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#include "gl_calls.h"
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"
"uniform int VertexMode;\n"
"uniform vec3 CompDimensions;\n"
"void main()\n"
"{\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 Col = texture(Texture, TexCoord);\n"
" if (FragmentMode == 0) {\n"
" FragColor = Col;\n"
"} else {\n"
" FragColor = vec4(vec3(1.0f), Col.a);\n"
"}\n"
"}\0";
const char *FragmentShaderEffectSource[] = {"",
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"uniform float Start;\n"
"uniform float Mid;\n"
"uniform float End;\n"
"uniform vec4 StartCol;\n"
"uniform vec4 MidCol;\n"
"uniform vec4 EndCol;\n"
"uniform sampler2D ourTexture;\n"
"void main()\n"
"{\n"
"vec4 OutCol = texture(ourTexture, TexCoord);\n"
// individual channels
"vec4 ColorI = pow(OutCol, MidCol);\n"
"vec4 ValI = 1.0f / (EndCol - StartCol) * (ColorI - StartCol);\n"
// global channel (doesn't affect alpha)
"vec4 ColorG = pow(ValI, vec4(Mid));\n"
"vec4 ValG = 1.0f / (End - Start) * (ColorG - Start);\n"
"ValG = vec4(ValG.rgb, ValI.a);\n"
"FragColor = clamp(ValG, 0.0f, 1.0f);\n"
"}\0",
"#version 330 core\n"
"uniform float Radius;\n"
"uniform vec2 Direction;\n"
"uniform sampler2D ourTexture;\n"
"out vec4 FragColor;\n"
"in vec2 TexCoord;\n"
"\n"
"vec4 blur(sampler2D image, vec2 uv, vec2 resolution, vec2 direction) {\n"
" vec4 color = vec4(0.0f);\n"
" float Omega = Radius / 3;\n"
" float Divisor = 2*Omega*Omega;\n"
" float A2 = 1.0f / (Omega * sqrt(2*3.141592));\n"
" for (float Span = -round(Radius); Span < round(Radius); Span++) {\n"
" float Dividend = -Span * Span;\n"
" float Multiplier = A2 * exp(Dividend/Divisor);\n"
" vec2 Dir = Span*direction;\n"
" color += texture2D(image, uv + (Dir / resolution)) * Multiplier;\n"
" }\n"
" return color;\n"
"}\n"
"void main(void) {\n"
" gl_FragColor = blur(ourTexture, TexCoord, vec2(1280, 720), Direction);\n"
"}\0"
};
// #include "effects_gl.cpp"
static void GL_InitDefaultShader() {
DefaultVertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(DefaultVertexShader, 1, &DefaultVertexShaderSource, NULL);
glCompileShader(DefaultVertexShader);
int success;
char infoLog[512];
glGetShaderiv(DefaultVertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(DefaultVertexShader, 512, NULL, infoLog);
printf("Vertex shader fail:\n %s", infoLog);
}
uint32 DefaultFragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(DefaultFragmentShader, 1, &DefaultFragmentShaderSource, NULL);
glCompileShader(DefaultFragmentShader);
glGetShaderiv(DefaultFragmentShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(DefaultFragmentShader, 512, NULL, infoLog);
printf("Fragment shader fail:\n %s", infoLog);
}
// Shader programs link both types of shaders together.
DefaultShaderProgram = glCreateProgram();
glAttachShader(DefaultShaderProgram, DefaultVertexShader);
glAttachShader(DefaultShaderProgram, DefaultFragmentShader);
glLinkProgram(DefaultShaderProgram);
glGetProgramiv(DefaultShaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(DefaultShaderProgram, 512, NULL, infoLog);
printf("Shader linkage fail:\n %s", infoLog);
}
// Default vertex shader is still needed to link to other effects.
glDeleteShader(DefaultFragmentShader);
}
static void GL_InitDefaultVerts() {
unsigned int GLIndices[] = {
0, 1, 3,
1, 2, 3
};
// Indices!
glGenVertexArrays(1, &DefaultVerts.VertexArrayObject);
glGenBuffers(1, &DefaultVerts.ElementBufferObject);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, DefaultVerts.ElementBufferObject);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLIndices), GLIndices,
GL_STATIC_DRAW);
glGenBuffers(1, &DefaultVerts.VertexBufferObject);
// Our vertices need to be stored in this buffer.
