experimental map shaders

master
Eduardo Bart 12 years ago
parent 318109158a
commit 83f86eac64

@ -8,7 +8,6 @@ Module
- client_extended
- game_tibiafiles
- client_background
//- game_shaders
load-later:
- game_textmessage
@ -29,6 +28,7 @@ Module
- game_questlog
- game_ruleviolation
- game_bugreport
- game_shaders
@onLoad: |
importStyle 'styles/items.otui'

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After

Width:  |  Height:  |  Size: 68 KiB

@ -1,105 +0,0 @@
uniform float opacity; // painter opacity
uniform vec4 color; // painter color
uniform float time; // time in seconds since shader linkage
uniform sampler2D tex0; // map texture
varying vec2 texCoord; // map texture coords
//uniform vec4 awareArea;
void main()
{
gl_FragColor = texture2D(tex0, texCoord);
}
/*
vec4 grayScale(vec4 color, float factor)
{
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
return vec4(gray*factor + (1-factor)*color.r,
gray*factor + (1-factor)*color.g,
gray*factor + (1-factor)*color.b, 1);
}
// grayscale fog
void main()
{
vec4 color = texture2D(texture, textureCoords);
float dist = 0;
// left
if(textureCoords.x < awareArea.x && textureCoords.y < awareArea.y)
dist = distance(textureCoords, awareArea.xy);
else if(textureCoords.x < awareArea.x && textureCoords.y < awareArea.w)
dist = distance(textureCoords, vec2(awareArea.x, textureCoords.y));
else if(textureCoords.x < awareArea.x)
dist = distance(textureCoords, awareArea.xw);
// right
else if(textureCoords.x > awareArea.z && textureCoords.y < awareArea.y)
dist = distance(textureCoords, awareArea.zy);
else if(textureCoords.x > awareArea.z && textureCoords.y < awareArea.w)
dist = distance(textureCoords, vec2(awareArea.z, textureCoords.y));
else if(textureCoords.x > awareArea.z)
dist = distance(textureCoords, awareArea.zw);
// top
else if(textureCoords.y < awareArea.y)
dist = distance(textureCoords, vec2(textureCoords.x, awareArea.y));
// bottom
else if(textureCoords.y > awareArea.w)
dist = distance(textureCoords, vec2(textureCoords.x, awareArea.w));
if(dist > 0) {
float range = 0.01;
float factor = min(dist/range, 1.0);
color = grayScale(color, factor);
//color.rgb *= 1 - (factor * 0.5);
}
gl_FragColor = color;
}
*/
/*
sepia
void main()
{
vec4 color = texture2D(texture, textureCoords);
if(textureCoords.x < awareArea.x || textureCoords.y < awareArea.y || textureCoords.x > awareArea.z || textureCoords.y > awareArea.w) {
gl_FragColor.r = dot(color, vec4(.393, .769, .189, .0));
gl_FragColor.g = dot(color, vec4(.349, .686, .168, .0));
gl_FragColor.b = dot(color, vec4(.272, .534, .131, .0));
gl_FragColor.a = 1;
} else
gl_FragColor = color;
}
*/
/*
void main()
{
vec4 color = texture2D(texture, textureCoords);
vec2 awareRange = (awareArea.zw - awareArea.xy)/2.0;
float dist = distance(textureCoords, awareArea.xy + awareRange);
float start = min(awareRange.x, awareRange.y);
float range = awareRange*0.1;
float endFactor = 0.3;
if(dist >= start) {
color.rgb *= 1 - (min((dist - start)/range, 1.0) * (2.0 - endFactor));
}
gl_FragColor = color;
}
*/
/*
void main()
{
vec4 sum = vec4(0);
vec2 texcoord = texCoord;
int j;
int i;
for( i= -4 ;i < 4; i++)
{
for (j = -4; j < 4; j++)
{
sum += texture2D(tex0, texcoord + vec2(j, i)*0.0025) * 0.0125;
}
}
gl_FragColor = texture2D(tex0, texCoord) + sum;
}
*/

@ -0,0 +1,56 @@
Shaders = {}
local HOTKEY = 'Ctrl+X'
local SHADERS = {
['Default'] = 'shaders/default.frag',
['Bloom'] = 'shaders/bloom.frag',
['Sepia'] = 'shaders/sepia.frag',
['Grayscale'] = 'shaders/grayscale.frag',
['Pulse'] = 'shaders/pulse.frag',
['Old Tv'] = 'shaders/oldtv.frag',
['Fog'] = 'shaders/fog.frag',
['Party'] = 'shaders/party.frag',
['Radial Blur'] = 'shaders/radialblur.frag',
['Zomg'] = 'shaders/zomg.frag',
}
local shadersPanel
function Shaders.init()
importStyle 'shaders.otui'
Keyboard.bindKeyDown(HOTKEY, Shaders.toggle)
shadersPanel = createWidget('ShadersPanel', GameInterface.getMapPanel())
shadersPanel:hide()
local mapComboBox = shadersPanel:getChildById('mapComboBox')
mapComboBox.onOptionChange = function(combobox, option)
local map = GameInterface.getMapPanel()
map:setMapShader(g_shaders.getShader(option))
print(option)
end
for name,file in pairs(SHADERS) do
local shader = g_shaders.createFragmentShader(name, file)
mapComboBox:addOption(name)
if name == 'Fog' then
shader:addMultiTexture('images/clouds.png')
end
end
local map = GameInterface.getMapPanel()
map:setMapShader(g_shaders.getShader('Default'))
end
function Shaders.terminate()
Keyboard.unbindKeyDown(HOTKEY)
shadersPanel:destroy()
shadersPanel = nil
end
function Shaders.toggle()
shadersPanel:setVisible(not shadersPanel:isVisible())
end

@ -0,0 +1,15 @@
Module
name: game_shaders
description: Manage game shaders
author: edubart
website: www.otclient.info
dependencies:
- game
@onLoad: |
dofile 'shaders'
Shaders.init()
@onUnload: |
Shaders.terminate()

@ -0,0 +1,15 @@
ShadersPanel < UIWidget
focusable: false
anchors.top: parent.top
anchors.left: parent.left
border-color: red
border-width: 1
width: 100
layout:
type: verticalBox
fit-children: true
ComboBox
id: mapComboBox

@ -0,0 +1,16 @@
uniform float u_Time;
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
void main()
{
vec4 color = texture2D(u_Tex0, v_TexCoord);
int j;
int i;
for(i = -2 ;i <= 2; i++)
for(j = -2; j <= 2; j++)
color += texture2D(u_Tex0, v_TexCoord + vec2(i, j)*0.0025) * 0.025;
gl_FragColor = color;
}

@ -0,0 +1,8 @@
uniform float u_Time;
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
void main()
{
gl_FragColor = texture2D(u_Tex0, v_TexCoord);
}

@ -0,0 +1,18 @@
uniform float u_Time;
uniform sampler2D u_Tex0;
uniform sampler2D u_Tex1;
varying vec2 v_TexCoord;
vec2 direction = vec2(1.0,0.3);
float speed = 0.05;
float pressure = 0.6;
float zoom = 0.5;
void main(void)
{
vec2 offset = (v_TexCoord + (direction * u_Time * speed)) / zoom;
vec3 bgcol = texture2D(u_Tex0, v_TexCoord).xyz;
vec3 fogcol = texture2D(u_Tex1, offset).xyz;
vec3 col = bgcol + fogcol*pressure;
gl_FragColor = vec4(col,1.0);
}

