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Render: Add support for int/double shader attributes

master
Riyyi 5 months ago
parent
commit
3cd2fab637
  1. 4
      assets/glsl/batch-3d.frag
  2. 4
      assets/glsl/batch-3d.vert
  3. 4
      assets/glsl/batch-cubemap.frag
  4. 4
      assets/glsl/batch-cubemap.vert
  5. 4
      assets/glsl/batch-font.frag
  6. 4
      assets/glsl/batch-font.vert
  7. 4
      assets/glsl/batch-quad.frag
  8. 4
      assets/glsl/batch-quad.vert
  9. 64
      src/inferno/render/buffer.cpp
  10. 16
      src/inferno/render/renderer.cpp
  11. 6
      src/inferno/render/renderer.h

4
assets/glsl/batch-3d.frag

@ -4,14 +4,14 @@ layout(location = 0) out vec4 color;
in vec3 v_normal;
in vec2 v_textureCoordinates;
in flat float v_textureIndex;
in flat uint v_textureIndex;
uniform sampler2D u_textures[32];
void main()
{
vec4 textureColor = vec4(1.0f);
switch(int(v_textureIndex)) {
switch(v_textureIndex) {
case 0: break; // Texture unit 0 is reserved for no texture
case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;

4
assets/glsl/batch-3d.vert

@ -3,11 +3,11 @@
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_normal;
layout(location = 2) in vec2 a_textureCoordinates;
layout(location = 3) in float a_textureIndex;
layout(location = 3) in uint a_textureIndex;
out vec3 v_normal;
out vec2 v_textureCoordinates;
out flat float v_textureIndex;
out flat uint v_textureIndex;
uniform mat4 u_projectionView;

4
assets/glsl/batch-cubemap.frag

@ -4,14 +4,14 @@ layout(location = 0) out vec4 color;
in vec4 v_color;
in vec3 v_textureCoordinates;
in flat float v_textureIndex;
in flat uint v_textureIndex;
uniform samplerCube u_textures[32];
void main()
{
vec4 textureColor = v_color;
switch(int(v_textureIndex)) {
switch(v_textureIndex) {
case 0: break; // Texture unit 0 is reserved for no texture
case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;

4
assets/glsl/batch-cubemap.vert

@ -2,11 +2,11 @@
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec4 a_color;
layout(location = 2) in float a_textureIndex;
layout(location = 2) in uint a_textureIndex;
out vec4 v_color;
out vec3 v_textureCoordinates;
out flat float v_textureIndex;
out flat uint v_textureIndex;
uniform mat4 u_projectionView;

4
assets/glsl/batch-font.frag

@ -4,7 +4,7 @@ layout(location = 0) out vec4 color;
in vec4 v_color;
in vec2 v_textureCoordinates;
in flat float v_textureIndex;
in flat uint v_textureIndex;
in float v_width;
in float v_edge;
in float v_borderWidth;
@ -25,7 +25,7 @@ float alpha(float textureAlpha)
void main()
{
vec4 textureColor = v_color;
switch(int(v_textureIndex)) {
switch(v_textureIndex) {
case 0: break; // Texture unit 0 is reserved for no texture
// case 1: textureColor.a = 1; break;
case 1: textureColor.a = alpha(texture(u_textures[1], v_textureCoordinates).a); break;

4
assets/glsl/batch-font.vert

@ -3,7 +3,7 @@
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec4 a_color;
layout(location = 2) in vec2 a_textureCoordinates;
layout(location = 3) in float a_textureIndex;
layout(location = 3) in uint a_textureIndex;
layout(location = 4) in float a_width;
layout(location = 5) in float a_edge;
layout(location = 6) in float a_borderWidth;
@ -13,7 +13,7 @@ layout(location = 9) in float a_offset;
out vec4 v_color;
out vec2 v_textureCoordinates;
out flat float v_textureIndex;
out flat uint v_textureIndex;
out float v_width;
out float v_edge;
out float v_borderWidth;

