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https://git.shylie.info/shylie/glerminal.git
synced 2024-11-09 11:50:04 +00:00
Geometry shader is passthrough now
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320164e597
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@ -82,7 +82,7 @@ namespace glerminal
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unsigned int m_sprites[CELL_SIZE * CELL_SIZE * (1 << (8 * sizeof(*m_cells)))];
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unsigned int m_sprites[CELL_SIZE * CELL_SIZE * (1 << (8 * sizeof(*m_cells)))];
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glerminal_main_cb m_main;
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glerminal_main_cb m_main;
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#ifdef _DEBUG
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#ifdef GLERMINAL_OPENGL_DEBUG_CONTEXT
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mutable std::ofstream m_log;
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mutable std::ofstream m_log;
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void log(GLenum type, GLuint id, GLenum severity, const char* message) const;
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void log(GLenum type, GLuint id, GLenum severity, const char* message) const;
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#endif
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#endif
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@ -25,7 +25,7 @@ namespace
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-1, 0 // top left
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-1, 0 // top left
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};
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};
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constexpr char* VERTEX_SHADER_SOURCE =
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constexpr char VERTEX_SHADER_SOURCE[] =
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"#version 450 core\n"
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"#version 450 core\n"
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"layout (location = 0) in vec2 position;\n"
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"layout (location = 0) in vec2 position;\n"
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"layout (location = 1) in vec2 offset;\n"
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"layout (location = 1) in vec2 offset;\n"
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@ -36,7 +36,6 @@ namespace
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" float scales[];\n"
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" float scales[];\n"
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"} lss;\n"
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"} lss;\n"
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"out VS_OUT {\n"
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"out VS_OUT {\n"
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" flat vec2 offset;\n"
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" flat int sprite;\n"
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" flat int sprite;\n"
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" flat int layer;\n"
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" flat int layer;\n"
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" vec2 texcoord;\n"
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" vec2 texcoord;\n"
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@ -44,21 +43,22 @@ namespace
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" const int layer = int(floor(gl_InstanceID / " GRID_SIZE_UNIFORM_NAME ".y));\n"
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" const int layer = int(floor(gl_InstanceID / " GRID_SIZE_UNIFORM_NAME ".y));\n"
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" vec2 scaled_offset = 2 * offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
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" vs_out.sprite = sprite;\n"
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" vs_out.sprite = sprite;\n"
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" vs_out.offset = offset * " GRID_SIZE_UNIFORM_NAME ".zw;\n"
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" vs_out.layer = layer;\n"
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" vs_out.layer = layer;\n"
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" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
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" vs_out.texcoord = vec2(position.x + 1, -position.y);\n"
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" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
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" vec2 cell_position = vec2(lss.scales[layer] + (gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) - " GRID_SIZE_UNIFORM_NAME ".x * floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z), -floor((gl_InstanceID % int(" GRID_SIZE_UNIFORM_NAME ".y)) * " GRID_SIZE_UNIFORM_NAME ".z));\n"
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" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
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" vec2 temp = ((position + vec2(-0.5, 0.5)) * lss.scales[layer] + cell_position + vec2(0.5, -0.5)) * " GRID_SIZE_UNIFORM_NAME ".zw * 2 + vec2(-1, 1);\n"
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" gl_Position = vec4(temp.x, -temp.y, 0, 1);\n"
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" gl_Position = vec4(scaled_offset.x + temp.x, scaled_offset.y - temp.y, 0, 1);\n"
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"}";
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"}";
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constexpr char* GEOMETRY_SHADER_SOURCE =
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constexpr const char* VERTEX_SHADER_SOURCE_PTR = VERTEX_SHADER_SOURCE;
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constexpr char GEOMETRY_SHADER_SOURCE[] =
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"#version 450 core\n"
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"#version 450 core\n"
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"layout (triangles) in;\n"
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"layout (triangles) in;\n"
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"layout (triangle_strip, max_vertices = 3) out;\n"
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"layout (triangle_strip, max_vertices = 3) out;\n"
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"in VS_OUT {\n"
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"in VS_OUT {\n"
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" flat vec2 offset;\n"
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" flat int sprite;\n"
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" flat int sprite;\n"
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" flat int layer;\n"
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" flat int layer;\n"
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" vec2 texcoord;\n"
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" vec2 texcoord;\n"
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@ -68,24 +68,26 @@ namespace
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"void main()\n"
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"void main()\n"
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"{\n"
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"{\n"
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" gl_Layer = gs_in[0].layer;\n"
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" gl_Layer = gs_in[0].layer;\n"
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" gl_Position = vec4(gl_in[0].gl_Position.xy + gs_in[0].offset * 2, 0, 1);\n"
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" gl_Position = gl_in[0].gl_Position;\n"
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" sprite = gs_in[0].sprite;\n"
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" sprite = gs_in[0].sprite;\n"
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" texcoord = gs_in[0].texcoord;\n"
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" texcoord = gs_in[0].texcoord;\n"
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" EmitVertex();\n"
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" EmitVertex();\n"
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" gl_Layer = gs_in[1].layer;\n"
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" gl_Layer = gs_in[1].layer;\n"
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" gl_Position = vec4(gl_in[1].gl_Position.xy + gs_in[1].offset * 2, 0, 1);\n"
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" gl_Position = gl_in[1].gl_Position;\n"
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" sprite = gs_in[1].sprite;\n"
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" sprite = gs_in[1].sprite;\n"
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" texcoord = gs_in[1].texcoord;\n"
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" texcoord = gs_in[1].texcoord;\n"
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" EmitVertex();\n"