@ -0,0 +1,14 @@
uniform float u_Time;
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
vec4 grayscale(vec4 color)
{
float gray = dot(color.rgb, vec3(0.299, 0.587, 0.114));
return vec4(gray, gray, gray, 1);
}
void main()
{
gl_FragColor = grayscale(texture2D(u_Tex0, v_TexCoord));
}

@ -0,0 +1,24 @@
uniform float u_Time;
varying vec2 v_TexCoord;
uniform sampler2D u_Tex0;
void main(void)
{
vec2 q = v_TexCoord;
vec2 uv = 0.5 + (q-0.5)*(0.9 + 0.1*sin(0.2*u_Time));
vec3 oricol = texture2D(u_Tex0,vec2(q.x,q.y)).xyz;
vec3 col = oricol;
col = clamp(col*0.5+0.5*col*col*1.2,0.0,1.0);
col *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y);
col *= vec3(0.8,1.0,0.7);
col *= 0.9+0.1*sin(10.0*u_Time+uv.y*1000.0);
col *= 0.97+0.03*sin(110.0*u_Time);
gl_FragColor = vec4(col,1.0);
}

@ -0,0 +1,13 @@
uniform float u_Time;
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
void main()
{
vec4 col = texture2D(u_Tex0, v_TexCoord);
float d = u_Time * 2;
col.x += (1.0 + sin(d))*0.25;
col.y += (1.0 + sin(d*2))*0.25;
col.z += (1.0 + sin(d*4))*0.25;
gl_FragColor = col;
}

@ -0,0 +1,19 @@
uniform float u_Time;
uniform vec2 u_Resolution;
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
void main(void)
{
vec2 halfres = u_Resolution.xy/2.0;
vec2 cPos = v_TexCoord.xy * u_Resolution;
cPos.x -= 0.5*halfres.x*sin(u_Time/2.0)+0.3*halfres.x*cos(u_Time)+halfres.x;
cPos.y -= 0.4*halfres.y*sin(u_Time/5.0)+0.3*halfres.y*cos(u_Time)+halfres.y;
float cLength = length(cPos);
vec2 uv = v_TexCoord.xy+ ((cPos/cLength)*sin(cLength/30.0-u_Time*10.0)/25.0)*0.15;
vec3 col = texture2D(u_Tex0,uv).xyz * 250.0/cLength;
gl_FragColor = vec4(col,1.0);
}

@ -0,0 +1,46 @@
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
// some const, tweak for best look
const float sampleDist = 1.0;
const float sampleStrength = 2.2;
void main(void)
{
// some sample positions
float samples[10] =
float[](-0.08,-0.05,-0.03,-0.02,-0.01,0.01,0.02,0.03,0.05,0.08);
// 0.5,0.5 is the center of the screen
// so substracting v_TexCoord from it will result in
// a vector pointing to the middle of the screen
vec2 dir = 0.5 - v_TexCoord;
// calculate the distance to the center of the screen
float dist = sqrt(dir.x*dir.x + dir.y*dir.y);
// normalize the direction (reuse the distance)
dir = dir/dist;
// this is the original colour of this fragment
// using only this would result in a nonblurred version
vec4 color = texture2D(u_Tex0,v_TexCoord);
vec4 sum = color;
// take 10 additional blur samples in the direction towards
// the center of the screen
for(int i = 0; i < 10; i++)
sum += texture2D(u_Tex0, v_TexCoord + dir * samples[i] * sampleDist);
// we have taken eleven samples
sum *= 1.0/11.0;
// weighten the blur effect with the distance to the
// center of the screen ( further out is blurred more)
float t = dist * sampleStrength;
t = clamp(t ,0.0,1.0); //0 &lt;= t &lt;= 1
//Blend the original color with the averaged pixels
gl_FragColor = mix(color, sum, t);
}

@ -0,0 +1,16 @@
uniform float u_Time;
uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
vec4 sepia(vec4 color)
{
return vec4(dot(color, vec4(.393, .769, .189, .0)),
dot(color, vec4(.349, .686, .168, .0)),
dot(color, vec4(.272, .534, .131, .0)),
1);
}
void main()
{
gl_FragColor = sepia(texture2D(u_Tex0, v_TexCoord));
}

@ -0,0 +1,13 @@
uniform sampler2D u_Tex0;
uniform float u_Time;
varying vec2 v_TexCoord;
vec2 tibiaDir = vec2(1.0, 1.0);
void main(void)
{
vec2 dir = 0.5 - v_TexCoord;
float dist = sqrt(dir.x*dir.x + dir.y*dir.y);
float scale = 0.8 + dist*0.5;
vec4 color = texture2D(u_Tex0, -(dir*scale - 0.5));
gl_FragColor = color;
}

@ -16,12 +16,17 @@ IF(NOT CMAKE_BUILD_TYPE)
SET(CMAKE_BUILD_TYPE RelWithDebInfo)
ENDIF()
# setup compiler options
SET(CXX_WARNS "-Wall -Wextra -Werror -Wno-unused-parameter -Wno-unused-but-set-variable")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_WARNS} -std=gnu++0x -pipe")
IF(CMAKE_SIZEOF_VOID_P EQUAL 8)
SET(ARCH_FLAGS "-m64 -march=x86-64 -mtune=generic")
ELSE()
SET(ARCH_FLAGS "-m32 -march=i686 -mtune=generic")
ENDIF()
SET(WARNS_FLAGS "-Wall -Wextra -Werror -Wno-unused-parameter -Wno-unused-but-set-variable")
SET(SECURE_FLAGS "-fstack-protector --param=ssp-buffer-size=4 -D_FORTIFY_SOURCE=2")
SET(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${CXX_WARNS} ${SECURE_FLAGS} ${ARCH_FLAGS} -std=gnu++0x -pipe")
SET(CMAKE_CXX_FLAGS_DEBUG "-O0 -ggdb")
SET(CMAKE_CXX_FLAGS_RELWITHDEBINFO "-O1 -ggdb -fno-omit-frame-pointer")
SET(CMAKE_CXX_FLAGS_RELEASE "-O3")
SET(CMAKE_CXX_FLAGS_RELEASE "-O2")
SET(CMAKE_CXX_LINK_FLAGS "${CMAKE_CXX_LINK_FLAGS} -static-libgcc -static-libstdc++ -Wl,--as-needed")
@ -222,8 +227,6 @@ SET(framework_SOURCES ${framework_SOURCES}
${CMAKE_CURRENT_LIST_DIR}/graphics/painterogl2.cpp
${CMAKE_CURRENT_LIST_DIR}/graphics/painterogl2.h
${CMAKE_CURRENT_LIST_DIR}/graphics/painterogl2_shadersources.h
${CMAKE_CURRENT_LIST_DIR}/graphics/paintershadermanager.cpp
${CMAKE_CURRENT_LIST_DIR}/graphics/paintershadermanager.h
${CMAKE_CURRENT_LIST_DIR}/graphics/paintershaderprogram.cpp
${CMAKE_CURRENT_LIST_DIR}/graphics/paintershaderprogram.h
${CMAKE_CURRENT_LIST_DIR}/graphics/particleaffector.cpp