4
assets/glsl/batch-quad.frag

@ -4,14 +4,14 @@ layout(location = 0) out vec4 color;
in vec4 v_color;
in vec2 v_textureCoordinates;
in flat float v_textureIndex;
in flat uint v_textureIndex;
uniform sampler2D u_textures[32];
void main()
{
vec4 textureColor = v_color;
switch(int(v_textureIndex)) {
switch(v_textureIndex) {
case 0: break; // Texture unit 0 is reserved for no texture
case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
case 2: textureColor *= texture(u_textures[2], v_textureCoordinates); break;

4
assets/glsl/batch-quad.vert

@ -3,11 +3,11 @@
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec4 a_color;
layout(location = 2) in vec2 a_textureCoordinates;
layout(location = 3) in float a_textureIndex;
layout(location = 3) in uint a_textureIndex;
out vec4 v_color;
out vec2 v_textureCoordinates;
out flat float v_textureIndex;
out flat uint v_textureIndex;
uniform mat4 u_projectionView;

64
src/inferno/render/buffer.cpp

@ -306,13 +306,63 @@ void VertexArray::addVertexBuffer(std::shared_ptr<VertexBuffer> vertexBuffer)
uint32_t index = 0;
for (const auto& element : layout) {
glEnableVertexAttribArray(index);
glVertexAttribPointer(
index,
element.getTypeCount(),
element.getTypeGL(),
element.getNormalized() ? GL_TRUE : GL_FALSE,
layout.getStride(),
reinterpret_cast<const void*>(element.getOffset()));
switch (element.getType()) {
case BufferElementType::None:
break;
case BufferElementType::Int:
case BufferElementType::Int2:
case BufferElementType::Int3:
case BufferElementType::Int4:
case BufferElementType::Uint:
case BufferElementType::Uint2:
case BufferElementType::Uint3:
case BufferElementType::Uint4: {
glVertexAttribIPointer(
index,
element.getTypeCount(),
element.getTypeGL(),
layout.getStride(),
reinterpret_cast<const void*>(element.getOffset()));
break;
}
case BufferElementType::Bool:
case BufferElementType::Bool2:
case BufferElementType::Bool3:
case BufferElementType::Bool4:
case BufferElementType::Float:
case BufferElementType::Vec2:
case BufferElementType::Vec3:
case BufferElementType::Vec4:
case BufferElementType::Mat2:
case BufferElementType::Mat3:
case BufferElementType::Mat4: {
glVertexAttribPointer(
index,
element.getTypeCount(),
element.getTypeGL(),
element.getNormalized() ? GL_TRUE : GL_FALSE,
layout.getStride(),
reinterpret_cast<const void*>(element.getOffset()));
break;
}
case BufferElementType::VecDouble:
case BufferElementType::VecDouble2:
case BufferElementType::VecDouble3:
case BufferElementType::VecDouble4:
case BufferElementType::MatDouble2:
case BufferElementType::MatDouble3:
case BufferElementType::MatDouble4: {
glVertexAttribLPointer(
index,
element.getTypeCount(),
element.getTypeGL(),
layout.getStride(),
reinterpret_cast<const void*>(element.getOffset()));
break;
}
default:
VERIFY_NOT_REACHED();
};
index++;
}

