Fix setting uniforms; chrome-rgba shader works, but lacks alpha blending.

This commit is contained in:
Paul Chote
2010-11-11 00:27:14 +13:00
parent f2a20a182e
commit 518e00c78a
8 changed files with 79 additions and 42 deletions

View File

@@ -25,6 +25,7 @@ namespace OpenRA.Renderer.Glsl
{
this.type = type;
Console.WriteLine("Loading shader: {0}",type);
// Vertex shader
string vertexCode;
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.vert".F(Path.DirectorySeparatorChar, type))))
@@ -40,7 +41,7 @@ namespace OpenRA.Renderer.Glsl
// Fragment shader
string fragmentCode;
using (var file = new StreamReader(FileSystem.Open("glsl{0}rgba.frag".F(Path.DirectorySeparatorChar, type))))
using (var file = new StreamReader(FileSystem.Open("glsl{0}{1}.frag".F(Path.DirectorySeparatorChar, type))))
fragmentCode = file.ReadToEnd();
int f = Gl.glCreateShader(Gl.GL_FRAGMENT_SHADER);
GraphicsDevice.CheckGlError();
@@ -69,27 +70,38 @@ namespace OpenRA.Renderer.Glsl
public void Render(Action a)
{
GraphicsDevice.CheckGlError();
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
Console.WriteLine("rendering");
a();
GraphicsDevice.CheckGlError();
Gl.glUseProgram(0);
GraphicsDevice.CheckGlError();
}
public void SetValue(string name, ITexture t)
{
}
public void SetValue(string name, float x, float y)
{
{
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
Console.WriteLine("setting value {0} to {1},{2} in {3}",name,x,y,type);
var texture = (Texture)t;
int param = Gl.glGetUniformLocation(program, name);
GraphicsDevice.CheckGlError();
if (texture != null && param >= 0)
{
//texture.texture = 0;
Console.WriteLine("setting {0}:{1} to {2}",type,name,texture.texture);
Gl.glUniform1i(param, texture.texture);
GraphicsDevice.CheckGlError();
}
}
public void SetValue(string name, float x, float y)
{
Gl.glUseProgram(program);
GraphicsDevice.CheckGlError();
//Console.WriteLine("setting {3}:{0} to ({1},{2})",name,x,y,type);
int param = Gl.glGetUniformLocation(program, name);
GraphicsDevice.CheckGlError();
Gl.glUniform2f(param,x,y);
GraphicsDevice.CheckGlError();
}

View File

@@ -1,4 +1,4 @@
#region Copyright & License Information
#region Copyright & License Information
/*
* Copyright 2007-2010 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
@@ -34,6 +34,23 @@ namespace OpenRA.Renderer.Glsl
SetData(bitmap);
}
void PrepareTexture()
{
Gl.glActiveTexture(Gl.GL_TEXTURE0 + texture);
GraphicsDevice.CheckGlError();
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAG_FILTER, Gl.GL_NEAREST);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MIN_FILTER, Gl.GL_NEAREST);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_BASE_LEVEL, 0);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAX_LEVEL, 0);
GraphicsDevice.CheckGlError();
}
public void SetData(byte[] colors, int width, int height)
{
if (!IsPowerOf2(width) || !IsPowerOf2(height))
@@ -44,13 +61,7 @@ namespace OpenRA.Renderer.Glsl
fixed (byte* ptr = &colors[0])
{
IntPtr intPtr = new IntPtr((void*)ptr);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_BASE_LEVEL, 0);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAX_LEVEL, 0);
GraphicsDevice.CheckGlError();
PrepareTexture();
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, width, height,
0, Gl.GL_BGRA, Gl.GL_UNSIGNED_BYTE, intPtr);
GraphicsDevice.CheckGlError();
@@ -72,13 +83,7 @@ namespace OpenRA.Renderer.Glsl
fixed (uint* ptr = &colors[0,0])
{
IntPtr intPtr = new IntPtr((void *) ptr);
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_BASE_LEVEL, 0);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAX_LEVEL, 0);
GraphicsDevice.CheckGlError();
PrepareTexture();
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, width, height,
0, Gl.GL_BGRA, Gl.GL_UNSIGNED_BYTE, intPtr);
GraphicsDevice.CheckGlError();
@@ -93,23 +98,16 @@ namespace OpenRA.Renderer.Glsl
//throw new InvalidOperationException( "non-power-of-2-texture" );
bitmap = new Bitmap(bitmap, new Size(NextPowerOf2(bitmap.Width), NextPowerOf2(bitmap.Height)));
}
Gl.glBindTexture(Gl.GL_TEXTURE_2D, texture);
GraphicsDevice.CheckGlError();
var bits = bitmap.LockBits(
new Rectangle(0, 0, bitmap.Width, bitmap.Height),
ImageLockMode.ReadOnly,
PixelFormat.Format32bppArgb);
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_BASE_LEVEL, 0);
GraphicsDevice.CheckGlError();
Gl.glTexParameteri(Gl.GL_TEXTURE_2D, Gl.GL_TEXTURE_MAX_LEVEL, 0);
GraphicsDevice.CheckGlError();
PrepareTexture();
Gl.glTexImage2D(Gl.GL_TEXTURE_2D, 0, Gl.GL_RGBA8, bits.Width, bits.Height,
0, Gl.GL_BGRA, Gl.GL_UNSIGNED_BYTE, bits.Scan0); // todo: weird strides
GraphicsDevice.CheckGlError();
bitmap.UnlockBits(bits);
}

5
glsl/chrome-rgba.frag Normal file
View File

@@ -0,0 +1,5 @@
uniform sampler2D DiffuseTexture;
void main()
{
gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
}

View File

@@ -1,8 +1,8 @@
uniform vec2 r1;
uniform vec2 r2; // matrix elements
void main()
{
vec2 p = gl_Vertex.xy*vec2(0.001538462,-0.0025) + vec2(-1,1);
vec2 p = gl_Vertex.xy*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1);
gl_TexCoord[0] = gl_MultiTexCoord0;
}

6
glsl/chrome-shp.frag Normal file
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@@ -0,0 +1,6 @@
uniform sampler2D DiffuseTexture;
void main()
{
gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
}

6
glsl/world-line.frag Normal file
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@@ -0,0 +1,6 @@
uniform sampler2D DiffuseTexture;
void main()
{
gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
}

10
glsl/world-shp.frag Normal file
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@@ -0,0 +1,10 @@
uniform sampler2D DiffuseTexture, Palette;
void main()
{
//float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
//float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
//return tex2D(Palette, p);
//st
gl_FragColor = texture2D(Palette,gl_TexCoord[0].xy);
}

View File

@@ -1,9 +1,9 @@
uniform vec2 Scroll;
uniform vec2 r1;
uniform vec2 r2; // matrix elements
uniform vec2 r1,r2; // matrix elements
void main()
{
vec2 p = (gl_Vertex.xy);
gl_Position = gl_Vertex;
vec2 p = (gl_Vertex.xy - Scroll.xy)*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1);
gl_TexCoord[0] = gl_MultiTexCoord0;
}