@ -201,10 +201,8 @@ void Application::run()
}
if(redraw) {
g_graphics.beginRender();
if(cacheForeground) {
Rect viewportRect(0, 0, g_graphics.getViewportSize());
Rect viewportRect(0, 0, g_painter->getResolution());
// draw the foreground into a texture
if(updateForeground) {
@ -236,8 +234,6 @@ void Application::run()
g_ui.render(Fw::BothPanes);
}
g_graphics.endRender();
// update screen pixels
g_window.swapBuffers();
}

@ -68,7 +68,7 @@ void Font::load(const OTMLNodePtr& fontNode)
void Font::drawText(const std::string& text, const Point& startPos)
{
Size boxSize = g_graphics.getViewportSize() - startPos.toSize();
Size boxSize = g_painter->getResolution() - startPos.toSize();
Rect screenCoords(startPos, boxSize);
drawText(text, screenCoords, Fw::AlignTopLeft);
}

@ -86,22 +86,13 @@ void FrameBuffer::resize(const Size& size)
void FrameBuffer::bind()
{
g_painter->saveAndResetState();
internalBind();
Matrix3 projectionMatrix = { 2.0f/m_texture->getWidth(), 0.0f, 0.0f,
0.0f, -2.0f/m_texture->getHeight(), 0.0f,
-1.0f, 1.0f, 1.0f };
g_painter->setProjectionMatrix(projectionMatrix);
m_oldViewportSize = g_graphics.getViewportSize();
g_graphics.setViewportSize(m_texture->getSize());
g_painter->setResolution(m_texture->getSize());
}
void FrameBuffer::release()
{
internalRelease();
g_graphics.setViewportSize(m_oldViewportSize);
g_painter->restoreSavedState();
}

@ -195,51 +195,18 @@ bool Graphics::selectPainterEngine(PainterEngine painterEngine)
void Graphics::resize(const Size& size)
{
setViewportSize(size);
// The projection matrix converts from Painter's coordinate system to GL's coordinate system
// * GL's viewport is 2x2, Painter's is width x height
// * GL has +y -> -y going from bottom -> top, Painter is the other way round
// * GL has [0,0] in the center, Painter has it in the top-left
//
// This results in the Projection matrix below.
//
// Projection Matrix
// Painter Coord ------------------------------------------------ GL Coord
// ------------- | 2.0 / width | 0.0 | 0.0 | ---------------
// | x y 1 | * | 0.0 | -2.0 / height | 0.0 | = | x' y' 1 |
// ------------- | -1.0 | 1.0 | 1.0 | ---------------
// ------------------------------------------------
Matrix3 projectionMatrix = { 2.0f/size.width(), 0.0f, 0.0f,
0.0f, -2.0f/size.height(), 0.0f,
-1.0f, 1.0f, 1.0f };
m_viewportSize = size;
#ifdef PAINTER_OGL1
if(g_painterOGL1)
g_painterOGL1->setProjectionMatrix(projectionMatrix);
g_painterOGL1->setResolution(size);
#endif
#ifdef PAINTER_OGL2
if(g_painterOGL2)
g_painterOGL2->setProjectionMatrix(projectionMatrix);
g_painterOGL2->setResolution(size);
#endif
}
void Graphics::beginRender()
{
//g_painter->clear(Color::black);
}
void Graphics::endRender()
{
}
void Graphics::setViewportSize(const Size& size)
{
glViewport(0, 0, size.width(), size.height());
m_viewportSize = size;
}
bool Graphics::canUseDrawArrays()
{
#ifdef OPENGL_ES

@ -46,8 +46,6 @@ public:
PainterEngine getPainterEngine() { return m_selectedPainterEngine; }
void resize(const Size& size);
void beginRender();
void endRender();
void setViewportSize(const Size& size);

@ -54,6 +54,7 @@ void Painter::refreshState()
updateGlClipRect();
updateGlTexture();
updateGlAlphaWriting();
updateGlViewport();
}
void Painter::saveState()
@ -68,6 +69,7 @@ void Painter::saveState()
m_olderStates[m_oldStateIndex].shaderProgram = m_shaderProgram;
m_olderStates[m_oldStateIndex].texture = m_texture;
m_olderStates[m_oldStateIndex].alphaWriting = m_alphaWriting;
m_olderStates[m_oldStateIndex].resolution = m_resolution;
m_oldStateIndex++;
}
@ -88,6 +90,7 @@ void Painter::restoreSavedState()
setClipRect(m_olderStates[m_oldStateIndex].clipRect);
setShaderProgram(m_olderStates[m_oldStateIndex].shaderProgram);
setTexture(m_olderStates[m_oldStateIndex].texture);
setResolution(m_olderStates[m_oldStateIndex].resolution);
}
void Painter::clear(const Color& color)
@ -150,6 +153,36 @@ void Painter::setAlphaWriting(bool enable)
updateGlAlphaWriting();
}
void Painter::setResolution(const Size& resolution)
{
if(m_resolution == resolution)
return;
// The projection matrix converts from Painter's coordinate system to GL's coordinate system
// * GL's viewport is 2x2, Painter's is width x height
// * GL has +y -> -y going from bottom -> top, Painter is the other way round
// * GL has [0,0] in the center, Painter has it in the top-left
//
// This results in the Projection matrix below.
//
// Projection Matrix
// Painter Coord ------------------------------------------------ GL Coord
// ------------- | 2.0 / width | 0.0 | 0.0 | ---------------
// | x y 1 | * | 0.0 | -2.0 / height | 0.0 | = | x' y' 1 |
// ------------- | -1.0 | 1.0 | 1.0 | ---------------
Matrix3 projectionMatrix = { 2.0f/resolution.width(), 0.0f, 0.0f,
0.0f, -2.0f/resolution.height(), 0.0f,
-1.0f, 1.0f, 1.0f };
m_resolution = resolution;
setProjectionMatrix(projectionMatrix);
if(g_painter == this)
updateGlViewport();
}
void Painter::updateGlTexture()
{
if(m_glTextureId != 0)
@ -184,7 +217,7 @@ void Painter::updateGlClipRect()
{
if(m_clipRect.isValid()) {
glEnable(GL_SCISSOR_TEST);
glScissor(m_clipRect.left(), g_graphics.getViewportSize().height() - m_clipRect.bottom() - 1, m_clipRect.width(), m_clipRect.height());
glScissor(m_clipRect.left(), m_resolution.height() - m_clipRect.bottom() - 1, m_clipRect.width(), m_clipRect.height());
} else {
glDisable(GL_SCISSOR_TEST);
}
@ -197,3 +230,8 @@ void Painter::updateGlAlphaWriting()
else
glColorMask(1,1,1,0);
}
void Painter::updateGlViewport()
{
glViewport(0, 0, m_resolution.width(), m_resolution.height());
}

