Remove ES3 Support
This commit is contained in:
parent
3ee682f6f2
commit
4156520e88
@ -11,20 +11,10 @@ if(GLES_COMPATIBILITY_LAYER_USE_DEFAULT_INCLUDE_PATH)
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target_include_directories(gles-compatibility-layer PUBLIC include)
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target_include_directories(gles-compatibility-layer PUBLIC include)
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endif()
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endif()
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# GL Version
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option(GLES_COMPATIBILITY_LAYER_USE_ES3 "Use OpenGL ES 3" TRUE)
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if(GLES_COMPATIBILITY_LAYER_USE_ES3)
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target_compile_definitions(gles-compatibility-layer PUBLIC GLES_COMPATIBILITY_LAYER_USE_ES3)
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endif()
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# Shaders
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# Shaders
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include(cmake/util.cmake)
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include(cmake/util.cmake)
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set(SHADER_FOLDER "es2")
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embed_resource(gles-compatibility-layer "src/shaders/main.vsh")
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if(GLES_COMPATIBILITY_LAYER_USE_ES3)
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embed_resource(gles-compatibility-layer "src/shaders/main.fsh")
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set(SHADER_FOLDER "es3")
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endif()
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embed_resource(gles-compatibility-layer "src/shaders/${SHADER_FOLDER}/main.vsh")
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embed_resource(gles-compatibility-layer "src/shaders/${SHADER_FOLDER}/main.fsh")
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# Warnings
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# Warnings
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target_compile_options(gles-compatibility-layer PRIVATE -Wall -Wextra -Werror -Wpointer-arith -Wshadow -Wnull-dereference)
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target_compile_options(gles-compatibility-layer PRIVATE -Wall -Wextra -Werror -Wpointer-arith -Wshadow -Wnull-dereference)
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@ -172,20 +172,6 @@ void glLightfv(GLenum light, GLenum pname, const GLfloat *params);
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void glLightModelfv(GLenum pname, const GLfloat *params);
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void glLightModelfv(GLenum pname, const GLfloat *params);
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void glPixelStorei(GLenum pname, GLint param);
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void glPixelStorei(GLenum pname, GLint param);
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// Not Part Of OpenGL ES 1.1
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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#define GL_SAMPLES_PASSED_ARB 0x8c2f // GL_ANY_SAMPLES_PASSED
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#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 // GL_QUERY_RESULT_AVAILABLE
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#define GL_QUERY_RESULT_ARB 0x8866 // GL_QUERY_RESULT
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void glGenQueriesARB(GLsizei n, GLuint *ids);
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void glDeleteQueriesARB(GLsizei n, const GLuint *ids);
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void glBeginQueryARB(GLenum target, GLuint id);
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void glEndQueryARB(GLenum target);
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void glGetQueryObjectuivARB(GLuint id, GLenum pname, GLuint *params);
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#endif
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void extra_enable_highlight_mode(float red, float green, float blue, float alpha);
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void extra_disable_highlight_mode();
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// Init
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// Init
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typedef void *(*getProcAddress_t)(const char *);
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typedef void *(*getProcAddress_t)(const char *);
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void init_gles_compatibility_layer(getProcAddress_t);
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void init_gles_compatibility_layer(getProcAddress_t);
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19
src/draw.c
19
src/draw.c
@ -115,10 +115,6 @@ static GLuint get_shader() {
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}
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}
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// Init
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// Init
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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GL_FUNC(glGenVertexArrays, void, (GLsizei n, GLuint *arrays));
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GL_FUNC(glBindVertexArray, void, (GLuint array));
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#endif
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void init_gles_compatibility_layer(getProcAddress_t new_getProcAddress) {
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void init_gles_compatibility_layer(getProcAddress_t new_getProcAddress) {
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// Setup Passthrough
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// Setup Passthrough
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getProcAddress = new_getProcAddress;
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getProcAddress = new_getProcAddress;
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@ -129,13 +125,6 @@ void init_gles_compatibility_layer(getProcAddress_t new_getProcAddress) {
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// Reset Static Variables
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// Reset Static Variables
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reset_variables();
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reset_variables();
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// Setup VAO
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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GLuint vao;
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real_glGenVertexArrays()(1, &vao);
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real_glBindVertexArray()(vao);
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#endif
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// Load Shader
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// Load Shader
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GLuint program = get_shader();
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GLuint program = get_shader();
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real_glUseProgram()(program);
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real_glUseProgram()(program);
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@ -220,14 +209,6 @@ void glDrawArrays(GLenum mode, GLint first, GLsizei count) {
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real_glVertexAttrib4f()(a_color_handle, gl_state.color.red, gl_state.color.green, gl_state.color.blue, gl_state.color.alpha);
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real_glVertexAttrib4f()(a_color_handle, gl_state.color.red, gl_state.color.green, gl_state.color.blue, gl_state.color.alpha);
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}
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}
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// Highlight Mode
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lazy_uniform(u_highlight_mode);
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real_glUniform1i()(u_highlight_mode_handle, gl_state.highlight_mode.enabled);
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if (gl_state.highlight_mode.enabled) {
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lazy_uniform(u_highlight_mode_color);
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real_glUniform4f()(u_highlight_mode_color_handle, gl_state.highlight_mode.color.red, gl_state.highlight_mode.color.green, gl_state.highlight_mode.color.blue, gl_state.highlight_mode.color.alpha);
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}
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// Lighting
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// Lighting
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lazy_uniform(u_lighting);
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lazy_uniform(u_lighting);
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real_glUniform1i()(u_lighting_handle, gl_state.lighting.enabled);
