? __x : _number##_x, \
              __y < _number##_y ? __y : _number##_y); \
        } \
      } while (0)

  UNIFORM (four, decrease, x, y);
  UNIFORM (three, decrease, x, y);
  UNIFORM (two, decrease, x, y);
  UNIFORM (one, decrease, x, y);
  UNIFORM (one, increase, x_inverse, y_inverse);
  UNIFORM (two, increase, x_inverse, y_inverse);
  UNIFORM (three, increase, x_inverse, y_inverse);
  UNIFORM (four, increase, x_inverse, y_inverse);

  #undef UNIFORM

  schro_opengl_render_quad (x, y, quad_width, quad_height);
}
コード例 #2
0
ファイル: gl_shader.c プロジェクト: DrLabman/Vengeance-r2
void R_Shader_Init(void)
{
	//RenderState_ShaderPermutation *s;
	char *vertstring, *fragstring;
	//unsigned int vertstrings_count, fragstrings_count;
	//const char *vertstrings_list[R_SHADERPERMUTATION_LIMIT];
	//const char *fragstrings_list[R_SHADERPERMUTATION_LIMIT];

	// set up the lighting shaders
	memset(&r_refdef.lightShader, 0, sizeof(r_refdef.lightShader));
	//	if (!R.ext.ARB_fragment_shader)
	if (!gl_support_GLSL_shaders)
		return;
	//	vertstring = File_LoadFile("shaders/light.vert", NULL);
	//	fragstring = File_LoadFile("shaders/light.frag", NULL);
#define VERTEX_SHADER_FILENAME	"shaders/standard.vert"
#define FRAGMENT_SHADER_FILENAME "shaders/standard.frag"
	vertstring = COM_LoadMallocFile( VERTEX_SHADER_FILENAME );
	fragstring = COM_LoadMallocFile( FRAGMENT_SHADER_FILENAME );

	if (!vertstring || !fragstring)
		r_refdef.lightShader.programObject = R_CompileGLSLProgram (1, &builtinvertshader, 1, &builtinfragshader);
	else
		r_refdef.lightShader.programObject = R_CompileGLSLProgram( 1, &vertstring, 1, &fragstring );
	if( r_refdef.lightShader.programObject == 0 ) {
		Con_Printf( "Couldn't load light shaders '" VERTEX_SHADER_FILENAME "' and '" FRAGMENT_SHADER_FILENAME "'!\n" );
	}

	// free the source strings
	if (fragstring)
		Z_Free( fragstring );
	if (vertstring)
		Z_Free( vertstring );

	// determine the uniform locations
#define UNIFORM( name )		r_refdef.lightShader.##name = qglGetUniformLocationARB( r_refdef.lightShader.programObject, #name );
	UNIFORM( lightPosition );
	//UNIFORM( eyePosition );
	UNIFORM( viewToLightMatrix );

	UNIFORM( diffuseSampler );
	//UNIFORM( normalSampler );
	//UNIFORM( specularSampler );
	
	UNIFORM( lightColor );
	UNIFORM( lightMaxDistance );


	/*
	Black: According to the specs, these two caps don't exist so comment them out for a beginning.
	*/
	/*
	// ?
	glEnable(GL_FRAGMENT_SHADER_ARB);
	glEnable(GL_VERTEX_SHADER_ARB);
	*/
	/*
	for (i = 0, s = r_refdef.shader_standard;i < R_LIGHTSHADERPERMUTATION_LIMIT;i++, s++)
	{
	// build the source list for this shader permutation
	vertstrings_count = 0;
	fragstrings_count = 0;
	if (i & R_LIGHTSHADERPERMUTATION_SPECULAR)
	{
	vertstrings_list[vertstrings_count++] = "#define USESPECULAR\n";
	fragstrings_list[fragstrings_count++] = "#define USESPECULAR\n";
	}
	if (i & R_LIGHTSHADERPERMUTATION_FOG)
	{
	vertstrings_list[vertstrings_count++] = "#define USEFOG\n";
	fragstrings_list[fragstrings_count++] = "#define USEFOG\n";
	}
	if (i & R_LIGHTSHADERPERMUTATION_CUBEFILTER)
	{
	vertstrings_list[vertstrings_count++] = "#define USECUBEFILTER\n";
	fragstrings_list[fragstrings_count++] = "#define USECUBEFILTER\n";
	}
	if (i & R_LIGHTSHADERPERMUTATION_OFFSETMAPPING)
	{
	vertstrings_list[vertstrings_count++] = "#define USEOFFSETMAPPING\n";
	fragstrings_list[fragstrings_count++] = "#define USEOFFSETMAPPING\n";
	}
	vertstrings_list[vertstrings_count++] = vertstring;
	fragstrings_list[fragstrings_count++] = fragstring;
	//		vertstrings_list[vertstrings_count++] = vertstring ? vertstring : builtinshader_standard_vert;
	//		fragstrings_list[fragstrings_count++] = fragstring ? fragstring : builtinshader_standard_frag;