@ -53,6 +53,7 @@ public:
Texture *texture;
PainterShaderProgram *shaderProgram;
bool alphaWriting;
Size resolution;
};
Painter();
@ -91,6 +92,7 @@ public:
void setShaderProgram(const PainterShaderProgramPtr& shaderProgram) { setShaderProgram(shaderProgram.get()); }
void setTexture(const TexturePtr& texture) { setTexture(texture.get()); }
void setResolution(const Size& resolution);
Matrix3 getProjectionMatrix() { return m_projectionMatrix; }
Matrix3 getTextureMatrix() { return m_textureMatrix; }
@ -100,6 +102,7 @@ public:
Rect getClipRect() { return m_clipRect; }
PainterShaderProgram *getShaderProgram() { return m_shaderProgram; }
bool getAlphaWriting() { return m_alphaWriting; }
Size getResolution() { return m_resolution; };
void resetColor() { setColor(Color::white); }
void resetOpacity() { setOpacity(1.0f); }
@ -109,11 +112,14 @@ public:
void resetTexture() { setTexture(nullptr); }
void resetAlphaWriting() { setAlphaWriting(false); }
virtual bool hasShaders() = 0;
protected:
void updateGlTexture();
void updateGlCompositionMode();
void updateGlClipRect();
void updateGlAlphaWriting();
void updateGlViewport();
CoordsBuffer m_coordsBuffer;
@ -126,6 +132,7 @@ protected:
Texture *m_texture;
PainterShaderProgram *m_shaderProgram;
bool m_alphaWriting;
Size m_resolution;
PainterState m_olderStates[10];
int m_oldStateIndex;

@ -62,6 +62,8 @@ public:
void setColor(const Color& color);
void setOpacity(float opacity);
bool hasShaders() { return false; }
private:
void updateGlColor();
void updateGlMatrixMode();

@ -22,7 +22,9 @@
#include "painterogl2.h"
#include "texture.h"
#include "paintershadermanager.h"
#include "graphics.h"
#include "painterogl2_shadersources.h"
#include <framework/platform/platformwindow.h>
PainterOGL2 *g_painterOGL2 = nullptr;
@ -31,12 +33,25 @@ PainterOGL2::PainterOGL2()
m_drawProgram = nullptr;
resetState();
g_shaders.init();
m_drawTexturedProgram = PainterShaderProgramPtr(new PainterShaderProgram);
assert(m_drawTexturedProgram);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
m_drawTexturedProgram->link();
m_drawSolidColorProgram = PainterShaderProgramPtr(new PainterShaderProgram);
assert(m_drawSolidColorProgram);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
m_drawSolidColorProgram->link();
PainterShaderProgram::release();
}
PainterOGL2::~PainterOGL2()
{
g_shaders.terminate();
m_drawTexturedProgram = nullptr;
m_drawSolidColorProgram = nullptr;
}
void PainterOGL2::bind()
@ -71,10 +86,13 @@ void PainterOGL2::drawCoords(CoordsBuffer& coordsBuffer, DrawMode drawMode)
// update shader with the current painter state
m_drawProgram->bind();
m_drawProgram->setProjectionMatrix(m_projectionMatrix);
if(textured)
if(textured) {
m_drawProgram->setTextureMatrix(m_textureMatrix);
m_drawProgram->bindMultiTextures();
}
m_drawProgram->setOpacity(m_opacity);
m_drawProgram->setColor(m_color);
m_drawProgram->setResolution(m_resolution);
m_drawProgram->updateTime();
// update coords buffer hardware caches if enabled
@ -107,7 +125,7 @@ void PainterOGL2::drawTextureCoords(CoordsBuffer& coordsBuffer, const TexturePtr
if(texture->isEmpty())
return;
setDrawProgram(m_shaderProgram ? m_shaderProgram : g_shaders.getDrawTexturedProgram().get());
setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawTexturedProgram.get());
setTexture(texture);
drawCoords(coordsBuffer);
}
@ -117,7 +135,7 @@ void PainterOGL2::drawTexturedRect(const Rect& dest, const TexturePtr& texture,
if(dest.isEmpty() || src.isEmpty() || texture->isEmpty())
return;
setDrawProgram(m_shaderProgram ? m_shaderProgram : g_shaders.getDrawTexturedProgram().get());
setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawTexturedProgram.get());
setTexture(texture);
m_coordsBuffer.clear();
@ -130,7 +148,7 @@ void PainterOGL2::drawRepeatedTexturedRect(const Rect& dest, const TexturePtr& t
if(dest.isEmpty() || src.isEmpty() || texture->isEmpty())
return;
setDrawProgram(m_shaderProgram ? m_shaderProgram : g_shaders.getDrawTexturedProgram().get());
setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawTexturedProgram.get());
setTexture(texture);
m_coordsBuffer.clear();
@ -143,7 +161,7 @@ void PainterOGL2::drawFilledRect(const Rect& dest)
if(dest.isEmpty())
return;
setDrawProgram(m_shaderProgram ? m_shaderProgram : g_shaders.getDrawSolidColorProgram().get());
setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawSolidColorProgram.get());
m_coordsBuffer.clear();
m_coordsBuffer.addRect(dest);
@ -155,7 +173,7 @@ void PainterOGL2::drawFilledTriangle(const Point& a, const Point& b, const Point
if(a == b || a == c || b == c)
return;
setDrawProgram(m_shaderProgram ? m_shaderProgram : g_shaders.getDrawSolidColorProgram().get());
setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawSolidColorProgram.get());
m_coordsBuffer.clear();
m_coordsBuffer.addTriangle(a, b, c);
@ -167,7 +185,7 @@ void PainterOGL2::drawBoundingRect(const Rect& dest, int innerLineWidth)
if(dest.isEmpty() || innerLineWidth == 0)
return;
setDrawProgram(m_shaderProgram ? m_shaderProgram : g_shaders.getDrawSolidColorProgram().get());
setDrawProgram(m_shaderProgram ? m_shaderProgram : m_drawSolidColorProgram.get());
m_coordsBuffer.clear();
m_coordsBuffer.addBoudingRect(dest, innerLineWidth);

@ -51,8 +51,12 @@ public:
void setDrawProgram(PainterShaderProgram *drawProgram) { m_drawProgram = drawProgram; }
bool hasShaders() { return true; }
private:
PainterShaderProgram *m_drawProgram;
PainterShaderProgramPtr m_drawTexturedProgram;
PainterShaderProgramPtr m_drawSolidColorProgram;
};
extern PainterOGL2 *g_painterOGL2;

