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Test texture with postprocessing material, seems to work with opengl
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parent
1224d57037
commit
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3 changed files with 75 additions and 17 deletions
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@ -144,7 +144,7 @@ public:
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enum TPixelProgramProfile
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{
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// direct3d
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// direct3d - 0xD3D0,major,minor
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ps_1_1 = 0xD3D00101,
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ps_1_2 = 0xD3D00102,
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ps_1_3 = 0xD3D00103,
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@ -153,11 +153,13 @@ public:
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ps_2_x = 0xD3D00201, // not sure...
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ps_3_0 = 0xD3D00300,
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// opengl
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arbfp1 = 0x061A0100, // made up values
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fp20 = 0x06100200,
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fp30 = 0x06100300,
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fp40 = 0x06100400,
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// opengl - 0x0610,bitfield
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arbfp1 = 0x06100001, // ARB_fragment_program
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// fp20 = 0x061B0002,
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fp30 = 0x06100004, // NV_fragment_program
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fp40 = 0x06100008, // NV_fragment_program2
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gp4fp = 0x06100010, // NV_gpu_program4
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gp5fp = 0x06100020, // NV_gpu_program5
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};
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protected:
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13
code/snowballs2/bin/pp_test.cg
Normal file
13
code/snowballs2/bin/pp_test.cg
Normal file
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@ -0,0 +1,13 @@
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void pp_test(
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// Per fragment parameters
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float2 texCoord : TEXCOORD0,
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// Fragment program constants
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uniform sampler2D cTex0 : TEX0,
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// Output color
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out float4 oCol : COLOR)
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{
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oCol.rba = float3(1.0, 0.0, 1.0);
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oCol.g = tex2D(cTex0, texCoord).g;
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}
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@ -45,6 +45,7 @@
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#include <nel/3d/driver.h>
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#include <nel/3d/pixel_program.h>
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#include <nel/3d/material.h>
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#include <nel/3d/u_texture.h>
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#endif
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//
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@ -247,6 +248,7 @@ void cbUpdateCommands (CConfigFile::CVar &var)
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#if SBCLIENT_DEV_PIXEL_PROGRAM
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namespace {
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CPixelProgram *a_DevPixelProgram = NULL;
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UTextureFile *a_NelLogo;
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}
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#endif
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@ -294,20 +296,44 @@ void initCommands()
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#if SBCLIENT_DEV_PIXEL_PROGRAM
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CommandsMaterial.getObjectPtr()->setShader(NL3D::CMaterial::PostProcessing);
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static const char *program_arbfp1 =
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/*static const char *program_arbfp1 =
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"!!ARBfp1.0\n"
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"PARAM red = {1.0, 0.0, 0.0, 1.0};\n"
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"MOV result.color, red;\n"
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"PARAM c[1] = { { 0, 1 } };\n"
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"MOV result.color, c[0].xyxy;\n"
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"END\n";
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static const char *program_ps_1_1 =
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static const char *program_ps_2_0 =
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"ps.1.1\n"
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"def c0, 1.0, 0.0, 0.0, 1.0\n"
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"mov r0, c0\n";
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"mov r0, c0\n";*/
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a_NelLogo = Driver->createTextureFile("nel128.tga");
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CommandsMaterial.setTexture(dynamic_cast<NL3D::UTexture *>(a_NelLogo));
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/*CommandsMaterial.setBlend (false);
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CommandsMaterial.setAlphaTest (false);
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CommandsMaterial.setBlendFunc (UMaterial::one, UMaterial::zero);
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CommandsMaterial.setZWrite(false);
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CommandsMaterial.setZFunc(UMaterial::always);
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CommandsMaterial.setDoubleSided(true);*/
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//CommandsMaterial.set
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static const char *program_arbfp1 =
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"!!ARBfp1.0\n"
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"PARAM c[1] = { { 1, 0 } };\n"
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"MOV result.color.xzw, c[0].xyyx;\n"
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"TEX result.color.y, fragment.texcoord[0], texture[0], 2D;\n"
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"END\n";
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static const char *program_ps_2_0 =
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"ps_2_0\n"
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"dcl_2d s0\n"
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"def c0, 1.00000000, 0.00000000, 0, 0\n"
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"dcl t0.xy\n"
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"texld r0, t0, s0\n"
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"mov r0.z, c0.y\n"
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"mov r0.xw, c0.x\n"
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"mov oC0, r0\n";
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NL3D::IDriver *d = dynamic_cast<NL3D::CDriverUser *>(Driver)->getDriver();
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if (d->isPixelProgramSupported(IDriver::arbfp1))
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a_DevPixelProgram = new CPixelProgram(program_arbfp1);
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if (d->isPixelProgramSupported(IDriver::ps_1_1))
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a_DevPixelProgram = new CPixelProgram(program_ps_1_1);
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if (d->isPixelProgramSupported(IDriver::ps_2_0))
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a_DevPixelProgram = new CPixelProgram(program_ps_2_0);
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#endif
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}
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@ -327,7 +353,11 @@ void updateCommands()
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// Display the background
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Driver->setMatrixMode2D11 ();
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#if SBCLIENT_DEV_PIXEL_PROGRAM
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CommandsMaterial.setColor(CRGBA::Blue); // Test to check which shader is displaying.
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#else
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CommandsMaterial.setColor(CommandsBackColor);
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#endif
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float x0 = CommandsBoxX - CommandsBoxBorderX;
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float y0 = CommandsBoxY - CommandsBoxBorderY;
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float x1 = CommandsBoxX + CommandsBoxWidth + CommandsBoxBorderX;
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@ -338,13 +368,26 @@ void updateCommands()
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d->activePixelProgram(a_DevPixelProgram);
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bool fogEnabled = d->fogEnabled();
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d->enableFog(false);
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#endif
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// Driver->drawQuad(CQuad(CVector(x0, y0, 0), CVector(x1, y0, 0), CVector(x1, y1, 0), CVector(x0, y1, 0)), CommandsMaterial);
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CQuadUV quadUV;
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quadUV.V0 = CVector(x0, y0, 0);
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quadUV.V1 = CVector(x1, y0, 0);
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quadUV.V2 = CVector(x1, y1, 0);
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quadUV.V3 = CVector(x0, y1, 0);
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quadUV.Uv0 = CUV(0, 1);
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quadUV.Uv1 = CUV(1, 1);
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quadUV.Uv2 = CUV(1, 0);
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quadUV.Uv3 = CUV(0, 0);
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Driver->drawQuad(quadUV, CommandsMaterial);
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//Driver->drawBitmap(x0, y0, x1 - x0, y1 - y0, *a_NelLogo);
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d->enableFog(fogEnabled);
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d->activePixelProgram(NULL);
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#else
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Driver->drawQuad(CQuad(CVector(x0, y0, 0), CVector(x1, y0, 0), CVector(x1, y1, 0), CVector(x0, y1, 0)), CommandsMaterial);
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#if SBCLIENT_DEV_PIXEL_PROGRAM
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d->enableFog(fogEnabled);
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d->activePixelProgram(NULL);
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#endif
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// Set the text context
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