make shader work tm
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9a3ecc06aa
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f46ee19838
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@ -9,7 +9,7 @@ uniform float g_FadeClock;
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void main(void)
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{
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gl_Position = m_Position;
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v_Color = vec4(1.0, 0.0, 0.0, 1.0);
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; //m_Position;
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v_Color = vec4(1.0, 0.0, 0.0, g_FadeClock);
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v_TexCoord = m_TexCoord;
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}
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@ -9,5 +9,5 @@ uniform sampler2D m_Sampler;
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void main(void)
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{
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gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);//v_Color * texture2D(m_Sampler, v_TexCoord);
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gl_FragColor = v_Color * texture2D(m_Sampler, v_TexCoord);
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}
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@ -24,7 +24,7 @@ public class Shader {
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public static List<Shader> loadedShaders = new ArrayList<>();
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public static int currentShader = 0;
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private HashMap<String, Integer> attribLoc = new HashMap<>();
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public HashMap<String, Integer> attribLoc = new HashMap<>();
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private static final String[] attribs = new String[] {
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"m_Position",
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"m_Color",
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@ -184,6 +184,11 @@ public class Shader {
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this.previousShader = currentShader;
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currentShader = this.programId;
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GL20.glEnableVertexAttribArray(this.attribLoc.get("m_Position"));
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GL20.glEnableVertexAttribArray(this.attribLoc.get("m_TexCoord"));
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//this.Properties.set("m_Sampler", 0);
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this.started = true;
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}
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@ -191,6 +196,10 @@ public class Shader {
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if (!this.started)
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return;
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GL11.glFlush();
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GL20.glDisableVertexAttribArray(this.attribLoc.get("m_TexCoord"));
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GL20.glDisableVertexAttribArray(this.attribLoc.get("m_Position"));
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GL20.glUseProgram(this.previousShader);
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currentShader = this.previousShader;
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@ -34,7 +34,7 @@ public class ShaderProperty {
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GL20.glUniform1(this.Location, IntBuffer.wrap( new int[]{ (int)Value } ));
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break;
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case Float:
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GL20.glUniform1(this.Location, FloatBuffer.wrap( new float[]{ (float)Value } ));
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GL20.glUniform1f(this.Location, (float)Value);
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break;
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case BoolVec2:
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GL20.glUniform2(this.Location, IntBuffer.wrap( boolArrayToIntArray( (boolean[])Value ) ));
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@ -43,7 +43,8 @@ public class ShaderProperty {
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GL20.glUniform2(this.Location, IntBuffer.wrap( (int[])Value ));
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break;
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case FloatVec2:
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GL20.glUniform2(this.Location, FloatBuffer.wrap( (float[])Value ));
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float[] value = (float[])Value;
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GL20.glUniform2f(this.Location, value[0], value[1]);
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break;
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case FloatMat2:
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GL20.glUniformMatrix2(this.Location, false, FloatBuffer.wrap( (float[])Value ));
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@ -73,7 +74,7 @@ public class ShaderProperty {
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GL20.glUniformMatrix4(this.Location, false, FloatBuffer.wrap( (float[])Value ));
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break;
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case Sampler2D:
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GL20.glUniform1(this.Location, BufferUtils.createIntBuffer(1).put((int) Value));
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GL20.glUniform1i(this.Location, (int) Value);
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break;
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}
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}
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@ -30,10 +30,7 @@ import java.util.Iterator;
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import java.util.LinkedList;
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import org.lwjgl.BufferUtils;
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import org.lwjgl.opengl.EXTFramebufferObject;
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import org.lwjgl.opengl.GL11;
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import org.lwjgl.opengl.GL13;
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import org.lwjgl.opengl.GL14;
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import org.lwjgl.opengl.*;
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import org.newdawn.slick.*;
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import org.newdawn.slick.opengl.Texture;
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import org.newdawn.slick.opengl.TextureImpl;
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@ -203,6 +200,8 @@ public class Cursor {
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float txtw = txt.getWidth();
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float txth = txt.getHeight();