@ -27,42 +27,42 @@ static const std::string glslMainVertexShader = "\n\
}\n";
static const std::string glslMainWithTexCoordsVertexShader = "\n\
attribute highp vec2 a_texCoord;\n\
uniform highp mat3 textureMatrix;\n\
varying highp vec2 texCoord;\n\
attribute highp vec2 a_TexCoord;\n\
uniform highp mat3 u_TextureMatrix;\n\
varying highp vec2 v_TexCoord;\n\
highp vec4 calculatePosition();\n\
void main()\n\
{\n\
gl_Position = calculatePosition();\n\
texCoord = (textureMatrix * vec3(a_texCoord,1)).xy;\n\
v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1)).xy;\n\
}\n";
static std::string glslPositionOnlyVertexShader = "\n\
attribute highp vec2 a_vertex;\n\
uniform highp mat3 projectionMatrix;\n\
attribute highp vec2 a_Vertex;\n\
uniform highp mat3 u_ProjectionMatrix;\n\
highp vec4 calculatePosition() {\n\
return vec4(projectionMatrix * vec3(a_vertex.xy, 1), 1);\n\
return vec4(u_ProjectionMatrix * vec3(a_Vertex.xy, 1), 1);\n\
}\n";
static const std::string glslMainFragmentShader = "\n\
uniform lowp float opacity;\n\
uniform lowp float u_Opacity;\n\
lowp vec4 calculatePixel();\n\
void main()\n\
{\n\
gl_FragColor = calculatePixel();\n\
gl_FragColor.a *= opacity;\n\
gl_FragColor.a *= u_Opacity;\n\
}\n";
static const std::string glslTextureSrcFragmentShader = "\n\
varying mediump vec2 texCoord;\n\
uniform lowp vec4 color;\n\
uniform sampler2D tex0;\n\
varying mediump vec2 v_TexCoord;\n\
uniform lowp vec4 u_Color;\n\
uniform sampler2D u_Tex0;\n\
lowp vec4 calculatePixel() {\n\
return texture2D(tex0, texCoord) * color;\n\
return texture2D(u_Tex0, v_TexCoord) * u_Color;\n\
}\n";
static const std::string glslSolidColorFragmentShader = "\n\
uniform lowp vec4 color;\n\
uniform lowp vec4 u_Color;\n\
lowp vec4 calculatePixel() {\n\
return color;\n\
return u_Color;\n\
}\n";

@ -1,76 +0,0 @@
/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "paintershadermanager.h"
#include "painterogl2.h"
#include "texture.h"
#include "painterogl2_shadersources.h"
#include "paintershaderprogram.h"
#include "shaderprogram.h"
#include "graphics.h"
PainterShaderManager g_shaders;
void PainterShaderManager::init()
{
m_drawTexturedProgram = createShader();
assert(m_drawTexturedProgram);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
m_drawTexturedProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslTextureSrcFragmentShader);
m_drawTexturedProgram->link();
m_drawSolidColorProgram = createShader();
assert(m_drawSolidColorProgram);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Vertex, glslMainVertexShader + glslPositionOnlyVertexShader);
m_drawSolidColorProgram->addShaderFromSourceCode(Shader::Fragment, glslMainFragmentShader + glslSolidColorFragmentShader);
m_drawSolidColorProgram->link();
PainterShaderProgram::release();
}
void PainterShaderManager::terminate()
{
m_drawTexturedProgram = nullptr;
m_drawSolidColorProgram = nullptr;
}
PainterShaderProgramPtr PainterShaderManager::createShader()
{
if(!g_graphics.canUseShaders())
return nullptr;
return PainterShaderProgramPtr(new PainterShaderProgram);
}
PainterShaderProgramPtr PainterShaderManager::createTexturedFragmentShader(const std::string& shaderFile)
{
PainterShaderProgramPtr shader = createShader();
if(!shader)
return nullptr;
shader->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
shader->addShaderFromSourceFile(Shader::Fragment, shaderFile);
if(!shader->link())
return nullptr;
return shader;
}

@ -24,7 +24,9 @@
#include "painter.h"
#include "texture.h"
#include "texturemanager.h"
#include "graphics.h"
#include <framework/core/clock.h>
#include <framework/platform/platformwindow.h>
PainterShaderProgram::PainterShaderProgram()
{
@ -34,28 +36,35 @@ PainterShaderProgram::PainterShaderProgram()
m_time = 0;
}
void PainterShaderProgram::setupUniforms()
{
bindUniformLocation(PROJECTION_MATRIX_UNIFORM, "u_ProjectionMatrix");
bindUniformLocation(TEXTURE_MATRIX_UNIFORM, "u_TextureMatrix");
bindUniformLocation(COLOR_UNIFORM, "u_Color");
bindUniformLocation(OPACITY_UNIFORM, "u_Opacity");
bindUniformLocation(TIME_UNIFORM, "u_Time");
bindUniformLocation(TEX0_UNIFORM, "u_Tex0");
bindUniformLocation(TEX1_UNIFORM, "u_Tex1");
bindUniformLocation(RESOLUTION_UNIFORM, "u_Resolution");
setUniformValue(PROJECTION_MATRIX_UNIFORM, m_projectionMatrix);
setUniformValue(TEXTURE_MATRIX_UNIFORM, m_textureMatrix);
setUniformValue(COLOR_UNIFORM, m_color);
setUniformValue(OPACITY_UNIFORM, m_opacity);
setUniformValue(TIME_UNIFORM, m_time);
setUniformValue(TEX0_UNIFORM, 0);
setUniformValue(TEX1_UNIFORM, 1);
setUniformValue(RESOLUTION_UNIFORM, (float)m_resolution.width(), (float)m_resolution.height());
}
bool PainterShaderProgram::link()
{
m_startTime = g_clock.seconds();
bindAttributeLocation(VERTEX_ATTR, "a_vertex");
bindAttributeLocation(TEXCOORD_ATTR, "a_texCoord");
bindAttributeLocation(VERTEX_ATTR, "a_Vertex");
bindAttributeLocation(TEXCOORD_ATTR, "a_TexCoord");
if(ShaderProgram::link()) {
bindUniformLocation(PROJECTION_MATRIX_UNIFORM, "projectionMatrix");
bindUniformLocation(TEXTURE_MATRIX_UNIFORM, "textureMatrix");
bindUniformLocation(COLOR_UNIFORM, "color");
bindUniformLocation(OPACITY_UNIFORM, "opacity");
bindUniformLocation(TIME_UNIFORM, "time");
bindUniformLocation(TEX0_UNIFORM, "tex0");
bindUniformLocation(TEX1_UNIFORM, "tex1");
bind();
setUniformValue(PROJECTION_MATRIX_UNIFORM, m_projectionMatrix);
setUniformValue(TEXTURE_MATRIX_UNIFORM, m_textureMatrix);
setUniformValue(COLOR_UNIFORM, m_color);
setUniformValue(OPACITY_UNIFORM, m_opacity);
setUniformValue(TIME_UNIFORM, m_time);
setUniformValue(TEX0_UNIFORM, 0);
setUniformValue(TEX1_UNIFORM, 1);
setupUniforms();
release();
return true;
}
@ -102,6 +111,16 @@ void PainterShaderProgram::setOpacity(float opacity)
m_opacity = opacity;
}
void PainterShaderProgram::setResolution(const Size& resolution)
{
if(m_resolution == resolution)
return;
bind();
setUniformValue(RESOLUTION_UNIFORM, (float)resolution.width(), (float)resolution.height());
m_resolution = resolution;
}
void PainterShaderProgram::updateTime()
{
float time = g_clock.seconds() - m_startTime;
@ -112,3 +131,32 @@ void PainterShaderProgram::updateTime()
setUniformValue(TIME_UNIFORM, time);
m_time = time;
}
void PainterShaderProgram::addMultiTexture(const std::string& file)
{
if(m_multiTextures.size() > 3)
g_logger.error("cannot add more multi textures to shader, the max is 3");
TexturePtr texture = g_textures.getTexture(file);
if(!texture)
return;
texture->setSmooth(true);
texture->setRepeat(true);
m_multiTextures.push_back(texture);
}
void PainterShaderProgram::bindMultiTextures()
{
if(m_multiTextures.size() == 0)
return;
int i=1;
for(const TexturePtr& tex : m_multiTextures) {
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, tex->getId());
}
glActiveTexture(GL_TEXTURE0);
}

