diff options
Diffstat (limited to 'gl_calls.cpp')
-rw-r--r-- | gl_calls.cpp | 111 |
1 files changed, 55 insertions, 56 deletions
diff --git a/gl_calls.cpp b/gl_calls.cpp index 68c2882..fcb7fd9 100644 --- a/gl_calls.cpp +++ b/gl_calls.cpp @@ -2,30 +2,30 @@ const char *DefaultVertexShaderSource = "#version 330 core\n" "layout (location = 0) in vec3 aPos;\n" "layout (location = 1) in vec2 aTexCoord;\n" "out vec2 TexCoord;\n" -"void main()\n" -"{\n" -" gl_Position = vec4(aPos, 1.0);\n" -" TexCoord = aTexCoord;\n" -"}\0"; -const char *MaskVertexShaderSource = "#version 330 core\n" -"layout (location = 0) in vec3 aPos;\n" -"layout (location = 1) in vec2 aTexCoord;\n" -"out vec2 TexCoord;\n" +"uniform int VertexMode;\n" "uniform vec3 CompDimensions;\n" "void main()\n" "{\n" -" gl_Position = vec4(vec2(aPos.x / CompDimensions.x, aPos.y / CompDimensions.y) * 2 - 1.0f, 0.0f, 1.0);\n" +" if (VertexMode == 0) {\n" +" gl_Position = vec4(aPos, 1.0);\n" +"} else {\n" +" gl_Position = vec4(vec2(aPos.x / CompDimensions.x, aPos.y / CompDimensions.y) * 2 - 1.0f, 0.0f, 1.0);\n" +"}\n" " TexCoord = aTexCoord;\n" "}\0"; const char *DefaultFragmentShaderSource = "#version 330 core\n" "out vec4 FragColor;\n" "in vec2 TexCoord;\n" "uniform sampler2D Texture;\n" +"uniform int FragmentMode;\n" "void main()\n" "{\n" -"vec4 ColTest = texture(Texture, TexCoord);\n" -"ColTest.r += 0.5f;\n" -"FragColor = ColTest;\n" +"vec4 Col = texture(Texture, TexCoord);\n" +" if (FragmentMode == 0) {\n" +" FragColor = Col;\n" +"} else {\n" +" FragColor = vec4(vec3(1.0f), Col.a);\n" +"}\n" "}\0"; #if 0 const char *fragmentShaderSource = "#version 330 core\n" @@ -117,32 +117,8 @@ static void TestGL_InitDefaultShader() { printf("Shader linkage fail:\n %s", infoLog); } - uint32 MaskVertexShader = glCreateShader(GL_VERTEX_SHADER); - - glShaderSource(MaskVertexShader, 1, &MaskVertexShaderSource, NULL); - glCompileShader(MaskVertexShader); - - glGetShaderiv(MaskVertexShader, GL_COMPILE_STATUS, &success); - if(!success) { - glGetProgramInfoLog(DefaultShaderProgram, 512, NULL, infoLog); - printf("Shader linkage fail:\n %s", infoLog); - } - - MaskShaderProgram = glCreateProgram(); - - glAttachShader(MaskShaderProgram, MaskVertexShader); - glAttachShader(MaskShaderProgram, DefaultFragmentShader); - glLinkProgram(MaskShaderProgram); - - glGetProgramiv(MaskShaderProgram, GL_LINK_STATUS, &success); - if(!success) { - glGetProgramInfoLog(MaskShaderProgram, 512, NULL, infoLog); - printf("Shader linkage fail:\n %s", infoLog); - } - // Default vertex shader is still needed to link to other effects. glDeleteShader(DefaultFragmentShader); - glDeleteShader(MaskVertexShader); } static void TestGL_InitDefaultVerts() { @@ -152,8 +128,6 @@ static void TestGL_InitDefaultVerts() { 1, 2, 3 }; - glEnable(GL_MULTISAMPLE); - // Indices! glGenVertexArrays(1, &DefaultVerts.VertexArrayObject); @@ -176,32 +150,57 @@ static void TestGL_InitDefaultVerts() { } void -TestGL_InitTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height) +TestGL_InitTexture(gl_effect_layer *Test) { + glGenFramebuffers(1, &Test->FramebufferObject); glGenTextures(1, &Test->Texture); - glBindTexture(GL_TEXTURE_2D, Test->Texture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glGenRenderbuffers(1, &Test->Color_Renderbuffer); + glGenRenderbuffers(1, &Test->Stencil_Renderbuffer); + Test->Initialized = true; +} +void +TestGL_UpdateTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height, bool32 Multisample) +{ glViewport(0, 0, Width, Height); - glGenFramebuffers(1, &Test->FramebufferObject); + if (!Test->Initialized) { + TestGL_InitTexture(Test); + } - glGenRenderbuffers(1, &Test->Color_Renderbuffer); - glBindRenderbuffer(GL_RENDERBUFFER, Test->Color_Renderbuffer); - glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, Width, Height); + GLenum Target = GL_TEXTURE_2D; + if (Multisample) + Target = GL_TEXTURE_2D_MULTISAMPLE; + + glBindTexture(Target, Test->Texture); + glTexParameteri(Target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(Target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(Target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(Target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + if (Multisample) { + glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, Width, Height, GL_TRUE); + glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0); - GLuint Stencil_Renderbuffer = 0; - glGenRenderbuffers(1, &Stencil_Renderbuffer); - glBindRenderbuffer( GL_RENDERBUFFER, (GLuint)Stencil_Renderbuffer ); - glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, Width, Height ); + glBindRenderbuffer(GL_RENDERBUFFER, Test->Color_Renderbuffer); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_RGBA8, Width, Height); + + glBindRenderbuffer(GL_RENDERBUFFER, (GLuint)Test->Stencil_Renderbuffer ); + glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, GL_STENCIL_INDEX8, Width, Height ); + } else { + glBindTexture(GL_TEXTURE_2D, 0); + + glBindRenderbuffer(GL_RENDERBUFFER, Test->Color_Renderbuffer); + glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, Width, Height); + + glBindRenderbuffer(GL_RENDERBUFFER, (GLuint)Test->Stencil_Renderbuffer ); + glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, Width, Height ); + } glBindFramebuffer(GL_FRAMEBUFFER, Test->FramebufferObject); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, Test->Color_Renderbuffer); - glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, Stencil_Renderbuffer); + glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, Test->Stencil_Renderbuffer); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { @@ -209,8 +208,8 @@ TestGL_InitTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Heigh Assert(0); } - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, - GL_UNSIGNED_BYTE, Data); + // glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA, + // GL_UNSIGNED_BYTE, Data); glBindFramebuffer(GL_FRAMEBUFFER, 0); } |