From 147123b2023a0245f3678b61eb7e59b67db66ba5 Mon Sep 17 00:00:00 2001 From: Redacted Date: Tue, 15 Apr 2025 12:18:14 -0400 Subject: [PATCH] Working on the default shader ( Need a system for accessing texture units & sampling etc ) --- assets/shader_programs/test_fragment.glsl | 47 +---------------------- assets/shader_programs/test_vertex.glsl | 4 ++ main.cpp | 20 ++-------- src/renderer/OpenGL/internals/internals.h | 2 + src/types/Shader.cpp | 15 -------- 5 files changed, 12 insertions(+), 76 deletions(-) diff --git a/assets/shader_programs/test_fragment.glsl b/assets/shader_programs/test_fragment.glsl index 1c78d74..b813979 100644 --- a/assets/shader_programs/test_fragment.glsl +++ b/assets/shader_programs/test_fragment.glsl @@ -1,50 +1,7 @@ #version 120 -#ifdef GL_ES -precision mediump float; -#endif - -attribute vec4 gl_Color; - -uniform vec2 u_resolution; -uniform float u_time; - -vec3 rgb2hsb( in vec3 c ){ - vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); - vec4 p = mix(vec4(c.bg, K.wz), - vec4(c.gb, K.xy), - step(c.b, c.g)); - vec4 q = mix(vec4(p.xyw, c.r), - vec4(c.r, p.yzx), - step(p.x, c.r)); - float d = q.x - min(q.w, q.y); - float e = 1.0e-10; - return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), - d / (q.x + e), - q.x); -} - -// Function from IƱigo Quiles -// https://www.shadertoy.com/view/MsS3Wc -vec3 hsb2rgb( in vec3 c ){ - vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), - 6.0)-3.0)-1.0, - 0.0, - 1.0 ); - rgb = rgb*rgb*(3.0-2.0*rgb); - return c.z * mix(vec3(1.0), rgb, c.y); -} +varying vec4 v_color; void main(){ - vec2 st = gl_FragCoord.xy/u_resolution; - vec3 color = vec3(0.0); - - // We map x (0.0 - 1.0) to the hue (0.0 - 1.0) - // And the y (0.0 - 1.0) to the brightness - color = hsb2rgb(vec3(st.x,1.0,st.y)); - - gl_FragColor = vec4(color,1.0); - - - gl_FragColor = gl_Color; + gl_FragColor = v_color; } \ No newline at end of file diff --git a/assets/shader_programs/test_vertex.glsl b/assets/shader_programs/test_vertex.glsl index a243a19..1fb19a9 100644 --- a/assets/shader_programs/test_vertex.glsl +++ b/assets/shader_programs/test_vertex.glsl @@ -1,5 +1,9 @@ #version 120 +// The color manually set with glColor4f, glColor4ubv etc etc. +varying vec4 v_color; + void main() { + v_color = gl_Color; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } diff --git a/main.cpp b/main.cpp index 622e4cc..32769f9 100644 --- a/main.cpp +++ b/main.cpp @@ -113,7 +113,6 @@ Texture* image; Texture* image_mask; RenderTarget* j2d_render_target; Shader shader; -float u_time = 0; class JGLDemoWindow : public ReWindow::OpenGLWindow { @@ -194,7 +193,8 @@ public: J3D::WireframeAABB(Colors::Yellow, {0.5, 0, 0.5}, {0.125, 0.125, 0.125}, 1); J3D::End(); - J2D::Begin(j2d_render_target, true); + shader.Use(); + J2D::Begin(nullptr, true); J2D::FillRect(Colors::Blue, {0,52}, {100,100}); J2D::DrawSprite(image, {300, 400}, sprite_radians * 0.10f, {0.5,0.5}, {1, 1}, Colors::White); @@ -235,11 +235,9 @@ public: J2D::End(); - shader.Use(); - J2D::Begin(); - J2D::DrawRenderTarget(j2d_render_target, {0, 0}); - J2D::DrawSprite(image, image_mask, {0, 0}, 0.25, {0.5, 0.5}, {1,1}); + //J2D::DrawRenderTarget(j2d_render_target, {0, 0}); + //J2D::DrawSprite(image, image_mask, {0, 0}, 0.25, {0.5, 0.5}, {1,1}); J2D::End(); @@ -248,16 +246,6 @@ public: } void OnRefresh(float elapsed) override { - - u_time += elapsed; - - shader.SetFloat("u_time", u_time); - - auto dimensions = GetSize(); - - shader.SetVector2("u_resolution", Vector2(dimensions.x, dimensions.y)); - - fps = GetRefreshRate(); if (IsKeyDown(Keys::RightArrow)) diff --git a/src/renderer/OpenGL/internals/internals.h b/src/renderer/OpenGL/internals/internals.h index 578b798..7535d24 100644 --- a/src/renderer/OpenGL/internals/internals.h +++ b/src/renderer/OpenGL/internals/internals.h @@ -6,6 +6,7 @@ #include #include #include +#include #include namespace JGL { @@ -23,6 +24,7 @@ public: GLint blend_func[2]; GLuint current_fbo = 0; RenderTarget* current_render_target = nullptr; + //Shader* current_shader = nullptr; bool texture_2D = false; bool texture_coordinate_array = false; diff --git a/src/types/Shader.cpp b/src/types/Shader.cpp index dcc1733..8f3fc68 100644 --- a/src/types/Shader.cpp +++ b/src/types/Shader.cpp @@ -150,32 +150,17 @@ namespace JGL { glCompileShader(fragment); checkCompileErrors(fragment, "FRAGMENT"); - // if geometry shader is given, compile geometry shader. - unsigned int geometry; - if (false) { - // const char* gShaderCode = geometry_code.c_str(); - // geometry = glCreateShader(GL_GEOMETRY_SHADER); - // glShaderSource(geometry, 1 &gShaderCode, NULL); - // glCompileShader(geometry); - // checkCompileErrors(geometry, "GEOMETRY"); - } - // shader Program id = glCreateProgram(); glAttachShader(id, vertex); glAttachShader(id, fragment); - if (false) - glAttachShader(id, geometry); - glLinkProgram(id); checkCompileErrors(id, "PROGRAM"); // delete the shaders as they're linked into our program now and are no longer necessary glDeleteShader(vertex); glDeleteShader(fragment); - if (false) - glDeleteShader(geometry); } void Shader::Use() {