Working on the default shader
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( Need a system for accessing texture units & sampling etc )
This commit is contained in:
2025-04-15 12:18:14 -04:00
parent fdabbe866f
commit 147123b202
5 changed files with 12 additions and 76 deletions

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@@ -1,50 +1,7 @@
#version 120 #version 120
#ifdef GL_ES varying vec4 v_color;
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 Iñigo 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);
}
void main(){ void main(){
vec2 st = gl_FragCoord.xy/u_resolution; gl_FragColor = v_color;
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;
} }

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@@ -1,5 +1,9 @@
#version 120 #version 120
// The color manually set with glColor4f, glColor4ubv etc etc.
varying vec4 v_color;
void main() { void main() {
v_color = gl_Color;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
} }

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@@ -113,7 +113,6 @@ Texture* image;
Texture* image_mask; Texture* image_mask;
RenderTarget* j2d_render_target; RenderTarget* j2d_render_target;
Shader shader; Shader shader;
float u_time = 0;
class JGLDemoWindow : public ReWindow::OpenGLWindow 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::WireframeAABB(Colors::Yellow, {0.5, 0, 0.5}, {0.125, 0.125, 0.125}, 1);
J3D::End(); J3D::End();
J2D::Begin(j2d_render_target, true); shader.Use();
J2D::Begin(nullptr, true);
J2D::FillRect(Colors::Blue, {0,52}, {100,100}); 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); J2D::DrawSprite(image, {300, 400}, sprite_radians * 0.10f, {0.5,0.5}, {1, 1}, Colors::White);
@@ -235,11 +235,9 @@ public:
J2D::End(); J2D::End();
shader.Use();
J2D::Begin(); J2D::Begin();
J2D::DrawRenderTarget(j2d_render_target, {0, 0}); //J2D::DrawRenderTarget(j2d_render_target, {0, 0});
J2D::DrawSprite(image, image_mask, {0, 0}, 0.25, {0.5, 0.5}, {1,1}); //J2D::DrawSprite(image, image_mask, {0, 0}, 0.25, {0.5, 0.5}, {1,1});
J2D::End(); J2D::End();
@@ -248,16 +246,6 @@ public:
} }
void OnRefresh(float elapsed) override { 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(); fps = GetRefreshRate();
if (IsKeyDown(Keys::RightArrow)) if (IsKeyDown(Keys::RightArrow))

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@@ -6,6 +6,7 @@
#include <J3ML/LinearAlgebra/Vector2.hpp> #include <J3ML/LinearAlgebra/Vector2.hpp>
#include <JGL/types/RenderTarget.h> #include <JGL/types/RenderTarget.h>
#include <JGL/types/Light.h> #include <JGL/types/Light.h>
#include <JGL/types/Shader.h>
#include <JGL/logger/logger.h> #include <JGL/logger/logger.h>
namespace JGL { namespace JGL {
@@ -23,6 +24,7 @@ public:
GLint blend_func[2]; GLint blend_func[2];
GLuint current_fbo = 0; GLuint current_fbo = 0;
RenderTarget* current_render_target = nullptr; RenderTarget* current_render_target = nullptr;
//Shader* current_shader = nullptr;
bool texture_2D = false; bool texture_2D = false;
bool texture_coordinate_array = false; bool texture_coordinate_array = false;

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@@ -150,32 +150,17 @@ namespace JGL {
glCompileShader(fragment); glCompileShader(fragment);
checkCompileErrors(fragment, "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 // shader Program
id = glCreateProgram(); id = glCreateProgram();
glAttachShader(id, vertex); glAttachShader(id, vertex);
glAttachShader(id, fragment); glAttachShader(id, fragment);
if (false)
glAttachShader(id, geometry);
glLinkProgram(id); glLinkProgram(id);
checkCompileErrors(id, "PROGRAM"); checkCompileErrors(id, "PROGRAM");
// delete the shaders as they're linked into our program now and are no longer necessary // delete the shaders as they're linked into our program now and are no longer necessary
glDeleteShader(vertex); glDeleteShader(vertex);
glDeleteShader(fragment); glDeleteShader(fragment);
if (false)
glDeleteShader(geometry);
} }
void Shader::Use() { void Shader::Use() {