Пример #1
0
bool    GlslProgram :: setAttribute ( const char * name, const Vector4D& value )
{
    int index = glGetAttribLocationARB ( program, name );

    if ( index < 0 )
        return false;

    glVertexAttrib4fvARB ( index, value );

    return true;
}
void RAS_StorageIM::TexCoord(const RAS_TexVert &tv)
{
	int unit;

	if (GLEW_ARB_multitexture) {
		for (unit = 0; unit < *m_texco_num; unit++) {
			switch (m_texco[unit]) {
				case RAS_IRasterizer::RAS_TEXCO_ORCO:
				case RAS_IRasterizer::RAS_TEXCO_GLOB:
					glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getXYZ());
					break;
				case RAS_IRasterizer::RAS_TEXCO_UV:
					glMultiTexCoord2fvARB(GL_TEXTURE0_ARB + unit, tv.getUV(unit));
					break;
				case RAS_IRasterizer::RAS_TEXCO_NORM:
					glMultiTexCoord3fvARB(GL_TEXTURE0_ARB + unit, tv.getNormal());
					break;
				case RAS_IRasterizer::RAS_TEXTANGENT:
					glMultiTexCoord4fvARB(GL_TEXTURE0_ARB + unit, tv.getTangent());
					break;
				default:
					break;
			}
		}
	}

	if (GLEW_ARB_vertex_program) {
		for (unit = 0; unit < *m_attrib_num; unit++) {
			switch (m_attrib[unit]) {
				case RAS_IRasterizer::RAS_TEXCO_ORCO:
				case RAS_IRasterizer::RAS_TEXCO_GLOB:
					glVertexAttrib3fvARB(unit, tv.getXYZ());
					break;
				case RAS_IRasterizer::RAS_TEXCO_UV:
					glVertexAttrib2fvARB(unit, tv.getUV(m_attrib_layer[unit]));
					break;
				case RAS_IRasterizer::RAS_TEXCO_NORM:
					glVertexAttrib3fvARB(unit, tv.getNormal());
					break;
				case RAS_IRasterizer::RAS_TEXTANGENT:
					glVertexAttrib4fvARB(unit, tv.getTangent());
					break;
				case RAS_IRasterizer::RAS_TEXCO_VCOL:
					glVertexAttrib4ubvARB(unit, tv.getRGBA());
					break;
				default:
					break;
			}
		}
	}

}
Пример #3
0
enum piglit_result
piglit_display(void)
{
	static const GLfloat color[4] = { 0.0, 0.5, 0.0, 0.5 };
	static const GLfloat bad_color[4] = { 1.0, 0.0, 0.0, 1.0 };
	static const GLfloat good_color[4] = { 0.0, 1.0, 0.0, 1.0 };
	static const GLfloat attrib[4][4] = {
		{ 1.0, -37.0, 1.0, 68.2 },
		{ -37.0, 1.0, 68.2, 1.0 },
	};
	enum piglit_result result = PIGLIT_PASS;
	unsigned i;

	glClear(GL_COLOR_BUFFER_BIT);

	glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, 0, bad_color);
	glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, 1, bad_color);
	glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, 2, color);
	glProgramEnvParameter4fvARB(GL_VERTEX_PROGRAM_ARB, 3, bad_color);

	for (i = 0; i < ARRAY_SIZE(progs); i++) {
		const int x = 1 + (i * (BOX_SIZE + 1));

		glBindProgramARB(GL_VERTEX_PROGRAM_ARB, progs[i]);

		glVertexAttrib4fvARB(1, attrib[i]);

		piglit_draw_rect(x, 1, BOX_SIZE, BOX_SIZE);

		if (!piglit_probe_pixel_rgb(x + (BOX_SIZE / 2),
					    1 + (BOX_SIZE / 2),
					    good_color)) {
			result = PIGLIT_FAIL;
		}
	}

	glutSwapBuffers();
	return result;
}
Пример #4
0
static void im_render ()
{
   GLint i;

   glBegin (GL_POINTS);
   for (i = 0; i < sizeof (attribs) / sizeof (*attribs); i++) {
      struct ATTRIB_DATA *att = &attribs[i];
      switch (att->dispatch)
      {
      case C:
         glColor4fv (att->data);
         break;
      case S:
         glSecondaryColor3fvEXT (att->data);
         break;
      case N:
         glNormal3fv (att->data);
         break;
      case V:
         glVertex4fv (att->data);
         break;
      case T:
         assert (att->index >= 0 && att->index < 8);
         glMultiTexCoord4fvARB (GL_TEXTURE0_ARB + att->index, att->data);
         break;
      case F:
         glFogCoordfvEXT (att->data);
         break;
      case A:
         assert (att->index > 0 && att->index < 16);
         glVertexAttrib4fvARB (att->index, att->data);
         break;
      default:
         assert (0);
      }
   }
   glEnd ();
}
Пример #5
0
/* GL locking is done by the caller */
static inline void send_attribute(IWineD3DDeviceImpl *This, WINED3DFORMAT format, const UINT index, const void *ptr)
{
    const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;

