use attrib pointers in nativeVertexFormat
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2f78986e2c
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ff889c0e65
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@ -229,24 +229,25 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if(ApiType == API_OPENGL)
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{
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if (components & VB_HAS_NRM0)
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WRITE(p, " float3 rawnorm0 = gl_Normal; // NORMAL0,\n");
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WRITE(p, "ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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if (components & VB_HAS_POSMTXIDX)
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WRITE(p, "ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM0)
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WRITE(p, "ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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if (components & VB_HAS_NRM1)
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WRITE(p, "ATTRIN float3 rawnorm1; // ATTR%d,\n", SHADER_NORM1_ATTRIB);
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if (components & VB_HAS_NRM2)
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WRITE(p, "ATTRIN float3 rawnorm2; // ATTR%d,\n", SHADER_NORM2_ATTRIB);
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if (components & VB_HAS_COL0)
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WRITE(p, " float4 color0 = gl_Color; // COLOR0,\n");
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WRITE(p, "ATTRIN float4 color0; // ATTR%d,\n", SHADER_COLOR0_ATTRIB);
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if (components & VB_HAS_COL1)
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WRITE(p, " float4 color1 = gl_SecondaryColor; // COLOR1,\n");
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WRITE(p, "ATTRIN float4 color1; // ATTR%d,\n", SHADER_COLOR1_ATTRIB);
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for (int i = 0; i < 8; ++i) {
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u32 hastexmtx = (components & (VB_HAS_TEXMTXIDX0<<i));
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if ((components & (VB_HAS_UV0<<i)) || hastexmtx)
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WRITE(p, " float%d tex%d = gl_MultiTexCoord%d.xy%s; // TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i, hastexmtx ? "z" : "", i);
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WRITE(p, "ATTRIN float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
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}
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// Let's set up attributes
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@ -272,7 +273,6 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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WRITE(p, "VARYOUT float%d uv%d_2;\n", i < 4 ? 4 : 3 , i);
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}
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}
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WRITE(p, " float4 rawpos = gl_Vertex;\n");
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WRITE(p, "VARYOUT float4 colors_02;\n");
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WRITE(p, "VARYOUT float4 colors_12;\n");
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@ -22,12 +22,23 @@
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#include "VideoCommon.h"
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// TODO should be reordered
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#define SHADER_POSITION_ATTRIB 0
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#define SHADER_POSMTX_ATTRIB 1
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#define SHADER_POSITION_ATTRIB 2
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#define SHADER_TEXTURE0_ATTRIB 3
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#define SHADER_COLOR0_ATTRIB 4
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#define SHADER_NORM1_ATTRIB 6
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#define SHADER_NORM2_ATTRIB 7
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#define SHADER_NORM0_ATTRIB 2
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#define SHADER_NORM1_ATTRIB 3
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#define SHADER_NORM2_ATTRIB 4
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#define SHADER_COLOR0_ATTRIB 5
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#define SHADER_COLOR1_ATTRIB 6
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#define SHADER_TEXTURE0_ATTRIB 8
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#define SHADER_TEXTURE1_ATTRIB 9
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#define SHADER_TEXTURE2_ATTRIB 10
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#define SHADER_TEXTURE3_ATTRIB 11
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#define SHADER_TEXTURE4_ATTRIB 12
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#define SHADER_TEXTURE5_ATTRIB 13
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#define SHADER_TEXTURE6_ATTRIB 14
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#define SHADER_TEXTURE7_ATTRIB 15
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// shader variables
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@ -73,39 +73,28 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, (u8*)NULL);
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glEnableVertexAttribArray(SHADER_POSITION_ATTRIB);
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glVertexAttribPointer(SHADER_POSITION_ATTRIB, 3, GL_FLOAT, GL_FALSE, vtx_decl.stride, (u8*)NULL);
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if (vtx_decl.num_normals >= 1) {
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glEnableClientState(GL_NORMAL_ARRAY);
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[0]);
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if (vtx_decl.num_normals == 3) {
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glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
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glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
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glVertexAttribPointer(SHADER_NORM1_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[1]);