@ -40,12 +40,13 @@ protected:
TIME_UNIFORM = 4,
TEX0_UNIFORM = 5,
TEX1_UNIFORM = 6,
//TEX2_UNIFORM = 7,
//TEX3_UNIFORM = 8,
RESOLUTION_UNIFORM = 7,
};
friend class PainterOGL2;
virtual void setupUniforms();
public:
PainterShaderProgram();
@ -55,8 +56,12 @@ public:
void setTextureMatrix(const Matrix3& textureMatrix);
void setColor(const Color& color);
void setOpacity(float opacity);
void setResolution(const Size& resolution);
void updateTime();
void addMultiTexture(const std::string& file);
void bindMultiTextures();
private:
float m_startTime;
@ -64,7 +69,9 @@ private:
float m_opacity;
Matrix3 m_projectionMatrix;
Matrix3 m_textureMatrix;
Size m_resolution;
float m_time;
std::vector<TexturePtr> m_multiTextures;
};
#endif

@ -72,8 +72,12 @@ bool Shader::compileSourceCode(const std::string& sourceCode)
bool Shader::compileSourceFile(const std::string& sourceFile)
{
std::string sourceCode = g_resources.loadFile(sourceFile);
return compileSourceCode(sourceCode);
try {
std::string sourceCode = g_resources.loadFile(sourceFile);
return compileSourceCode(sourceCode);
} catch(stdext::exception& e) {
g_logger.error(stdext::format("unable to load shader source form file: %s", sourceFile));
}
}
std::string Shader::log()

@ -24,12 +24,14 @@
#define SHADERPROGRAM_H
#include "shader.h"
#include <framework/luascript/luaobject.h>
class ShaderProgram
class ShaderProgram : public LuaObject
{
enum {
MAX_UNIFORM_LOCATIONS = 30
};
public:
ShaderProgram();
~ShaderProgram();

@ -124,6 +124,16 @@ void Texture::setSmooth(bool smooth)
setupFilters();
}
void Texture::setRepeat(bool repeat)
{
if(m_repeat == repeat)
return;
m_repeat = repeat;
bind();
setupWrap();
}
void Texture::setUpsideDown(bool upsideDown)
{
if(m_upsideDown == upsideDown)
@ -163,9 +173,11 @@ bool Texture::setupSize(const Size& size, bool forcePowerOfTwo)
void Texture::setupWrap()
{
GLint texParam = GL_REPEAT;
if(g_graphics.canUseClampToEdge())
texParam = GL_CLAMP_TO_EDGE; // disable texture borders by default
GLint texParam;
if(!m_repeat && g_graphics.canUseClampToEdge())
texParam = GL_CLAMP_TO_EDGE;
else
texParam = GL_REPEAT;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, texParam);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, texParam);

@ -38,6 +38,7 @@ public:
bool buildHardwareMipmaps();
void setSmooth(bool smooth);
void setRepeat(bool repeat);
void setUpsideDown(bool upsideDown);
GLuint getId() { return m_id; }
@ -47,6 +48,7 @@ public:
const Size& getGlSize() { return m_glSize; }
const Matrix3& getTransformMatrix() { return m_transformMatrix; }
bool isEmpty() { return m_id == 0; }
bool hasRepeat() { return m_repeat; }
bool hasMipmaps() { return m_hasMipmaps; }
protected:
@ -64,6 +66,7 @@ protected:
Boolean<false> m_hasMipmaps;
Boolean<false> m_smooth;
Boolean<false> m_upsideDown;
Boolean<false> m_repeat;
};
#endif

@ -473,6 +473,10 @@ void Application::registerLuaFunctions()
g_lua.bindClassMemberFunction<OutputMessage>("encryptRSA", &OutputMessage::encryptRSA);
g_lua.bindClassMemberFunction<OutputMessage>("getMessageSize", &OutputMessage::getMessageSize);
g_lua.registerClass<ShaderProgram>();
g_lua.registerClass<PainterShaderProgram>();
g_lua.bindClassMemberFunction<PainterShaderProgram>("addMultiTexture", &PainterShaderProgram::addMultiTexture);
// Application
g_lua.registerStaticClass("g_app");
g_lua.bindClassStaticFunction("g_app", "exit", std::bind(&Application::exit, g_app));

@ -44,8 +44,8 @@ SET(otclient_SOURCES ${otclient_SOURCES}
${CMAKE_CURRENT_LIST_DIR}/core/effect.h
${CMAKE_CURRENT_LIST_DIR}/core/game.cpp
${CMAKE_CURRENT_LIST_DIR}/core/game.h
${CMAKE_CURRENT_LIST_DIR}/core/gameshadermanager.cpp
${CMAKE_CURRENT_LIST_DIR}/core/gameshadermanager.h
${CMAKE_CURRENT_LIST_DIR}/core/shadermanager.cpp
${CMAKE_CURRENT_LIST_DIR}/core/shadermanager.h
${CMAKE_CURRENT_LIST_DIR}/core/item.cpp
${CMAKE_CURRENT_LIST_DIR}/core/item.h
${CMAKE_CURRENT_LIST_DIR}/core/localplayer.cpp

@ -43,6 +43,7 @@ class AnimatedText;
class StaticText;
class ThingType;
class ThingsType;
class ItemShader;
typedef std::shared_ptr<MapView> MapViewPtr;
typedef std::shared_ptr<Tile> TilePtr;
@ -58,6 +59,7 @@ typedef std::shared_ptr<Effect> EffectPtr;
typedef std::shared_ptr<Missile> MissilePtr;
typedef std::shared_ptr<AnimatedText> AnimatedTextPtr;
typedef std::shared_ptr<StaticText> StaticTextPtr;
typedef std::shared_ptr<ItemShader> ItemShaderPtr;
typedef std::vector<ThingPtr> ThingList;

@ -1,24 +0,0 @@
/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "gameshadermanager.h"

@ -1,30 +0,0 @@
/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef GAMESHADERMANAGER_H
#define GAMESHADERMANAGER_H
class GameShaderManager
{
};
#endif

