]> git.tdb.fi Git - libs/gl.git/commitdiff
Make desertpillars compatible with the modernization changes
authorMikko Rasa <tdb@tdb.fi>
Sat, 21 Dec 2013 09:17:17 +0000 (11:17 +0200)
committerMikko Rasa <tdb@tdb.fi>
Sat, 21 Dec 2013 09:17:17 +0000 (11:17 +0200)
demos/desertpillars.cpp

index 297619c74a2f5532d7de22dac9e5c5b2e73df40a..a10b7832c1e50e463ccab8902dd00fe8a1bec9a3 100644 (file)
@@ -43,7 +43,7 @@ including:
 - Creating a mesh and then modifying it
 - Shadow mapping
 - Environment mapped reflections
-- Skybox
+- Skybox using a cube map texture
 - Nested scenes and pipelines
 - Complex multitexturing
 - Shader-based deformations
@@ -183,61 +183,78 @@ private:
 };
 
 const char DesertPillars::texture_vertex_src[] =
-       "varying vec3 v_normal;\n"
-       "varying vec3 v_color;\n"
+       "#version 130\n"
+       "in vec3 vertex;\n"
+       "in vec3 normal;\n"
+       "in vec3 color;\n"
+       "out vec3 v_normal;\n"
+       "out vec3 v_color;\n"
        "void main()\n"
        "{\n"
-       "       gl_Position = vec4(gl_Vertex.xy*2.0-1.0, -gl_Vertex.z*2.0, 1.0);\n"
-       "       v_normal = gl_Normal;\n"
-       "       v_color = gl_Color.rgb;\n"
+       "       gl_Position = vec4(vertex.xy*2.0-1.0, -vertex.z*2.0, 1.0);\n"
+       "       v_normal = normal;\n"
+       "       v_color = color.rgb;\n"
        "}\n";
 
 const char DesertPillars::texture_fragment_src[] =
-       "varying vec3 v_normal;\n"
-       "varying vec3 v_color;\n"
+       "#version 130\n"
+       "in vec3 v_normal;\n"
+       "in vec3 v_color;\n"
+       "out vec4 frag_color;\n"
+       "out vec4 frag_normal;\n"
        "void main()\n"
        "{\n"
-       "       gl_FragData[0] = vec4(v_color, 1.0);\n"
-       "       gl_FragData[1] = vec4(v_normal*0.5+0.5, 1.0);\n"
+       "       frag_color = vec4(v_color, 1.0);\n"
+       "       frag_normal = vec4(v_normal*0.5+0.5, 1.0);\n"
        "}\n";
 
 const char DesertPillars::skybox_vertex_src[] =
-       "#version 120\n"
-       "varying vec3 v_texcoord;\n"
+       "#version 130\n"
+       "uniform mat4 projection_matrix;\n"
+       "uniform mat4 eye_obj_matrix;\n"
+       "in vec3 vertex;\n"
+       "out vec3 v_texcoord;\n"
        "void main()\n"
        "{\n"
-       "       gl_Position = gl_ProjectionMatrix*vec4(mat3(gl_ModelViewMatrix)*gl_Vertex.xyz, 1.0);\n"
-       "       v_texcoord = gl_Vertex.xyz;\n"
+       "       gl_Position = projection_matrix*vec4(mat3(eye_obj_matrix)*vertex, 1.0);\n"
+       "       v_texcoord = vertex;\n"
        "}";
 
 const char DesertPillars::skybox_fragment_src[] =
+       "#version 130\n"
        "uniform samplerCube sky;\n"
-       "varying vec3 v_texcoord;\n"
+       "in vec3 v_texcoord;\n"
+       "out vec4 frag_color;\n"
        "void main()\n"
        "{\n"
-       "       gl_FragColor = textureCube(sky, v_texcoord);\n"
+       "       frag_color = textureCube(sky, v_texcoord);\n"
        "}";
 