    switch(format)
    {
        case WINED3DFMT_R32_FLOAT:
            GL_EXTCALL(glVertexAttrib1fvARB(index, ptr));
            break;
        case WINED3DFMT_R32G32_FLOAT:
            GL_EXTCALL(glVertexAttrib2fvARB(index, ptr));
            break;
        case WINED3DFMT_R32G32B32_FLOAT:
            GL_EXTCALL(glVertexAttrib3fvARB(index, ptr));
            break;
        case WINED3DFMT_R32G32B32A32_FLOAT:
            GL_EXTCALL(glVertexAttrib4fvARB(index, ptr));
            break;

        case WINED3DFMT_R8G8B8A8_UINT:
            GL_EXTCALL(glVertexAttrib4ubvARB(index, ptr));
            break;
        case WINED3DFMT_B8G8R8A8_UNORM:
            if (gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
            {
                const DWORD *src = ptr;
                DWORD c = *src & 0xff00ff00;
                c |= (*src & 0xff0000) >> 16;
                c |= (*src & 0xff) << 16;
                GL_EXTCALL(glVertexAttrib4NubvARB(index, (GLubyte *)&c));
                break;
            }
            /* else fallthrough */
        case WINED3DFMT_R8G8B8A8_UNORM:
            GL_EXTCALL(glVertexAttrib4NubvARB(index, ptr));
            break;

        case WINED3DFMT_R16G16_SINT:
            GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
            break;
        case WINED3DFMT_R16G16B16A16_SINT:
            GL_EXTCALL(glVertexAttrib4svARB(index, ptr));
            break;

        case WINED3DFMT_R16G16_SNORM:
        {
            GLshort s[4] = {((const GLshort *)ptr)[0], ((const GLshort *)ptr)[1], 0, 1};
            GL_EXTCALL(glVertexAttrib4NsvARB(index, s));
            break;
        }
        case WINED3DFMT_R16G16_UNORM:
        {
            GLushort s[4] = {((const GLushort *)ptr)[0], ((const GLushort *)ptr)[1], 0, 1};
            GL_EXTCALL(glVertexAttrib4NusvARB(index, s));
            break;
        }
        case WINED3DFMT_R16G16B16A16_SNORM:
            GL_EXTCALL(glVertexAttrib4NsvARB(index, ptr));
            break;
        case WINED3DFMT_R16G16B16A16_UNORM:
            GL_EXTCALL(glVertexAttrib4NusvARB(index, ptr));
            break;

        case WINED3DFMT_R10G10B10A2_UINT:
            FIXME("Unsure about WINED3DDECLTYPE_UDEC3\n");
            /*glVertexAttrib3usvARB(instancedData[j], (GLushort *) ptr); Does not exist */
            break;
        case WINED3DFMT_R10G10B10A2_SNORM:
            FIXME("Unsure about WINED3DDECLTYPE_DEC3N\n");
            /*glVertexAttrib3NusvARB(instancedData[j], (GLushort *) ptr); Does not exist */
            break;

        case WINED3DFMT_R16G16_FLOAT:
            /* Are those 16 bit floats. C doesn't have a 16 bit float type. I could read the single bits and calculate a 4
             * byte float according to the IEEE standard
             */
            if (gl_info->supported[NV_HALF_FLOAT])
            {
                /* Not supported by GL_ARB_half_float_vertex */
                GL_EXTCALL(glVertexAttrib2hvNV(index, ptr));
            }
            else
            {
                float x = float_16_to_32(((const unsigned short *)ptr) + 0);
                float y = float_16_to_32(((const unsigned short *)ptr) + 1);
                GL_EXTCALL(glVertexAttrib2fARB(index, x, y));
            }
            break;
        case WINED3DFMT_R16G16B16A16_FLOAT:
            if (gl_info->supported[NV_HALF_FLOAT])
            {
                /* Not supported by GL_ARB_half_float_vertex */
                GL_EXTCALL(glVertexAttrib4hvNV(index, ptr));
            }
            else
            {
                float x = float_16_to_32(((const unsigned short *)ptr) + 0);
                float y = float_16_to_32(((const unsigned short *)ptr) + 1);
                float z = float_16_to_32(((const unsigned short *)ptr) + 2);
                float w = float_16_to_32(((const unsigned short *)ptr) + 3);
                GL_EXTCALL(glVertexAttrib4fARB(index, x, y, z, w));
            }
            break;

