make shader work tm

This commit is contained in:
Emily 2018-11-16 23:39:12 +01:00
parent 9a3ecc06aa
commit f46ee19838
5 changed files with 65 additions and 26 deletions

View File

@ -9,7 +9,7 @@ uniform float g_FadeClock;
void main(void) void main(void)
{ {
gl_Position = m_Position; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; //m_Position;
v_Color = vec4(1.0, 0.0, 0.0, 1.0); v_Color = vec4(1.0, 0.0, 0.0, g_FadeClock);
v_TexCoord = m_TexCoord; v_TexCoord = m_TexCoord;
} }

View File

@ -9,5 +9,5 @@ uniform sampler2D m_Sampler;
void main(void) void main(void)
{ {
gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);//v_Color * texture2D(m_Sampler, v_TexCoord); gl_FragColor = v_Color * texture2D(m_Sampler, v_TexCoord);
} }

View File

@ -24,7 +24,7 @@ public class Shader {
public static List<Shader> loadedShaders = new ArrayList<>(); public static List<Shader> loadedShaders = new ArrayList<>();
public static int currentShader = 0; public static int currentShader = 0;
private HashMap<String, Integer> attribLoc = new HashMap<>(); public HashMap<String, Integer> attribLoc = new HashMap<>();
private static final String[] attribs = new String[] { private static final String[] attribs = new String[] {
"m_Position", "m_Position",
"m_Color", "m_Color",
@ -184,6 +184,11 @@ public class Shader {
this.previousShader = currentShader; this.previousShader = currentShader;
currentShader = this.programId; currentShader = this.programId;
GL20.glEnableVertexAttribArray(this.attribLoc.get("m_Position"));
GL20.glEnableVertexAttribArray(this.attribLoc.get("m_TexCoord"));
//this.Properties.set("m_Sampler", 0);
this.started = true; this.started = true;
} }
@ -191,6 +196,10 @@ public class Shader {
if (!this.started) if (!this.started)
return; return;
GL11.glFlush();
GL20.glDisableVertexAttribArray(this.attribLoc.get("m_TexCoord"));
GL20.glDisableVertexAttribArray(this.attribLoc.get("m_Position"));
GL20.glUseProgram(this.previousShader); GL20.glUseProgram(this.previousShader);
currentShader = this.previousShader; currentShader = this.previousShader;

View File

@ -34,7 +34,7 @@ public class ShaderProperty {
GL20.glUniform1(this.Location, IntBuffer.wrap( new int[]{ (int)Value } )); GL20.glUniform1(this.Location, IntBuffer.wrap( new int[]{ (int)Value } ));
break; break;
case Float: case Float:
GL20.glUniform1(this.Location, FloatBuffer.wrap( new float[]{ (float)Value } )); GL20.glUniform1f(this.Location, (float)Value);
break; break;
case BoolVec2: case BoolVec2:
GL20.glUniform2(this.Location, IntBuffer.wrap( boolArrayToIntArray( (boolean[])Value ) )); GL20.glUniform2(this.Location, IntBuffer.wrap( boolArrayToIntArray( (boolean[])Value ) ));
@ -43,7 +43,8 @@ public class ShaderProperty {
GL20.glUniform2(this.Location, IntBuffer.wrap( (int[])Value )); GL20.glUniform2(this.Location, IntBuffer.wrap( (int[])Value ));
break; break;
case FloatVec2: case FloatVec2:
GL20.glUniform2(this.Location, FloatBuffer.wrap( (float[])Value )); float[] value = (float[])Value;
GL20.glUniform2f(this.Location, value[0], value[1]);
break; break;
case FloatMat2: case FloatMat2:
GL20.glUniformMatrix2(this.Location, false, FloatBuffer.wrap( (float[])Value )); GL20.glUniformMatrix2(this.Location, false, FloatBuffer.wrap( (float[])Value ));
@ -73,7 +74,7 @@ public class ShaderProperty {
GL20.glUniformMatrix4(this.Location, false, FloatBuffer.wrap( (float[])Value )); GL20.glUniformMatrix4(this.Location, false, FloatBuffer.wrap( (float[])Value ));
break; break;
case Sampler2D: case Sampler2D:
GL20.glUniform1(this.Location, BufferUtils.createIntBuffer(1).put((int) Value)); GL20.glUniform1i(this.Location, (int) Value);
break; break;
} }
} }