 // This exists only to transfer the ground type to fragment shader
 const char DesertPillars::ground_transform_src[] =
-       "attribute float ground_type;\n"
-       "varying float v_ground_type;\n"
+       "#version 130\n"
+       "uniform mat4 eye_obj_matrix;\n"
+       "uniform mat3 eye_obj_normal_matrix;\n"
+       "in float ground_type;\n"
+       "out float v_ground_type;\n"
        "vec4 transform_vertex(vec4 vertex)\n"
        "{\n"
        "       v_ground_type = ground_type;\n"
-       "       return gl_ModelViewMatrix*vertex;\n"
+       "       return eye_obj_matrix*vertex;\n"
        "}\n"
        "vec3 transform_normal(vec3 normal)\n"
        "{\n"
-       "       return gl_NormalMatrix*normal;\n"
+       "       return mat3(eye_obj_normal_matrix)*normal;\n"
        "}\n";
 
 const char DesertPillars::ground_colorify_src[] =
+       "#version 130\n"
        "uniform sampler2D texture1;\n"
        "uniform sampler2D normalmap1;\n"
        "uniform sampler2D texture2;\n"
        "uniform sampler2D normalmap2;\n"
-       "varying float v_ground_type;\n"
+       "in float v_ground_type;\n"
+       "in vec3 v_shd_vertex;\n"
        "vec4 sample_texture(vec2 coord)\n"
        "{\n"
        "       return mix(texture2D(texture1, coord*3.0), texture2D(texture2, coord), v_ground_type);\n"
@@ -248,15 +265,18 @@ const char DesertPillars::ground_colorify_src[] =
        "}\n";
 
 const char DesertPillars::cube_transform_src[] =
+       "#version 130\n"
+       "uniform mat4 eye_obj_matrix;\n"
+       "uniform mat3 eye_obj_normal_matrix;\n"
        "uniform float spherify;\n"
-       "attribute vec3 sphere_coord;\n"
+       "in vec3 sphere_coord;\n"
        "vec4 transform_vertex(vec4 vertex)\n"
        "{\n"
-       "       return gl_ModelViewMatrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n"
+       "       return eye_obj_matrix*vec4(mix(vertex.xyz, sphere_coord, spherify), 1.0);\n"
        "}\n"
        "vec3 transform_normal(vec3 normal)\n"
        "{\n"
-       "       return gl_NormalMatrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
+       "       return eye_obj_normal_matrix*normalize(mix(normal, normalize(sphere_coord), spherify));\n"
        "}\n";
 
 const float DesertPillars::cube_shapes[] = { -0.4, 0.5, 1.0, 0.3 };
@@ -335,7 +355,6 @@ void DesertPillars::create_pipeline()
        either in a very low spatial resolution of the shadow map, or ugly artifacts
        as the ground crosses the shadow map boundary. */
        shadow_scene.set_target(GL::Vector3(0, 0, 0), 10);
-       shadow_scene.set_texture_unit(5);
        sky_scene.add(shadow_scene);
        pipeline.add_renderable(sky_scene);
 
@@ -375,6 +394,8 @@ void DesertPillars::create_skybox()
 
        skybox_shprog.attach_shader_owned(new GL::VertexShader(skybox_vertex_src));
        skybox_shprog.attach_shader_owned(new GL::FragmentShader(skybox_fragment_src));
+       skybox_shprog.bind_attribute(GL::VERTEX3, "vertex");
+       skybox_shprog.bind_fragment_data(0, "frag_color");
        skybox_shprog.link();
 
        GL::RenderPass &pass = skybox_tech.add_pass("sky");
@@ -477,6 +498,12 @@ void DesertPillars::create_tiles_texture()
                }
 
        GL::Program shprog(texture_vertex_src, texture_fragment_src);
+       shprog.bind_attribute(GL::VERTEX3, "vertex");
+       shprog.bind_attribute(GL::NORMAL3, "normal");
+       shprog.bind_attribute(GL::COLOR4_UBYTE, "color");
+       shprog.bind_fragment_data(0, "frag_color");
+       shprog.bind_fragment_data(1, "frag_normal");
+       shprog.link();
 
        // Use an FBO to turn the geometry into a normalmapped texture
        GL::Framebuffer fbo;