示例#1
0
/**
 * \brief Creates a shader program.
 * \param name The name of the program.
 * \param file A stream containing the fragment shader code.
 * \pre name is not used by another shader.
 * \post get_fragment_shader(name) is the fragment_shader load from \a file
 */
void bear::visual::image_manager::load_shader_program
( const std::string& name, std::istream& file )
{
  CLAW_PRECOND( !has_shader_program(name) );

  m_shader_program[ name ] = shader_program( file );
} // image_manager::load_shader_program()
示例#2
0
void 
shader_drawbuffer(struct render_buffer * rb, float tx, float ty, float scale) {
	rs_commit();

	RID glid = texture_glid(rb->texid);
	if (glid == 0)
		return;
	shader_texture(glid, 0);
	render_set(RS->R, VERTEXBUFFER, rb->vbid, 0);

	float sx = scale;
	float sy = scale;
	screen_trans(&sx, &sy);
	screen_trans(&tx, &ty);
	float v[4] = { sx, sy, tx, ty };

	// we should call shader_adduniform to add "st" uniform first
	shader_setuniform(PROGRAM_RENDERBUFFER, 0, UNIFORM_FLOAT4, v);

	shader_program(PROGRAM_RENDERBUFFER, NULL);
	RS->drawcall++;

	renderbuffer_commit(rb);

	render_set(RS->R, VERTEXBUFFER, RS->vertex_buffer, 0);
}
示例#3
0
GLFWwindow			*setup_program(t_properties *properties)
{
	static const float	verts[] = {-1, 1, -1, -1, 1, -1, 1, 1};
	static const GLuint	inds[] = {0, 1, 3, 1, 2, 3};
	GLFWwindow			*window;

	properties->width = 1000;
	properties->height = 1000;
	window = make_glfw(properties->width, properties->height);
	glClearColor(0, 0, 0, 1);
	properties->model = vao();
	properties->verts = data_buffer((GLvoid *)verts, sizeof(verts));
	properties->indices = index_buffer((GLvoid *)inds, sizeof(inds));
	vao_add_indices(properties->model, properties->indices);
	vao_add_vdata(properties->model, properties->verts, 2, GL_FALSE);
	ft_putnbr(glGetError());
	ft_putendl(" -0");
	properties->shaders[0] = load_vertex();
	properties->shaders[1] = load_fragment(properties->map);
	properties->program = shader_program(properties->shaders, 2);
	ft_putnbr(glGetError());
	ft_putendl(" -1");
	glUseProgram(properties->program);
	glBindVertexArray(properties->model);
	glEnableVertexAttribArray(0);
	init_uniforms(properties->program);
	return (window);
}
示例#4
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int main(int argc, char* argv[])
{
    osg::ref_ptr<osg::Group> root(new osg::Group);
    osg::ref_ptr<osg::Geode> sphere(build_sphere());
    root->addChild(sphere.get());

    osg::ref_ptr<osg::Light> light(new osg::Light);
    light->setLightNum(1);
    light->setPosition(osg::Vec4(0., 0., 0., 1.));
    osg::ref_ptr<osg::LightSource> light_source(new osg::LightSource);
    light_source->setLight(light.get());
    osg::ref_ptr<osg::MatrixTransform> transform(new osg::MatrixTransform);
    transform->addChild(light_source.get());
    osg::Matrix matrix;
    matrix.makeTranslate(osg::Vec3(10., 0., 0.));
    transform->setMatrix(matrix);
    root->addChild(transform.get());

    boost::shared_ptr<shade::GLSLWrapper> state(new shade::osg::Wrapper(sphere->getOrCreateStateSet()));

    boost::shared_ptr<shade::Program> shader_program(setup_shading(state));
    shader_program->compile();
    state->make_current();
    shader_program->upload();