View File

@ -30,10 +30,7 @@ import java.util.Iterator;
import java.util.LinkedList; import java.util.LinkedList;
import org.lwjgl.BufferUtils; import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.EXTFramebufferObject; import org.lwjgl.opengl.*;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL13;
import org.lwjgl.opengl.GL14;
import org.newdawn.slick.*; import org.newdawn.slick.*;
import org.newdawn.slick.opengl.Texture; import org.newdawn.slick.opengl.Texture;
import org.newdawn.slick.opengl.TextureImpl; import org.newdawn.slick.opengl.TextureImpl;
@ -203,6 +200,8 @@ public class Cursor {
float txtw = txt.getWidth(); float txtw = txt.getWidth();
float txth = txt.getHeight(); float txth = txt.getHeight();
//img.draw(0f,0f);
/* /*
// stuff copied from CurveRenderState and stuff, I don't know what I'm doing // stuff copied from CurveRenderState and stuff, I don't know what I'm doing
int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT); int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT);
@ -214,34 +213,64 @@ public class Cursor {
GL11.glClearColor(0f, 0f, 0f, 0f); GL11.glClearColor(0f, 0f, 0f, 0f);
GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT); GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
*/ */
//txt.bind(); //Color.white.bind();
Color.white.bind();
TextureImpl.unbind();
cursorTrailShader.Begin(); //GL20.glVertexAttrib4f(cursorTrailShader.attribLoc.get("m_Position"), 1f, 1f, 1f, 1f);
GL11.glBegin(GL11.GL_QUADS);
//GL11.glBindTexture(GL11.GL_TEXTURE_2D, ); //GL11.glBindTexture(GL11.GL_TEXTURE_2D, );
//cursorTrailShader.Properties.set("m_Sampler", txt.getTextureID()); //cursorTrailShader.Properties.set("m_Sampler", txt.getTextureID());
//cursorTrailShader.Properties.set("g_FadeClock", 0.4f);
//GL20.glUniform1i(cursorTrailShader.attribLoc.get("m_Sampler"), txt.getTextureID());
//IntBuffer buf = BufferUtils.createIntBuffer(1).put(txt.getTextureID());
cursorTrailShader.Begin();
GL13.glActiveTexture(GL13.GL_TEXTURE5);
//GL11.glEnable(GL11.GL_TEXTURE_2D);
//GL11.glGenTextures();
//txt.bind();
//TextureImpl.unbind();
GL11.glBindTexture(GL11.GL_TEXTURE_2D, txt.getTextureID());
//GL33.glBindSampler(GL20.GL_SAMPLER_2D, txt.getTextureID());
//GL20.glUniform1i(cursorTrailShader.attribLoc.get("m_Sampler"), 0);
//cursorTrailShader.Properties.set("m_TexCoord", new float[] { txtw, txth });
int idd = GL20.glGetAttribLocation(cursorTrailShader.programId, "m_TexCoord");
cursorTrailShader.Properties.set("m_Sampler", 5);
//GL20.glUniform1i(cursorTrailShader.Properties.get("m_Sampler").Location, 5);
cursorTrailShader.Properties.set("g_FadeClock", 0.04f);
GL11.glBegin(GL11.GL_QUADS);
float alpha = 0f; float alpha = 0f;
float alphaIncrease = .4f / trail.size; float alphaIncrease = .4f / trail.size;
for (Trailpart p : trail) { for (Trailpart p : trail) {
//alpha += alphaIncrease; //alpha += alphaIncrease;
GL11.glColor4f(filter.r, filter.g, filter.b, alpha); //GL11.glColor4f(filter.r, filter.g, filter.b, 1f);
//GL11.glTexCoord2f(0f, 0f); GL11.glTexCoord2f(0f, 0f);
GL20.glVertexAttrib2f(idd, 0f, 0f);
GL11.glVertex3f(p.x - trailw2, p.y - trailh2, 0f); GL11.glVertex3f(p.x - trailw2, p.y - trailh2, 0f);
//GL11.glTexCoord2f(txtw, 0); GL11.glTexCoord2f(txtw, 0);
GL20.glVertexAttrib2f(idd, txtw, 0);
GL11.glVertex3f(p.x + trailw2, p.y - trailh2, 0f); GL11.glVertex3f(p.x + trailw2, p.y - trailh2, 0f);
//GL11.glTexCoord2f(txtw, txth); GL11.glTexCoord2f(txtw, txth);
GL20.glVertexAttrib2f(idd, txtw, txth);
GL11.glVertex3f(p.x + trailw2, p.y + trailh2, 0f); GL11.glVertex3f(p.x + trailw2, p.y + trailh2, 0f);
//GL11.glTexCoord2f(0f, txth); GL11.glTexCoord2f(0f, txth);
GL20.glVertexAttrib2f(idd, 0f, txth);
GL11.glVertex3f(p.x - trailw2, p.y + trailh2, 0f); GL11.glVertex3f(p.x - trailw2, p.y + trailh2, 0f);
break; //break;
} }
//GL11.glEnd();
GL11.glEnd(); GL11.glEnd();
cursorTrailShader.End(); cursorTrailShader.End();
GL13.glActiveTexture(GL13.GL_TEXTURE0);
/* /*
GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex); GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex);
EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb); EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb);
@ -264,8 +293,8 @@ public class Cursor {
GL11.glEnd(); GL11.glEnd();
GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA); GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);
*/ */
//CURSOR.getScaledImage(OPTION_CURSOR_SIZE.val / 100f).drawCentered(lastPosition.x, lastPosition.y, filter); CURSOR.getScaledImage(OPTION_CURSOR_SIZE.val / 100f).drawCentered(lastPosition.x, lastPosition.y, filter);
//CURSOR_MIDDLE.getScaledImage(OPTION_CURSOR_SIZE.val / 100f).drawCentered(lastPosition.x, lastPosition.y, filter); CURSOR_MIDDLE.getScaledImage(OPTION_CURSOR_SIZE.val / 100f).drawCentered(lastPosition.x, lastPosition.y, filter);
} }
/** /**