@ -25,16 +25,16 @@
#include "spritemanager.h"
#include "thing.h"
#include "tile.h"
#include "shadermanager.h"
#include <framework/core/clock.h>
#include <framework/core/eventdispatcher.h>
#include <framework/graphics/graphics.h>
#include <framework/graphics/paintershaderprogram.h>
#include <framework/graphics/painterogl2_shadersources.h>
Item::Item() : Thing()
{
m_id = 0;
m_countOrSubType = 1;
m_shaderProgram = g_shaders.getDefaultItemShader();
}
ItemPtr Item::create(int id)
@ -48,10 +48,6 @@ ItemPtr Item::create(int id)
return item;
}
/*
PainterShaderProgramPtr itemProgram;
int ITEM_ID_UNIFORM = 10;
*/
void Item::draw(const Point& dest, float scaleFactor, bool animate)
{
if(m_id == 0)
@ -166,25 +162,18 @@ void Item::draw(const Point& dest, float scaleFactor, bool animate)
zPattern = m_position.z % getNumPatternsZ();
}
// setup item drawing shader
/*
if(!itemProgram) {
itemProgram = PainterShaderProgramPtr(new PainterShaderProgram);
itemProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
itemProgram->addShaderFromSourceFile(Shader::Fragment, "/game_shaders/item.frag");
itemProgram->link();
itemProgram->bindUniformLocation(ITEM_ID_UNIFORM, "itemId");
bool useShader = g_painter->hasShaders() && m_shaderProgram;
if(useShader) {
m_shaderProgram->bind();
m_shaderProgram->setUniformValue(ShaderManager::ITEM_ID_UNIFORM, (int)m_id);
g_painter->setShaderProgram(m_shaderProgram);
}
g_painter->setShaderProgram(itemProgram);
//itemProgram->bind();
//itemProgram->setUniformValue(ITEM_ID_UNIFORM, (int)m_id);
*/
// now we can draw the item
m_type->draw(dest, scaleFactor, 0, xPattern, yPattern, zPattern, animationPhase);
// release draw shader
//g_painter->resetShaderProgram();
if(useShader)
g_painter->resetShaderProgram();
}
void Item::setId(uint32 id)

@ -51,6 +51,7 @@ public:
private:
uint16 m_id;
uint8 m_countOrSubType;
PainterShaderProgramPtr m_shaderProgram;
};
#endif

@ -24,13 +24,13 @@
#include <framework/graphics/graphics.h>
#include <framework/graphics/framebuffer.h>
#include <framework/graphics/paintershadermanager.h>
#include "creature.h"
#include "map.h"
#include "tile.h"
#include "statictext.h"
#include "animatedtext.h"
#include "missile.h"
#include "shadermanager.h"
#include <framework/core/eventdispatcher.h>
MapView::MapView()
@ -44,7 +44,7 @@ MapView::MapView()
m_framebuffer = FrameBufferPtr(new FrameBuffer());
setVisibleDimension(Size(15, 11));
m_shaderProgram = g_shaders.createTexturedFragmentShader("/game_shaders/map.frag");
m_shader = g_shaders.getDefaultMapShader();
}
void MapView::draw(const Rect& rect)
@ -109,12 +109,11 @@ void MapView::draw(const Rect& rect)
m_framebuffer->release();
// generating mipmaps each frame can be slow in older cards
//m_framebuffer->getTexture()->generateHardwareMipmaps();
//m_framebuffer->getTexture()->buildHardwareMipmaps();
m_mustDrawVisibleTilesCache = false;
}
//g_painter->setShaderProgram(m_shaderProgram);
Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * m_tileSize;
if(m_followingCreature)
@ -129,6 +128,7 @@ void MapView::draw(const Rect& rect)
g_painter->setColor(Color::white);
glDisable(GL_BLEND);
g_painter->setShaderProgram(m_shader);
#if 0
// debug source area
g_painter->saveAndResetState();
@ -141,9 +141,9 @@ void MapView::draw(const Rect& rect)
#else
m_framebuffer->draw(rect, srcRect);
#endif
g_painter->resetShaderProgram();
glEnable(GL_BLEND);
//g_painter->resetShaderProgram();
// this could happen if the player position is not known yet
if(!cameraPosition.isValid())

@ -103,6 +103,9 @@ public:
void setAnimated(bool animated) { m_animated = animated; requestVisibleTilesCacheUpdate(); }
bool isAnimating() { return m_animated; }
void setShader(const PainterShaderProgramPtr& shader) { m_shader = shader; }
PainterShaderProgramPtr getShader() { return m_shader; }
// get tile
TilePtr getTile(const Point& mousePos, const Rect& mapRect);
@ -139,7 +142,7 @@ private:
EventPtr m_updateTilesCacheEvent;
CreaturePtr m_followingCreature;
FrameBufferPtr m_framebuffer;
PainterShaderProgramPtr m_shaderProgram;
PainterShaderProgramPtr m_shader;
ViewMode m_viewMode;
Otc::DrawFlags m_drawFlags;
};

@ -0,0 +1,124 @@
/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "shadermanager.h"
#include <framework/graphics/paintershaderprogram.h>
#include <framework/graphics/graphics.h>
#include <framework/graphics/painterogl2_shadersources.h>
ShaderManager g_shaders;
void ShaderManager::init()
{
if(!g_graphics.canUseShaders())
return;
m_defaultItemShader = createFragmentShaderFromCode("Item", glslMainFragmentShader + glslTextureSrcFragmentShader);
setupItemShader(m_defaultItemShader);
m_defaultMapShader = createFragmentShaderFromCode("Map", glslMainFragmentShader + glslTextureSrcFragmentShader);
PainterShaderProgram::release();
}
void ShaderManager::terminate()
{
m_defaultItemShader = nullptr;
m_defaultMapShader = nullptr;
}
PainterShaderProgramPtr ShaderManager::createShader(const std::string& name)
{
if(!g_graphics.canUseShaders()) {
g_logger.error(stdext::format("unable to create shader, shaders are not supported"));
return nullptr;
}
PainterShaderProgramPtr shader(new PainterShaderProgram);
m_shaders[name] = shader;
return shader;
}
PainterShaderProgramPtr ShaderManager::createFragmentShader(const std::string& name, const std::string& file)
{
PainterShaderProgramPtr shader = createShader(name);
if(!shader)
return nullptr;
shader->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
if(!shader->addShaderFromSourceFile(Shader::Fragment, file)) {
g_logger.error(stdext::format("unable to load fragment shader '%s' from source file '%s'", name, file));
return nullptr;
}
if(!shader->link()) {
g_logger.error(stdext::format("unable to link shader '%s' from file '%s'", name, file));
return nullptr;
}
m_shaders[name] = shader;
return shader;
}
PainterShaderProgramPtr ShaderManager::createFragmentShaderFromCode(const std::string& name, const std::string& code)
{
PainterShaderProgramPtr shader = createShader(name);
if(!shader)
return nullptr;
shader->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader);
if(!shader->addShaderFromSourceCode(Shader::Fragment, code)) {
g_logger.error(stdext::format("unable to load fragment shader '%s'", name));
return nullptr;
}
if(!shader->link()) {
g_logger.error(stdext::format("unable to link shader '%s'", name));
return nullptr;
}
m_shaders[name] = shader;
return shader;
}
PainterShaderProgramPtr ShaderManager::createItemShader(const std::string& name, const std::string& file)
{
PainterShaderProgramPtr shader = createFragmentShader(name, file);
if(shader)
setupItemShader(shader);
return shader;
}
void ShaderManager::setupItemShader(const PainterShaderProgramPtr& shader)
{
if(!shader)
return;
shader->bindUniformLocation(ITEM_ID_UNIFORM, "u_ItemId");
}
PainterShaderProgramPtr ShaderManager::getShader(const std::string& name)
{
auto it = m_shaders.find(name);
if(it != m_shaders.end())
return it->second;
return nullptr;
}