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glVertexAttribPointer(SHADER_NORM2_ATTRIB, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[2]);
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for (int i = 0; i < 3; i++) {
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if (vtx_decl.num_normals > i) {
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glEnableVertexAttribArray(SHADER_NORM0_ATTRIB+i);
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glVertexAttribPointer(SHADER_NORM0_ATTRIB+i, vtx_decl.normal_gl_size, VarToGL(vtx_decl.normal_gl_type), GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.normal_offset[i]);
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}
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}
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for (int i = 0; i < 2; i++) {
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if (vtx_decl.color_offset[i] != -1) {
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if (i == 0) {
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glEnableClientState(GL_COLOR_ARRAY);
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glColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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} else {
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glEnableClientState(GL_SECONDARY_COLOR_ARRAY);
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glSecondaryColorPointer(4, GL_UNSIGNED_BYTE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i);
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glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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}
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for (int i = 0; i < 8; i++) {
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if (vtx_decl.texcoord_offset[i] != -1) {
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int id = GL_TEXTURE0 + i;
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glClientActiveTexture(id);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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glEnableVertexAttribArray(SHADER_TEXTURE0_ATTRIB+i);
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glVertexAttribPointer(SHADER_TEXTURE0_ATTRIB+i, vtx_decl.texcoord_size[i], VarToGL(vtx_decl.texcoord_gl_type[i]),
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GL_FALSE, vtx_decl.stride, (u8*)NULL + vtx_decl.texcoord_offset[i]);
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}
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}
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@ -111,11 +111,21 @@ void ProgramShaderCache::SetProgramBindings ( ProgramShaderCache::PCacheEntry& e
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// Need to set some attribute locations
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glBindAttribLocation(entry.prog_id, SHADER_POSITION_ATTRIB, "rawpos");
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glBindAttribLocation(entry.prog_id, SHADER_POSMTX_ATTRIB, "fposmtx");
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glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB, "texture0");
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glBindAttribLocation(entry.prog_id, SHADER_COLOR0_ATTRIB, "color0");
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glBindAttribLocation(entry.prog_id, SHADER_COLOR1_ATTRIB, "color1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(entry.prog_id, SHADER_NORM1_ATTRIB, "rawnorm1");
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glBindAttribLocation(entry.prog_id, SHADER_NORM2_ATTRIB, "rawnorm2");
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for(int i=0; i<8; i++) {
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char attrib_name[8];
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snprintf(attrib_name, 8, "tex%d", i);
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glBindAttribLocation(entry.prog_id, SHADER_TEXTURE0_ATTRIB+i, attrib_name);
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}
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}
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@ -132,11 +132,11 @@ static const char *s_vertexShaderSrc =
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"#version 130\n"
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"uniform vec2 charSize;\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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" uv0 = texture0 * charSize;\n"
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" uv0 = tex0 * charSize;\n"
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"}\n";
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static const char *s_fragmentShaderSrc =
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@ -528,11 +528,11 @@ TextureCache::TextureCache()
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const char *VProgram =
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"#version 130\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main()\n"
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"{\n"
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" uv0 = texture0;\n"
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" uv0 = tex0;\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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"}\n";
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if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
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@ -115,11 +115,11 @@ void CreatePrograms()
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const char *VProgram =
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"#version 130\n"
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"in vec2 rawpos;\n"
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"in vec2 texture0;\n"
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"in vec2 tex0;\n"
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"out vec2 uv0;\n"
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"void main()\n"
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"{\n"
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" uv0 = texture0;\n"
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" uv0 = tex0;\n"
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" gl_Position = vec4(rawpos,0,1);\n"
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"}\n";
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if (!VertexShaderCache::CompileVertexShader(s_vProgram, VProgram))
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