    run_viewer(root.get());
}
示例#5
0
static void
switch_program(struct sprite_trans *t, int def) {
	int prog = t->program;
	if (prog == PROGRAM_DEFAULT) {
		prog = def;
	}
	shader_program(prog, t->additive);
}
示例#6
0
文件: sprite.c 项目: JCGit/ejoy2d
static void
switch_program(struct sprite_trans *t, int def, struct material *m) {
	int prog = t->program;
	if (prog == PROGRAM_DEFAULT) {
		prog = def;
	}
	shader_program(prog, m);
}
示例#7
0
void
shader_st(int prog, float x, float y, float scale) {
	rs_commit();
    shader_program(prog);
    struct program *p = &RS->program[prog];

    if (!p || p->st == -1)
        return;

    glUniform4f(p->st, scale, scale, x, y);
}
示例#8
0
文件: lshader.c 项目: fedly/ejoy2d
/*
	int texture
	table float[16]  
	uint32_t color
	uint32_t additive
 */
static int
ldraw(lua_State *L) {
	int tex = (int)luaL_checkinteger(L,1);
	int texid = texture_glid(tex);
	if (texid == 0) {
		lua_pushboolean(L,0);
		return 1;
	} 
	luaL_checktype(L, 2, LUA_TTABLE);
	uint32_t color = 0xffffffff;

	if (!lua_isnoneornil(L,3)) {
		color = (uint32_t)lua_tounsigned(L,3);
	}
	uint32_t additive = (uint32_t)luaL_optunsigned(L,4,0);
	shader_program(PROGRAM_PICTURE,additive);
	shader_texture(texid);
	int n = lua_rawlen(L, 2);
	int point = n/4;
	if (point * 4 != n) {
		return luaL_error(L, "Invalid polygon");
	}
#if !defined(_MSC_VER)
	float vb[n];
#else
	msvc::dynarray<float> vb(n);
#endif
	int i;
	for (i=0;i<point;i++) {
		lua_rawgeti(L, 2, i*2+1);
		lua_rawgeti(L, 2, i*2+2);
		lua_rawgeti(L, 2, point*2+i*2+1);
		lua_rawgeti(L, 2, point*2+i*2+2);
		float tx = lua_tonumber(L, -4);
		float ty = lua_tonumber(L, -3);
		float vx = lua_tonumber(L, -2);
		float vy = lua_tonumber(L, -1);
		lua_pop(L,4);
		screen_trans(&vx,&vy);
		texture_coord(tex, &tx, &ty);
		vb[i*4+0] = vx + 1.0f;
		vb[i*4+1] = vy - 1.0f;
		vb[i*4+2] = tx;
		vb[i*4+3] = ty;
	}
	if (point == 4) {
		shader_draw(vb, color);
	} else {
		shader_drawpolygon(point, vb, color);
	}
	return 0;
}
示例#9
0
文件: lshader.c 项目: catinred2/dawn
/*
	int texture
	table float[16]  
	uint32_t color
	uint32_t additive
 */
static int
ldraw(lua_State *L) {
	int tex = (int)luaL_checkinteger(L,1);
	int texid = texture_glid(tex);
	if (texid == 0) {
		lua_pushboolean(L,0);
		return 1;
	} 
	luaL_checktype(L, 2, LUA_TTABLE);
	uint32_t color = 0xffffffff;

	if (!lua_isnoneornil(L,3)) {
		color = (uint32_t)lua_tounsigned(L,3);
	}
	uint32_t additive = (uint32_t)luaL_optunsigned(L,4,0);
	shader_program(PROGRAM_PICTURE);
	shader_texture(texid);
	int n = lua_rawlen(L, 2);
	int point = n/4;
	if (point * 4 != n) {
		return luaL_error(L, "Invalid polygon");
	}
	ARRAY(struct vertex_pack, vb, point);
	int i;
	for (i=0;i<point;i++) {
		lua_rawgeti(L, 2, i*2+1);
		lua_rawgeti(L, 2, i*2+2);
		lua_rawgeti(L, 2, point*2+i*2+1);
		lua_rawgeti(L, 2, point*2+i*2+2);
		float tx = lua_tonumber(L, -4);
		float ty = lua_tonumber(L, -3);
		float vx = lua_tonumber(L, -2);
		float vy = lua_tonumber(L, -1);
		uint16_t u,v;
		lua_pop(L,4);
		screen_trans(&vx,&vy);
		texture_coord(tex, tx, ty, &u, &v);
		vb[i].vx = vx + 1.0f;
		vb[i].vy = vy - 1.0f;
		vb[i].tx = u;
		vb[i].ty = v;
	}
	if (point == 4) {
		shader_draw(vb, color, additive);
	} else {
		shader_drawpolygon(point, vb, color, additive);
	}
	return 0;
}
示例#10
0
文件: texture.cpp 项目: 4og/avango
int main(int argc, char* argv[])
{
  osg::ref_ptr<osg::Geode> quad(build_quad());