@ -0,0 +1,62 @@
/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef GAMESHADERS_H
#define GAMESHADERS_H
#include "declarations.h"
#include <framework/graphics/paintershaderprogram.h>
class ShaderManager
{
public:
enum {
ITEM_ID_UNIFORM = 10
};
void init();
void terminate();
PainterShaderProgramPtr createShader(const std::string& name);
PainterShaderProgramPtr createFragmentShader(const std::string& name, const std::string& file);
PainterShaderProgramPtr createFragmentShaderFromCode(const std::string& name, const std::string& code);
PainterShaderProgramPtr createItemShader(const std::string& name, const std::string& file);
PainterShaderProgramPtr createMapShader(const std::string& name, const std::string& file) { return createFragmentShader(name, file); }
PainterShaderProgramPtr getDefaultItemShader() { return m_defaultItemShader; }
PainterShaderProgramPtr getDefaultMapShader() { return m_defaultMapShader; }
PainterShaderProgramPtr getShader(const std::string& name);
private:
void setupItemShader(const PainterShaderProgramPtr& shader);
PainterShaderProgramPtr m_defaultItemShader;
PainterShaderProgramPtr m_defaultMapShader;
std::unordered_map<std::string, PainterShaderProgramPtr> m_shaders;
};
extern ShaderManager g_shaders;
#endif

@ -37,6 +37,7 @@
#include <otclient/core/map.h>
#include <otclient/core/thingstype.h>
#include <otclient/core/spritemanager.h>
#include <otclient/core/shadermanager.h>
#include <otclient/net/protocolgame.h>
#include <otclient/ui/uiitem.h>
#include <otclient/ui/uicreature.h>
@ -171,6 +172,16 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassStaticFunction("g_game", "getClientVersion", std::bind(&Game::getClientVersion, &g_game));
g_lua.bindClassStaticFunction("g_game", "getFeature", std::bind(&Game::getFeature, &g_game, std::placeholders::_1));
g_lua.registerStaticClass("g_shaders");
g_lua.bindClassStaticFunction("g_shaders", "createShader", std::bind(&ShaderManager::createShader, &g_shaders, std::placeholders::_1));
g_lua.bindClassStaticFunction("g_shaders", "createFragmentShader", std::bind(&ShaderManager::createFragmentShader, &g_shaders, std::placeholders::_1, std::placeholders::_2));
g_lua.bindClassStaticFunction("g_shaders", "createFragmentShaderFromCode", std::bind(&ShaderManager::createFragmentShaderFromCode, &g_shaders, std::placeholders::_1, std::placeholders::_2));
g_lua.bindClassStaticFunction("g_shaders", "createItemShader", std::bind(&ShaderManager::createItemShader, &g_shaders, std::placeholders::_1, std::placeholders::_2));
g_lua.bindClassStaticFunction("g_shaders", "createMapShader", std::bind(&ShaderManager::createMapShader, &g_shaders, std::placeholders::_1, std::placeholders::_2));
g_lua.bindClassStaticFunction("g_shaders", "getDefaultItemShader", std::bind(&ShaderManager::getDefaultItemShader, &g_shaders));
g_lua.bindClassStaticFunction("g_shaders", "getDefaultMapShader", std::bind(&ShaderManager::getDefaultMapShader, &g_shaders));
g_lua.bindClassStaticFunction("g_shaders", "getShader", std::bind(&ShaderManager::getShader, &g_shaders, std::placeholders::_1));
g_lua.bindGlobalFunction("getOufitColor", Outfit::getColor);
g_lua.registerClass<ProtocolGame, Protocol>();
@ -375,6 +386,7 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassMemberFunction<UIMap>("setDrawMinimapColors", &UIMap::setDrawMinimapColors);
g_lua.bindClassMemberFunction<UIMap>("setAnimated", &UIMap::setAnimated);
g_lua.bindClassMemberFunction<UIMap>("setKeepAspectRatio", &UIMap::setKeepAspectRatio);
g_lua.bindClassMemberFunction<UIMap>("setMapShader", &UIMap::setMapShader);
g_lua.bindClassMemberFunction<UIMap>("isMultifloor", &UIMap::isMultifloor);
g_lua.bindClassMemberFunction<UIMap>("isAutoViewModeEnabled", &UIMap::isAutoViewModeEnabled);
g_lua.bindClassMemberFunction<UIMap>("isDrawingTexts", &UIMap::isDrawingTexts);
@ -390,6 +402,7 @@ void OTClient::registerLuaFunctions()
g_lua.bindClassMemberFunction<UIMap>("getMaxZoomIn", &UIMap::getMaxZoomIn);
g_lua.bindClassMemberFunction<UIMap>("getMaxZoomOut", &UIMap::getMaxZoomOut);
g_lua.bindClassMemberFunction<UIMap>("getZoom", &UIMap::getZoom);
g_lua.bindClassMemberFunction<UIMap>("getMapShader", &UIMap::getMapShader);
g_lua.registerClass<UIProgressRect, UIWidget>();
g_lua.bindClassStaticFunction<UIProgressRect>("create", []{ return UIProgressRectPtr(new UIProgressRect); } );

@ -26,6 +26,7 @@
#include <framework/graphics/graphics.h>
#include "core/game.h"
#include "core/map.h"
#include "core/shadermanager.h"
OTClient::OTClient() : Application(Otc::AppCompactName)
{
@ -87,6 +88,8 @@ void OTClient::init(const std::vector<std::string>& args)
g_logger.setLogFile(stdext::format("%s.txt", Otc::AppCompactName));
Application::init(args);
g_shaders.init();
g_modules.discoverModules();
// core modules 0-99
@ -110,3 +113,9 @@ void OTClient::init(const std::vector<std::string>& args)
}
}
}
void OTClient::terminate()
{
g_shaders.terminate();
Application::terminate();
}

@ -31,6 +31,7 @@ class OTClient : public Application
public:
OTClient();
void init(const std::vector<std::string>& args);
void terminate();
void registerLuaFunctions();
};

@ -54,6 +54,7 @@ public:
void setDrawMinimapColors(bool enable) { m_mapView->setDrawMinimapColors(enable); }
void setAnimated(bool enable) { m_mapView->setAnimated(enable); }
void setKeepAspectRatio(bool enable);
void setMapShader(const PainterShaderProgramPtr& shader) { m_mapView->setShader(shader); }
bool isMultifloor() { return m_mapView->isMultifloor(); }
bool isAutoViewModeEnabled() { return m_mapView->isAutoViewModeEnabled(); }
@ -71,6 +72,7 @@ public:
int getMaxZoomIn() { return m_maxZoomIn; }
int getMaxZoomOut() { return m_maxZoomOut; }
int getZoom() { return m_zoom; }
PainterShaderProgramPtr getMapShader() { return m_mapView->getShader(); }
protected:
virtual void onStyleApply(const std::string& styleName, const OTMLNodePtr& styleNode);

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