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" EmitVertex();\n"
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" gl_Layer = gs_in[2].layer;\n"
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" gl_Layer = gs_in[2].layer;\n"
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" gl_Position = vec4(gl_in[2].gl_Position.xy + gs_in[2].offset * 2, 0, 1);\n"
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" gl_Position = gl_in[2].gl_Position;\n"
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" sprite = gs_in[2].sprite;\n"
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" sprite = gs_in[2].sprite;\n"
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" texcoord = gs_in[2].texcoord;\n"
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" texcoord = gs_in[2].texcoord;\n"
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" EmitVertex();\n"
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" EmitVertex();\n"
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" EndPrimitive();\n"
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" EndPrimitive();\n"
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"}";
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"}";
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constexpr char* FRAGMENT_SHADER_SOURCE =
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constexpr const char* GEOMETRY_SHADER_SOURCE_PTR = GEOMETRY_SHADER_SOURCE;
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constexpr char FRAGMENT_SHADER_SOURCE[] =
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"#version 450 core\n"
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"#version 450 core\n"
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"in vec2 texcoord;\n"
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"in vec2 texcoord;\n"
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"flat in int sprite;\n"
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"flat in int sprite;\n"
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@ -96,7 +98,9 @@ namespace
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" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
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" FragColor = texture(" SPRITES_UNIFORM_NAME ", vec3(texcoord, sprite));\n"
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"}";
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"}";
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constexpr char* SCREEN_VERTEX_SHADER_SOURCE =
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constexpr const char* FRAGMENT_SHADER_SOURCE_PTR = FRAGMENT_SHADER_SOURCE;
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constexpr char SCREEN_VERTEX_SHADER_SOURCE[] =
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"#version 450 core\n"
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"#version 450 core\n"
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"layout (location = 0) in vec2 position;\n"
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"layout (location = 0) in vec2 position;\n"
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"out vec2 texcoord;\n"
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"out vec2 texcoord;\n"
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@ -106,6 +110,8 @@ namespace
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" texcoord = vec2(position.x + 1, -position.y);\n"
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" texcoord = vec2(position.x + 1, -position.y);\n"
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"}";
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"}";
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constexpr const char* SCREEN_VERTEX_SHADER_SOURCE_PTR = SCREEN_VERTEX_SHADER_SOURCE;
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constexpr char* SCREEN_FRAGMENT_SHADER_SOURCE =
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constexpr char* SCREEN_FRAGMENT_SHADER_SOURCE =
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"#version 450 core\n"
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"#version 450 core\n"
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"in vec2 texcoord;\n"
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"in vec2 texcoord;\n"
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@ -126,6 +132,8 @@ namespace
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" }\n"
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" }\n"
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" FragColor = vec4(current_color, 1);\n"
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" FragColor = vec4(current_color, 1);\n"
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"}";
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"}";
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constexpr const char* SCREEN_FRAGMENT_SHADER_SOURCE_PTR = SCREEN_FRAGMENT_SHADER_SOURCE;
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}
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}
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namespace glerminal
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namespace glerminal
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@ -444,15 +452,15 @@ namespace glerminal
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// -- setup shader program --
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// -- setup shader program --
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// compile
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// compile
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const unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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const unsigned int vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertex_shader, 1, &VERTEX_SHADER_SOURCE, nullptr);
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glShaderSource(vertex_shader, 1, &VERTEX_SHADER_SOURCE_PTR, nullptr);
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glCompileShader(vertex_shader);
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glCompileShader(vertex_shader);
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const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
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const unsigned int geometry_shader = glCreateShader(GL_GEOMETRY_SHADER);
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glShaderSource(geometry_shader, 1, &GEOMETRY_SHADER_SOURCE, nullptr);
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glShaderSource(geometry_shader, 1, &GEOMETRY_SHADER_SOURCE_PTR, nullptr);
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glCompileShader(geometry_shader);
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glCompileShader(geometry_shader);
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const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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const unsigned int fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(fragment_shader, 1, &FRAGMENT_SHADER_SOURCE, nullptr);
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glShaderSource(fragment_shader, 1, &FRAGMENT_SHADER_SOURCE_PTR, nullptr);
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glCompileShader(fragment_shader);
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glCompileShader(fragment_shader);
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constexpr int INFO_LOG_SIZE = 512;
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constexpr int INFO_LOG_SIZE = 512;
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@ -523,11 +531,11 @@ namespace glerminal
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// compile
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// compile
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const unsigned int screen_vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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const unsigned int screen_vertex_shader = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(screen_vertex_shader, 1, &SCREEN_VERTEX_SHADER_SOURCE, nullptr);
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glShaderSource(screen_vertex_shader, 1, &SCREEN_VERTEX_SHADER_SOURCE_PTR, nullptr);
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glCompileShader(screen_vertex_shader);
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glCompileShader(screen_vertex_shader);
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const unsigned int screen_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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const unsigned int screen_fragment_shader = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(screen_fragment_shader, 1, &SCREEN_FRAGMENT_SHADER_SOURCE, nullptr);
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glShaderSource(screen_fragment_shader, 1, &SCREEN_FRAGMENT_SHADER_SOURCE_PTR, nullptr);
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glCompileShader(screen_fragment_shader);
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glCompileShader(screen_fragment_shader);
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// verify compile
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// verify compile
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