	// compile this shader permutation
	s->programmObject = R_CompileGLSL(vertstrings_count, vertstrings_list, fragstrings_count, fragstrings_list);
	if (!s->programmObject)
	{
	//			Console_Printf("permutation %s %s %s %s failed for lighting shader (glsl/light.frag and .vert), some features may not work properly!\n", i & 1 ? "specular" : "", i & 1 ? "fog" : "", i & 1 ? "cubefilter" : "", i & 1 ? "offsetmapping" : "");
	Con_Printf("permutation %s %s %s %s failed for lighting shader (shaders/standard.frag and .vert), some features may not work properly!\n", i & 1 ? "specular" : "", i & 1 ? "fog" : "", i & 1 ? "cubefilter" : "", i & 1 ? "offsetmapping" : "");
	continue;
	}

	//		R_CheckError();

	// switch to the new program object
	qglUseProgramObjectARB(s->programmObject);

	// fetch all the uniform locations
	s->loc_LightPosition = qglGetUniformLocationARB(s->programmObject, "LightPosition");
	s->loc_EyePosition = qglGetUniformLocationARB(s->programmObject, "EyePosition");
	s->loc_LightColor = qglGetUniformLocationARB(s->programmObject, "LightColor");
	s->loc_OffsetMapping_Scale = qglGetUniformLocationARB(s->programmObject, "OffsetMapping_Scale");
	s->loc_OffsetMapping_Bias = qglGetUniformLocationARB(s->programmObject, "OffsetMapping_Bias");
	s->loc_SpecularPower = qglGetUniformLocationARB(s->programmObject, "SpecularPower");
	s->loc_FogRangeRecip = qglGetUniformLocationARB(s->programmObject, "FogRangeRecip");
	s->loc_AmbientScale = qglGetUniformLocationARB(s->programmObject, "AmbientScale");
	s->loc_DiffuseScale = qglGetUniformLocationARB(s->programmObject, "DiffuseScale");
	s->loc_SpecularScale = qglGetUniformLocationARB(s->programmObject, "SpecularScale");
	s->loc_Texture_Normal = qglGetUniformLocationARB(s->programmObject, "Texture_Normal");
	s->loc_Texture_Color = qglGetUniformLocationARB(s->programmObject, "Texture_Color");
	s->loc_Texture_Gloss = qglGetUniformLocationARB(s->programmObject, "Texture_Gloss");
	s->loc_Texture_Cube = qglGetUniformLocationARB(s->programmObject, "Texture_Cube");
	s->loc_Texture_FogMask = qglGetUniformLocationARB(s->programmObject, "Texture_FogMask");

	// set static uniforms
	if (s->loc_Texture_Normal)
	qglUniform1iARB(s->loc_Texture_Normal, 0);
	if (s->loc_Texture_Color)
	qglUniform1iARB(s->loc_Texture_Color, 1);
	if (s->loc_Texture_Gloss)
	qglUniform1iARB(s->loc_Texture_Gloss, 2);
	if (s->loc_Texture_Cube)
	qglUniform1iARB(s->loc_Texture_Cube, 3);
	if (s->loc_Texture_FogMask)
	qglUniform1iARB(s->loc_Texture_FogMask, 4);

	//		R_CheckError();
	}

	// free the source strings
	if (fragstring)
	//		Mem_Free(&fragstring);
	free(&fragstring);
	if (vertstring)
	//		Mem_Free(&vertstring);
	free(&vertstring);
	// switch back to fixed function program
	qglUseProgramObjectARB( 0 );
	*/
}