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//img.draw(0f,0f);
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/*
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// stuff copied from CurveRenderState and stuff, I don't know what I'm doing
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int oldFb = GL11.glGetInteger(EXTFramebufferObject.GL_FRAMEBUFFER_BINDING_EXT);
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@ -214,34 +213,64 @@ public class Cursor {
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GL11.glClearColor(0f, 0f, 0f, 0f);
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GL11.glClear(GL11.GL_COLOR_BUFFER_BIT | GL11.GL_DEPTH_BUFFER_BIT);
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*/
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//txt.bind();
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Color.white.bind();
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TextureImpl.unbind();
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cursorTrailShader.Begin();
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GL11.glBegin(GL11.GL_QUADS);
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//Color.white.bind();
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//GL20.glVertexAttrib4f(cursorTrailShader.attribLoc.get("m_Position"), 1f, 1f, 1f, 1f);
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//GL11.glBindTexture(GL11.GL_TEXTURE_2D, );
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//cursorTrailShader.Properties.set("m_Sampler", txt.getTextureID());
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//cursorTrailShader.Properties.set("g_FadeClock", 0.4f);
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//GL20.glUniform1i(cursorTrailShader.attribLoc.get("m_Sampler"), txt.getTextureID());
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//IntBuffer buf = BufferUtils.createIntBuffer(1).put(txt.getTextureID());
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cursorTrailShader.Begin();
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GL13.glActiveTexture(GL13.GL_TEXTURE5);
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//GL11.glEnable(GL11.GL_TEXTURE_2D);
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//GL11.glGenTextures();
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//txt.bind();
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//TextureImpl.unbind();
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, txt.getTextureID());
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//GL33.glBindSampler(GL20.GL_SAMPLER_2D, txt.getTextureID());
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//GL20.glUniform1i(cursorTrailShader.attribLoc.get("m_Sampler"), 0);
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//cursorTrailShader.Properties.set("m_TexCoord", new float[] { txtw, txth });
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int idd = GL20.glGetAttribLocation(cursorTrailShader.programId, "m_TexCoord");
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cursorTrailShader.Properties.set("m_Sampler", 5);
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//GL20.glUniform1i(cursorTrailShader.Properties.get("m_Sampler").Location, 5);
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cursorTrailShader.Properties.set("g_FadeClock", 0.04f);
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GL11.glBegin(GL11.GL_QUADS);
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float alpha = 0f;
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float alphaIncrease = .4f / trail.size;
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for (Trailpart p : trail) {
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//alpha += alphaIncrease;
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GL11.glColor4f(filter.r, filter.g, filter.b, alpha);
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//GL11.glTexCoord2f(0f, 0f);
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//GL11.glColor4f(filter.r, filter.g, filter.b, 1f);
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GL11.glTexCoord2f(0f, 0f);
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GL20.glVertexAttrib2f(idd, 0f, 0f);
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GL11.glVertex3f(p.x - trailw2, p.y - trailh2, 0f);
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//GL11.glTexCoord2f(txtw, 0);
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GL11.glTexCoord2f(txtw, 0);
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GL20.glVertexAttrib2f(idd, txtw, 0);
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GL11.glVertex3f(p.x + trailw2, p.y - trailh2, 0f);
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//GL11.glTexCoord2f(txtw, txth);
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GL11.glTexCoord2f(txtw, txth);
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GL20.glVertexAttrib2f(idd, txtw, txth);
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GL11.glVertex3f(p.x + trailw2, p.y + trailh2, 0f);
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//GL11.glTexCoord2f(0f, txth);
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GL11.glTexCoord2f(0f, txth);
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GL20.glVertexAttrib2f(idd, 0f, txth);
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GL11.glVertex3f(p.x - trailw2, p.y + trailh2, 0f);
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break;
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//break;
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}
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//GL11.glEnd();
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GL11.glEnd();
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cursorTrailShader.End();
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GL13.glActiveTexture(GL13.GL_TEXTURE0);
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/*
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GL11.glBindTexture(GL11.GL_TEXTURE_2D, oldTex);
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EXTFramebufferObject.glBindFramebufferEXT(EXTFramebufferObject.GL_FRAMEBUFFER_EXT, oldFb);
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@ -264,8 +293,8 @@ public class Cursor {
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GL11.glEnd();
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GL14.glBlendFuncSeparate(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, GL11.GL_ONE, GL11.GL_ONE_MINUS_SRC_ALPHA);
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*/
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//CURSOR.getScaledImage(OPTION_CURSOR_SIZE.val / 100f).drawCentered(lastPosition.x, lastPosition.y, filter);
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//CURSOR_MIDDLE.getScaledImage(OPTION_CURSOR_SIZE.val / 100f).drawCentered(lastPosition.x, lastPosition.y, filter);
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CURSOR.getScaledImage(OPTION_CURSOR_SIZE.val / 100f).drawCentered(lastPosition.x, lastPosition.y, filter);
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CURSOR_MIDDLE.getScaledImage(OPTION_CURSOR_SIZE.val / 100f).drawCentered(lastPosition.x, lastPosition.y, filter);
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}
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/**
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