        default:
            ERR("Unexpected attribute format: %s\n", debug_d3dformat(format));
            break;
    }
}
Пример #6
0
 static void VertexAttrib4fv(GLuint index, const GLfloat *v) {
     glVertexAttrib4fvARB(index, v);
 }
Пример #7
0
bool    GlslProgram :: setAttribute ( int index, const Vector4D& value )
{
    glVertexAttrib4fvARB ( index, value );

    return true;
}
Пример #8
0
//--------------------------------------------------------------------
// LLViewerJointMesh::drawShape()
//--------------------------------------------------------------------
U32 LLViewerJointMesh::drawShape( F32 pixelArea, BOOL first_pass)
{
	if (!mValid || !mMesh || !mFace || !mVisible || 
		mFace->mVertexBuffer.isNull() ||
		mMesh->getNumFaces() == 0) 
	{
		return 0;
	}

	U32 triangle_count = 0;

	stop_glerror();
	
	//----------------------------------------------------------------
	// setup current color
	//----------------------------------------------------------------
	if (!gRenderForSelect)
	{
		if ((mFace->getPool()->getVertexShaderLevel() > 0))
		{
			glColor4f(0,0,0,1);
			
			if (gMaterialIndex > 0)
			{
				glVertexAttrib4fvARB(gMaterialIndex, mColor.mV);
			}
			
			if (mShiny && gSpecularIndex > 0)
			{
				glVertexAttrib4fARB(gSpecularIndex, 1,1,1,1);
			}
		}
		else
		{
			glColor4fv(mColor.mV);
		}
	}

	stop_glerror();
	
	LLGLSSpecular specular(LLColor4(1.f,1.f,1.f,1.f), gRenderForSelect ? 0.0f : mShiny && !(mFace->getPool()->getVertexShaderLevel() > 0));

	LLGLEnable texture_2d((gRenderForSelect && isTransparent()) ? GL_TEXTURE_2D : 0);
	
	//----------------------------------------------------------------
	// setup current texture
	//----------------------------------------------------------------
	llassert( !(mTexture.notNull() && mLayerSet) );  // mutually exclusive

	if (mTestImageName)
	{
		LLImageGL::bindExternalTexture( mTestImageName, 0, GL_TEXTURE_2D ); 

		if (mIsTransparent)
		{
			glColor4f(1.f, 1.f, 1.f, 1.f);
		}
		else
		{
			glColor4f(0.7f, 0.6f, 0.3f, 1.f);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,		GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,		GL_INTERPOLATE_ARB);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,		GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB,		GL_SRC_COLOR);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB,		GL_SRC_COLOR);
			
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB,		GL_ONE_MINUS_SRC_ALPHA);
		}
	}
	else if( mLayerSet )
	{
		if(	mLayerSet->hasComposite() )
		{
			mLayerSet->getComposite()->bindTexture();
		}
		else
		{
			llwarns << "Layerset without composite" << llendl;
			gImageList.getImage(IMG_DEFAULT)->bind();
		}
	}
	else
	if ( mTexture.notNull() )
	{
		mTexture->bind();
		if (!mTexture->getClampS()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		}
		if (!mTexture->getClampT()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		}
	}
	else
	{
		gImageList.getImage(IMG_DEFAULT_AVATAR)->bind();
	}
	
	LLGLDisable tex(gRenderForSelect && !isTransparent() ? GL_TEXTURE_2D : 0);

	if (gRenderForSelect)
	{
		if (isTransparent())
		{
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,		GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,		GL_REPLACE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,		GL_MODULATE);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,		GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB,		GL_SRC_COLOR);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,		GL_TEXTURE);  // GL_TEXTURE_ENV_COLOR is set in renderPass1
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB,	GL_SRC_ALPHA);
		}
	}
	else
	{
		//----------------------------------------------------------------
		// by default, backface culling is enabled
		//----------------------------------------------------------------
		/*if (sRenderPass == AVATAR_RENDER_PASS_CLOTHING_INNER)
		{
			LLImageGL::bindExternalTexture( sClothingMaskImageName, 1, GL_TEXTURE_2D );