glBindBuffer(GL_ARRAY_BUFFER, DefaultVerts.VertexBufferObject);
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_DefaultVertices), GL_DefaultVertices, GL_STATIC_DRAW);
// position attribute
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texture coordinate (note the last parameter's offset)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
}
void
GL_GenAndBindTexture(GLuint *GLTexture, int Width, int Height, int BytesPerPixel, void *BufferAddress)
{
glGenTextures(1, GLTexture);
glBindTexture(GL_TEXTURE_2D, *GLTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
int ByteFlag = (BytesPerPixel == 4) ? GL_RGBA : GL_RGBA16;
int ByteFlag2 = (BytesPerPixel == 4) ? GL_UNSIGNED_BYTE : GL_UNSIGNED_SHORT;
glTexImage2D(GL_TEXTURE_2D, 0, ByteFlag, Width, Height, 0, GL_RGBA, ByteFlag2, BufferAddress);
}
void
GL_InitHWBuffer(gl_effect_layer *Test)
{
glGenFramebuffers(1, &Test->FramebufferObject);
glGenTextures(1, &Test->Texture);
glGenRenderbuffers(1, &Test->Color_Renderbuffer);
glGenRenderbuffers(1, &Test->Stencil_Renderbuffer);
Test->Initialized = true;
}
void
GL_DeleteHWBuffer(gl_effect_layer *Test)
{
glDeleteFramebuffers(1, &Test->FramebufferObject);
glDeleteTextures(1, &Test->Texture);
glDeleteRenderbuffers(1, &Test->Color_Renderbuffer);
glDeleteRenderbuffers(1, &Test->Stencil_Renderbuffer);
Test->Initialized = true;
}
void
GL_UpdateTexture(gl_effect_layer *Test, void *Data, uint16 Width, uint16 Height, uint16 BytesPerPixel, bool32 Multisample)
{
glViewport(0, 0, Width, Height);
if (!Test->Initialized) {
GL_InitHWBuffer(Test);
}
GLenum Target = GL_TEXTURE_2D;
if (Multisample)
Target = GL_TEXTURE_2D_MULTISAMPLE;
glBindTexture(Target, Test->Texture);
int Depth = 0, StencilDepth = 0;
if (BytesPerPixel == 4) {
Depth = GL_RGBA8;
StencilDepth = GL_STENCIL_INDEX8;
} else if (BytesPerPixel == 8) {
Depth = GL_RGBA16;
StencilDepth = GL_STENCIL_INDEX16;
}
if (Multisample) {
// glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, 4, GL_RGB, Width, Height, GL_TRUE);
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, 0);
glBindRenderbuffer(GL_RENDERBUFFER, Test->Color_Renderbuffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, Depth, Width, Height);
glBindRenderbuffer(GL_RENDERBUFFER, (GLuint)Test->Stencil_Renderbuffer );
glRenderbufferStorageMultisample(GL_RENDERBUFFER, 4, StencilDepth, Width, Height );
} else {
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);
// glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Width, Height, 0, GL_RGBA,
// GL_UNSIGNED_BYTE, Data);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, Test->Color_Renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, Depth, Width, Height);
glBindRenderbuffer(GL_RENDERBUFFER, (GLuint)Test->Stencil_Renderbuffer );
glRenderbufferStorage(GL_RENDERBUFFER, StencilDepth, 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, Test->Stencil_Renderbuffer);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("incomplete framebuffer");
Assert(0);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
static uint16
Effect_GL_InitShader(const char *FragmentShaderEffectSource)
{
glShaderSource(DefaultVertexShader, 1, &DefaultVertexShaderSource, NULL);
glCompileShader(DefaultVertexShader);
int success;
char infoLog[512];
glGetShaderiv(DefaultVertexShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(DefaultVertexShader, 512, NULL, infoLog);
printf("Vertex shader fail:\n %s", infoLog);
}
uint32 FragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(FragmentShader, 1, &FragmentShaderEffectSource, NULL);
glCompileShader(FragmentShader);
glGetShaderiv(FragmentShader, GL_COMPILE_STATUS, &success);
if(!success)
{
glGetShaderInfoLog(FragmentShader, 512, NULL, infoLog);
printf("Fragment shader fail:\n %s", infoLog);
}
uint16 ShaderProgram = glCreateProgram();
glAttachShader(ShaderProgram, DefaultVertexShader);
glAttachShader(ShaderProgram, FragmentShader);
glLinkProgram(ShaderProgram);
glGetProgramiv(ShaderProgram, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(ShaderProgram, 512, NULL, infoLog);
printf("Shader linkage fail:\n %s", infoLog);
}
glDeleteShader(FragmentShader);
glUseProgram(ShaderProgram);
return ShaderProgram;
}
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