16
src/inferno/render/renderer.cpp

@ -221,7 +221,7 @@ Renderer2D::Renderer2D(s)
{ BufferElementType::Vec3, "a_position" },
{ BufferElementType::Vec4, "a_color" },
{ BufferElementType::Vec2, "a_textureCoordinates" },
{ BufferElementType::Float, "a_textureIndex" },
{ BufferElementType::Uint, "a_textureIndex" },
});
m_vertexArray->addVertexBuffer(vertexBuffer);
@ -271,7 +271,7 @@ void Renderer2D::drawQuad(const TransformComponent& transform, glm::mat4 color,
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
m_vertexBufferPtr->color = color[i];
m_vertexBufferPtr->textureCoordinates = textureCoordinates[i];
m_vertexBufferPtr->textureIndex = static_cast<float>(textureUnitIndex);
m_vertexBufferPtr->textureIndex = textureUnitIndex;
m_vertexBufferPtr++;
}
@ -345,7 +345,7 @@ RendererCubemap::RendererCubemap(s)
vertexBuffer->setLayout({
{ BufferElementType::Vec3, "a_position" },
{ BufferElementType::Vec4, "a_color" },
{ BufferElementType::Float, "a_textureIndex" },
{ BufferElementType::Uint, "a_textureIndex" },
});
m_vertexArray->addVertexBuffer(vertexBuffer);
@ -386,7 +386,7 @@ void RendererCubemap::drawCubemap(const TransformComponent& transform, glm::mat4
for (uint32_t i = 0; i < vertexPerQuad * quadPerCube; i++) {
m_vertexBufferPtr->position = transform.transform * m_vertexPositions[i];
m_vertexBufferPtr->color = color[i % 4];
m_vertexBufferPtr->textureIndex = static_cast<float>(textureUnitIndex);
m_vertexBufferPtr->textureIndex = textureUnitIndex;
m_vertexBufferPtr++;
}
@ -423,7 +423,7 @@ RendererFont::RendererFont(s)
{ BufferElementType::Vec3, "a_position" },
{ BufferElementType::Vec4, "a_color" },
{ BufferElementType::Vec2, "a_textureCoordinates" },
{ BufferElementType::Float, "a_textureIndex" },
{ BufferElementType::Uint, "a_textureIndex" },
{ BufferElementType::Float, "a_width" },
{ BufferElementType::Float, "a_edge" },
{ BufferElementType::Float, "a_borderWidth" },
@ -450,7 +450,7 @@ void RendererFont::drawSymbol(std::array<SymbolVertex, vertexPerQuad>& symbolQua
m_vertexBufferPtr->quad.position = symbolQuad[i].quad.position;
m_vertexBufferPtr->quad.color = symbolQuad[i].quad.color;
m_vertexBufferPtr->quad.textureCoordinates = symbolQuad[i].quad.textureCoordinates;
m_vertexBufferPtr->quad.textureIndex = static_cast<float>(textureUnitIndex);
m_vertexBufferPtr->quad.textureIndex = textureUnitIndex;
m_vertexBufferPtr->width = symbolQuad[i].width;
m_vertexBufferPtr->edge = symbolQuad[i].edge;
@ -495,7 +495,7 @@ Renderer3D::Renderer3D(s)
{ BufferElementType::Vec3, "a_position" },
{ BufferElementType::Vec3, "a_normal" },
{ BufferElementType::Vec2, "a_textureCoordinates" },
{ BufferElementType::Float, "a_textureIndex" },
{ BufferElementType::Uint, "a_textureIndex" },
});
m_vertexArray->addVertexBuffer(vertexBuffer);
@ -521,7 +521,7 @@ void Renderer3D::drawModel(std::span<const Vertex> vertices, std::span<const uin
m_vertexBufferPtr->position = transform.transform * glm::vec4(vertex.position, 1.0f);
m_vertexBufferPtr->normal = vertex.normal;
m_vertexBufferPtr->textureCoordinates = vertex.textureCoordinates;
m_vertexBufferPtr->textureIndex = static_cast<float>(textureUnitIndex);
m_vertexBufferPtr->textureIndex = textureUnitIndex;
m_vertexBufferPtr++;
}

6
src/inferno/render/renderer.h

@ -27,13 +27,13 @@ struct QuadVertex {
glm::vec3 position { 0.0f, 0.0f, 0.0f };
glm::vec4 color { 1.0f, 1.0f, 1.0f, 1.0f };
glm::vec2 textureCoordinates { 0.0f, 0.0f };
float textureIndex = 0;
uint32_t textureIndex = 0;
};
struct CubemapVertex {
glm::vec3 position { 0.0f, 0.0f, 0.0f };
glm::vec4 color { 1.0f, 1.0f, 1.0f, 1.0f };
float textureIndex = 0;
uint32_t textureIndex = 0;
};
struct SymbolVertex {
@ -54,7 +54,7 @@ struct Vertex {
glm::vec3 position { 0.0f, 0.0f, 0.0f };
glm::vec3 normal { 1.0f, 1.0f, 1.0f };
glm::vec2 textureCoordinates { 0.0f, 0.0f };
float textureIndex = 0;
uint32_t textureIndex = 0;
};
// -------------------------------------

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