			glClientActiveTextureARB(GL_TEXTURE0_ARB);
			glActiveTextureARB(GL_TEXTURE0_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,		GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,		GL_MODULATE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,		GL_REPLACE);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB,		GL_SRC_COLOR);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,		GL_PRIMARY_COLOR_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB,	GL_SRC_ALPHA);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,		GL_PRIMARY_COLOR_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB,		GL_SRC_COLOR);

			glClientActiveTextureARB(GL_TEXTURE1_ARB);
			glEnable(GL_TEXTURE_2D); // Texture unit 1
			glActiveTextureARB(GL_TEXTURE1_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,		GL_COMBINE_ARB);
			glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR,	sClothingInnerColor.mV);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,		GL_INTERPOLATE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,		GL_REPLACE);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,		GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB,	GL_SRC_ALPHA);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,		GL_CONSTANT_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB,		GL_SRC_COLOR);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,		GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB,		GL_SRC_COLOR);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB,		GL_SRC_ALPHA);
		}
		else if (sRenderPass == AVATAR_RENDER_PASS_CLOTHING_OUTER)
		{
			glAlphaFunc(GL_GREATER, 0.1f);
			LLImageGL::bindExternalTexture( sClothingMaskImageName, 1, GL_TEXTURE_2D );

			glClientActiveTextureARB(GL_TEXTURE0_ARB);
			glActiveTextureARB(GL_TEXTURE0_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,		GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,		GL_MODULATE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,		GL_REPLACE);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB,		GL_SRC_COLOR);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,		GL_PRIMARY_COLOR_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB,	GL_SRC_ALPHA);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB,		GL_PRIMARY_COLOR_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB,		GL_SRC_COLOR);

			glClientActiveTextureARB(GL_TEXTURE1_ARB);
			glEnable(GL_TEXTURE_2D); // Texture unit 1
			glActiveTextureARB(GL_TEXTURE1_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,		GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,		GL_REPLACE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB,		GL_MODULATE);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB,		GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB,		GL_SRC_COLOR);

			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB,		GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA_ARB,	GL_SRC_ALPHA);
		}*/
	}

	mFace->mVertexBuffer->setBuffer(sRenderMask);

	U32 start = mMesh->mFaceVertexOffset;
	U32 end = start + mMesh->mFaceVertexCount - 1;
	U32 count = mMesh->mFaceIndexCount;
	U32* indicesp = ((U32*) mFace->mVertexBuffer->getIndicesPointer()) + mMesh->mFaceIndexOffset;

	if (mMesh->hasWeights())
	{
		if ((mFace->getPool()->getVertexShaderLevel() > 0))
		{
			if (first_pass)
			{
				uploadJointMatrices();
			}
			llDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_INT, indicesp);
		}
		else
		{
			llDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_INT, indicesp);
		}
	}
	else
	{
		glPushMatrix();
		LLMatrix4 jointToWorld = getWorldMatrix();
		glMultMatrixf((GLfloat*)jointToWorld.mMatrix);
		llDrawRangeElements(GL_TRIANGLES, start, end, count, GL_UNSIGNED_INT, indicesp);
		glPopMatrix();
	}

	triangle_count += mMesh->mFaceIndexCount;
	
	if (mTestImageName)
	{
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
	}

	/*if (sRenderPass != AVATAR_RENDER_PASS_SINGLE)
	{
		LLImageGL::unbindTexture(1, GL_TEXTURE_2D);
		glActiveTextureARB(GL_TEXTURE1_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,		GL_MODULATE);

		// Return to the default texture.
		LLImageGL::unbindTexture(0, GL_TEXTURE_2D);
		glClientActiveTextureARB(GL_TEXTURE0_ARB);
		glActiveTextureARB(GL_TEXTURE0_ARB);

		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB,		GL_MODULATE);
		glAlphaFunc(GL_GREATER, 0.01f);
	}*/

	if (mTexture.notNull()) {
		if (!mTexture->getClampS()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		}
		if (!mTexture->getClampT()) {
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		}
	}

	return triangle_count;
}
JNIEXPORT void JNICALL Java_org_lwjgl_opengl_ARBVertexProgram_nglVertexAttrib4fvARB__IJ(JNIEnv *__env, jclass clazz, jint index, jlong vAddress) {
    glVertexAttrib4fvARBPROC glVertexAttrib4fvARB = (glVertexAttrib4fvARBPROC)tlsGetFunction(1417);
    intptr_t v = (intptr_t)vAddress;
    UNUSED_PARAM(clazz)
    glVertexAttrib4fvARB(index, v);
}
Пример #10
0
void ccShaderARB::setAttrib4fv(int loc, float* val)
{
	glVertexAttrib4fvARB(loc, val);
}