  osg::ref_ptr<osg::Image> image = osgDB::readImageFile("examples/pattern.dds");
  osg::ref_ptr<osg::Texture2D> tex = new osg::Texture2D;
  tex->setImage(image.get());
  boost::shared_ptr<shade::osg::Texture> shade_tex(new shade::osg::Texture(tex.get()));

  boost::shared_ptr<shade::GLSLWrapper> state(new shade::osg::Wrapper(quad->getOrCreateStateSet()));

  boost::shared_ptr<shade::Program> shader_program(setup_shading(state, shade_tex));
  shader_program->compile();
  state->make_current();
  shader_program->upload();

  run_viewer(quad.get());
}
示例#11
0
文件: lshader.c 项目: catinred2/dawn
static int
luniform_set(lua_State *L) {
	int prog = luaL_checkinteger(L, 1);
	shader_program(prog);
	int index = luaL_checkinteger(L, 2);
	enum UNIFORM_FORMAT t = luaL_checkinteger(L, 3);
	float v[16];	// 16 is matrix 4x4
	int n = 0;
	switch(t) {
	case UNIFORM_FLOAT1:
		n = 1;
		break;
	case UNIFORM_FLOAT2:
		n = 2;
		break;
	case UNIFORM_FLOAT3:
		n = 3;
		break;
	case UNIFORM_FLOAT4:
		n = 4;
		break;
	case UNIFORM_FLOAT33:
		n = 9;
		break;
	case UNIFORM_FLOAT44:
		n = 16;
		break;
	default:
		return luaL_error(L, "Invalid uniform format %d", t);
		break;
	}
	int top = lua_gettop(L);
	if (top != n + 3) {
		return luaL_error(L, "Need float %d, only %d passed", n, top - 3);
	}
	int i;
	for (i=0;i<n;i++) {
		v[i] = luaL_checknumber(L, 4+i);
	}
	shader_setuniform(index, t, v);
	return 0;
}
示例#12
0
void 
shader_drawbuffer(struct render_buffer * rb, float tx, float ty, float scale) {
	rs_commit();
	int glid = texture_glid(rb->texid);
	if (glid == 0)
		return;
	shader_texture(glid);
	shader_program(PROGRAM_RENDERBUFFER);
	RS->drawcall++;
	glBindBuffer(GL_ARRAY_BUFFER, rb->vbid);

	float sx = scale;
	float sy = scale;
	screen_trans(&sx, &sy);
	screen_trans(&tx, &ty);
	struct program *p = &RS->program[RS->current_program];
	glUniform4f(p->st, sx, sy, tx, ty);

	renderbuffer_commit(rb);
}
示例#13
0
int 
shader_adduniform(int prog, const char * name, enum UNIFORM_FORMAT t) {
	// reset current_program
	assert(prog >=0 && prog < MAX_PROGRAM);
	shader_program(prog, NULL);
	struct program * p = &RS->program[prog];
	assert(p->uniform_number < MAX_UNIFORM);
	int loc = render_shader_locuniform(RS->R, name);
	int index = p->uniform_number++;
	struct uniform * u = &p->uniform[index];
	u->loc = loc;
	u->type = t;
	if (index == 0) {
		u->offset = 0;
	} else {
		struct uniform * lu = &p->uniform[index-1];
		u->offset = lu->offset + shader_uniformsize(lu->type);
	}
	if (loc < 0)
		return -1;
	return index;
}