Test texture with postprocessing material, seems to work with opengl

--HG--
branch : multipass-stereo
hg/feature/sound
kaetemi 12 years ago
parent ea97602c5f
commit 3e91b1a5cf

@ -144,7 +144,7 @@ public:
enum TPixelProgramProfile
{
// direct3d
// direct3d - 0xD3D0,major,minor
ps_1_1 = 0xD3D00101,
ps_1_2 = 0xD3D00102,
ps_1_3 = 0xD3D00103,
@ -153,11 +153,13 @@ public:
ps_2_x = 0xD3D00201, // not sure...
ps_3_0 = 0xD3D00300,
// opengl
arbfp1 = 0x061A0100, // made up values
fp20 = 0x06100200,
fp30 = 0x06100300,
fp40 = 0x06100400,
// opengl - 0x0610,bitfield
arbfp1 = 0x06100001, // ARB_fragment_program
// fp20 = 0x061B0002,
fp30 = 0x06100004, // NV_fragment_program
fp40 = 0x06100008, // NV_fragment_program2
gp4fp = 0x06100010, // NV_gpu_program4
gp5fp = 0x06100020, // NV_gpu_program5
};
protected:

@ -0,0 +1,13 @@
void pp_test(
// Per fragment parameters
float2 texCoord : TEXCOORD0,
// Fragment program constants
uniform sampler2D cTex0 : TEX0,
// Output color
out float4 oCol : COLOR)
{
oCol.rba = float3(1.0, 0.0, 1.0);
oCol.g = tex2D(cTex0, texCoord).g;
}

@ -45,6 +45,7 @@
#include <nel/3d/driver.h>
#include <nel/3d/pixel_program.h>
#include <nel/3d/material.h>
#include <nel/3d/u_texture.h>
#endif
//
@ -247,6 +248,7 @@ void cbUpdateCommands (CConfigFile::CVar &var)
#if SBCLIENT_DEV_PIXEL_PROGRAM
namespace {
CPixelProgram *a_DevPixelProgram = NULL;
UTextureFile *a_NelLogo;
}
#endif
@ -294,20 +296,44 @@ void initCommands()
#if SBCLIENT_DEV_PIXEL_PROGRAM
CommandsMaterial.getObjectPtr()->setShader(NL3D::CMaterial::PostProcessing);
static const char *program_arbfp1 =
/*static const char *program_arbfp1 =
"!!ARBfp1.0\n"
"PARAM red = {1.0, 0.0, 0.0, 1.0};\n"
"MOV result.color, red;\n"
"PARAM c[1] = { { 0, 1 } };\n"
"MOV result.color, c[0].xyxy;\n"
"END\n";
static const char *program_ps_1_1 =
static const char *program_ps_2_0 =
"ps.1.1\n"
"def c0, 1.0, 0.0, 0.0, 1.0\n"
"mov r0, c0\n";
"mov r0, c0\n";*/
a_NelLogo = Driver->createTextureFile("nel128.tga");
CommandsMaterial.setTexture(dynamic_cast<NL3D::UTexture *>(a_NelLogo));
/*CommandsMaterial.setBlend (false);
CommandsMaterial.setAlphaTest (false);
CommandsMaterial.setBlendFunc (UMaterial::one, UMaterial::zero);
CommandsMaterial.setZWrite(false);
CommandsMaterial.setZFunc(UMaterial::always);
CommandsMaterial.setDoubleSided(true);*/
//CommandsMaterial.set
static const char *program_arbfp1 =
"!!ARBfp1.0\n"
"PARAM c[1] = { { 1, 0 } };\n"
"MOV result.color.xzw, c[0].xyyx;\n"
"TEX result.color.y, fragment.texcoord[0], texture[0], 2D;\n"
"END\n";
static const char *program_ps_2_0 =
"ps_2_0\n"
"dcl_2d s0\n"
"def c0, 1.00000000, 0.00000000, 0, 0\n"
"dcl t0.xy\n"
"texld r0, t0, s0\n"
"mov r0.z, c0.y\n"
"mov r0.xw, c0.x\n"
"mov oC0, r0\n";
NL3D::IDriver *d = dynamic_cast<NL3D::CDriverUser *>(Driver)->getDriver();
if (d->isPixelProgramSupported(IDriver::arbfp1))
a_DevPixelProgram = new CPixelProgram(program_arbfp1);
if (d->isPixelProgramSupported(IDriver::ps_1_1))
a_DevPixelProgram = new CPixelProgram(program_ps_1_1);
if (d->isPixelProgramSupported(IDriver::ps_2_0))
a_DevPixelProgram = new CPixelProgram(program_ps_2_0);
#endif
}
@ -327,7 +353,11 @@ void updateCommands()
// Display the background
Driver->setMatrixMode2D11 ();
#if SBCLIENT_DEV_PIXEL_PROGRAM
CommandsMaterial.setColor(CRGBA::Blue); // Test to check which shader is displaying.
#else
CommandsMaterial.setColor(CommandsBackColor);
#endif
float x0 = CommandsBoxX - CommandsBoxBorderX;
float y0 = CommandsBoxY - CommandsBoxBorderY;
float x1 = CommandsBoxX + CommandsBoxWidth + CommandsBoxBorderX;
@ -338,13 +368,26 @@ void updateCommands()
d->activePixelProgram(a_DevPixelProgram);
bool fogEnabled = d->fogEnabled();
d->enableFog(false);
#endif
Driver->drawQuad(CQuad(CVector(x0, y0, 0), CVector(x1, y0, 0), CVector(x1, y1, 0), CVector(x0, y1, 0)), CommandsMaterial);
// Driver->drawQuad(CQuad(CVector(x0, y0, 0), CVector(x1, y0, 0), CVector(x1, y1, 0), CVector(x0, y1, 0)), CommandsMaterial);
CQuadUV quadUV;
quadUV.V0 = CVector(x0, y0, 0);
quadUV.V1 = CVector(x1, y0, 0);
quadUV.V2 = CVector(x1, y1, 0);
quadUV.V3 = CVector(x0, y1, 0);
quadUV.Uv0 = CUV(0, 1);
quadUV.Uv1 = CUV(1, 1);
quadUV.Uv2 = CUV(1, 0);
quadUV.Uv3 = CUV(0, 0);
Driver->drawQuad(quadUV, CommandsMaterial);
//Driver->drawBitmap(x0, y0, x1 - x0, y1 - y0, *a_NelLogo);
#if SBCLIENT_DEV_PIXEL_PROGRAM
d->enableFog(fogEnabled);
d->activePixelProgram(NULL);
#else
Driver->drawQuad(CQuad(CVector(x0, y0, 0), CVector(x1, y0, 0), CVector(x1, y1, 0), CVector(x0, y1, 0)), CommandsMaterial);
#endif
// Set the text context

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