Remove duplication between world/chrome shaders.

This commit is contained in:
Paul Chote
2013-02-23 09:53:46 +13:00
parent 35a149ea87
commit a166815348
16 changed files with 8 additions and 179 deletions

View File

@@ -50,11 +50,11 @@ namespace OpenRA.Graphics
TempBufferCount = Game.Settings.Graphics.NumTempBuffers;
SheetSize = Game.Settings.Graphics.SheetSize;
WorldSpriteShader = device.CreateShader("world-shp");
WorldLineShader = device.CreateShader("world-line");
LineShader = device.CreateShader("chrome-line");
RgbaSpriteShader = device.CreateShader("chrome-rgba");
SpriteShader = device.CreateShader("chrome-shp");
WorldSpriteShader = device.CreateShader("shp");
WorldLineShader = device.CreateShader("line");
LineShader = device.CreateShader("line");
RgbaSpriteShader = device.CreateShader("rgba");
SpriteShader = device.CreateShader("shp");
WorldSpriteRenderer = new SpriteRenderer(this, WorldSpriteShader);
WorldLineRenderer = new LineRenderer(this, WorldLineShader);
@@ -82,9 +82,9 @@ namespace OpenRA.Graphics
SetShaderParams(WorldSpriteShader, zr1, r2, scroll);
SetShaderParams(WorldLineShader, zr1, r2, scroll);
SetShaderParams(LineShader, r1, r2, scroll);
SetShaderParams(RgbaSpriteShader, r1, r2, scroll);
SetShaderParams(SpriteShader, r1, r2, scroll);
SetShaderParams(LineShader, r1, r2, float2.Zero);
SetShaderParams(RgbaSpriteShader, r1, r2, float2.Zero);
SetShaderParams(SpriteShader, r1, r2, float2.Zero);
}
void SetShaderParams(IShader s, float2 r1, float2 r2, float2 scroll)

View File

@@ -1,55 +0,0 @@
// OpenRA gui lines shader
// Author: C. Forbes
//--------------------------------------------------------
float2 r1, r2; // matrix elements
struct VertexIn {
float4 Position: POSITION;
float4 Color: TEXCOORD0;
};
struct VertexOut {
float4 Position: POSITION;
float4 Color: COLOR0;
};
VertexOut Simple_vp(VertexIn v) {
VertexOut o;
float2 p = v.Position.xy * r1 + r2;
o.Position = float4(p.x,p.y,0,1);
o.Color = v.Color;
return o;
}
float4 Simple_fp(VertexOut f) : COLOR0 {
return f.Color;
}
technique high_quality {
pass p0 {
BlendEnable = true;
DepthTestEnable = false;
//CullMode = None;
//FillMode = Wireframe;
VertexProgram = compile latest Simple_vp();
FragmentProgram = compile latest Simple_fp();
BlendEquation = FuncAdd;
BlendFunc = int2( SrcAlpha, OneMinusSrcAlpha );
}
}
technique high_quality_cg21 {
pass p0 {
BlendEnable = true;
DepthTestEnable = false;
//CullMode = None;
//FillMode = Wireframe;
VertexProgram = compile arbvp1 Simple_vp();
FragmentProgram = compile arbfp1 Simple_fp();
BlendEquation = FuncAdd;
BlendFunc = int2( SrcAlpha, OneMinusSrcAlpha );
}
}

View File

@@ -1,80 +0,0 @@
// OpenRA test shader
// Author: C. Forbes
//--------------------------------------------------------
float2 Scroll;
float2 r1, r2; // matrix elements
sampler2D DiffuseTexture = sampler_state {
MinFilter = Nearest;
MagFilter = Nearest;
WrapS = Repeat;
WrapT = Repeat;
};
sampler2D Palette = sampler_state {
MinFilter = Nearest;
MagFilter = Nearest;
WrapS = Repeat;
WrapT = Repeat;
};
struct VertexIn {
float4 Position: POSITION;
float4 Tex0: TEXCOORD0;
};
struct VertexOut {
float4 Position: POSITION;
float3 Tex0: TEXCOORD0;
float4 ChannelMask: TEXCOORD1;
};
float4 DecodeChannelMask( float x )
{
if (x > 0)
return (x > 0.5f) ? float4(1,0,0,0) : float4(0,1,0,0);
else
return (x <-0.5f) ? float4(0,0,0,1) : float4(0,0,1,0);
}
VertexOut Simple_vp(VertexIn v) {
VertexOut o;
float2 p = v.Position.xy * r1 + r2;
o.Position = float4(p.x,p.y,0,1);
o.Tex0 = float3(v.Tex0.x, v.Tex0.y, v.Tex0.z);
o.ChannelMask = DecodeChannelMask( v.Tex0.w );
return o;
}
float4 Palette_fp(VertexOut f) : COLOR0 {
float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
return tex2D(Palette, p);
}
technique low_quality {
pass p0 {
BlendEnable = true;
DepthTestEnable = false;
CullFaceEnable = false;
VertexProgram = compile latest Simple_vp();
FragmentProgram = compile latest Palette_fp();
BlendEquation = FuncAdd;
BlendFunc = int2( SrcAlpha, OneMinusSrcAlpha );
}
}
technique low_quality_cg21 {
pass p0 {
BlendEnable = true;
DepthTestEnable = false;
CullFaceEnable = false;
VertexProgram = compile arbvp1 Simple_vp();
FragmentProgram = compile arbfp1 Palette_fp();
BlendEquation = FuncAdd;
BlendFunc = int2( SrcAlpha, OneMinusSrcAlpha );
}
}

View File

@@ -1,7 +0,0 @@
uniform vec2 r1, r2; // matrix elements
void main()
{
vec2 p = gl_Vertex.xy*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1);
gl_FrontColor = gl_MultiTexCoord0;
}

View File

@@ -1,17 +0,0 @@
uniform vec2 r1,r2; // matrix elements
vec4 DecodeChannelMask( float x )
{
if (x > 0.0)
return (x > 0.5) ? vec4(1,0,0,0) : vec4(0,1,0,0);
else
return (x < -0.5) ? vec4(0,0,0,1) : vec4(0,0,1,0);
}
void main()
{
vec2 p = gl_Vertex.xy*r1 + r2;
gl_Position = vec4(p.x,p.y,0,1);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = DecodeChannelMask(gl_MultiTexCoord0.w);
}

View File

@@ -1,4 +0,0 @@
void main()
{
gl_FragColor = gl_Color;
}

View File

@@ -1,8 +0,0 @@
uniform sampler2D DiffuseTexture, Palette;
void main()
{
vec4 x = texture2D(DiffuseTexture, gl_TexCoord[0].st);
vec2 p = vec2( dot(x, gl_TexCoord[1]), gl_TexCoord[0].p );
gl_FragColor = texture2D(Palette,p);
}