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real_glUniform1i()(u_lighting_handle, gl_state.lighting.enabled);
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@ -121,28 +121,6 @@ GL_FUNC(glBufferSubData, void, (GLenum target, GLintptr offset, GLsizeiptr size,
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void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data) {
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void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data) {
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real_glBufferSubData()(target, offset, size, data);
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real_glBufferSubData()(target, offset, size, data);
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}
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}
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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GL_FUNC(glGenQueries, void, (GLsizei n, GLuint *ids));
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void glGenQueriesARB(GLsizei n, GLuint *ids) {
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real_glGenQueries()(n, ids);
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}
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GL_FUNC(glDeleteQueries, void, (GLsizei n, const GLuint *ids));
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void glDeleteQueriesARB(GLsizei n, const GLuint *ids) {
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real_glDeleteQueries()(n, ids);
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}
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GL_FUNC(glBeginQuery, void, (GLenum target, GLuint id));
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void glBeginQueryARB(GLenum target, GLuint id) {
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real_glBeginQuery()(target, id);
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}
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GL_FUNC(glEndQuery, void, (GLenum target));
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void glEndQueryARB(GLenum target) {
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real_glEndQuery()(target);
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}
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GL_FUNC(glGetQueryObjectuiv, void, (GLuint id, GLenum pname, GLuint *params));
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void glGetQueryObjectuivARB(GLuint id, GLenum pname, GLuint *params) {
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real_glGetQueryObjectuiv()(id, pname, params);
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}
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#endif
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GL_FUNC(glPixelStorei, void, (GLenum pname, GLint param));
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GL_FUNC(glPixelStorei, void, (GLenum pname, GLint param));
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void glPixelStorei(GLenum pname, GLint param) {
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void glPixelStorei(GLenum pname, GLint param) {
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real_glPixelStorei()(pname, param);
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real_glPixelStorei()(pname, param);
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@ -1,52 +0,0 @@
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#version 300 es
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precision highp float;
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// Result
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out vec4 frag_color;
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// Texture
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uniform bool u_has_texture;
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uniform sampler2D u_texture_unit;
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// Color
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in vec4 v_color;
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in vec4 v_texture_pos;
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// Highlight Mode
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uniform bool u_highlight_mode;
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uniform vec4 u_highlight_mode_color;
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// Alpha Test
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uniform bool u_alpha_test;
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// Fog
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uniform bool u_fog;
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uniform vec4 u_fog_color;
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uniform bool u_fog_is_linear;
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uniform float u_fog_start;
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uniform float u_fog_end;
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in vec4 v_fog_eye_position;
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// Main
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void main(void) {
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frag_color = v_color;
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// Texture
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if (u_has_texture) {
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vec4 texture_color = texture(u_texture_unit, v_texture_pos.xy);
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if (u_highlight_mode) {
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texture_color.rgb = u_highlight_mode_color.rgb;
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texture_color.a *= u_highlight_mode_color.a;
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frag_color = texture_color;
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} else {
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frag_color *= texture_color;
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}
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}
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// Fog
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if (u_fog) {
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float fog_factor;
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if (u_fog_is_linear) {
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fog_factor = (u_fog_end - length(v_fog_eye_position)) / (u_fog_end - u_fog_start);
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} else {
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fog_factor = exp(-u_fog_start * length(v_fog_eye_position));
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}
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fog_factor = clamp(fog_factor, 0.0, 1.0);
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frag_color.rgb = mix(frag_color, u_fog_color, 1.0 - fog_factor).rgb;
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}
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// Alpha Test
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if (u_alpha_test && frag_color.a <= 0.1) {
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discard;
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}
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}
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@ -1,48 +0,0 @@
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#version 300 es
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precision highp float;
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// Matrices
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uniform mat4 u_projection;
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uniform mat4 u_model_view;
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uniform mat4 u_texture;
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// Texture
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in vec3 a_vertex_coords;
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in vec2 a_texture_coords;
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out vec4 v_texture_pos;
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// Color
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in vec4 a_color;
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out vec4 v_color;
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// Normal
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in vec3 a_normal;
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uniform float u_normal_rescale_factor;
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// Lighting
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uniform bool u_lighting;
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uniform vec4 u_lighting_ambient;
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uniform bool u_lighting_light_source_0;
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uniform vec3 u_lighting_light_source_0_position;
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uniform vec4 u_lighting_light_source_0_diffuse;
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uniform bool u_lighting_light_source_1;
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uniform vec3 u_lighting_light_source_1_position;
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uniform vec4 u_lighting_light_source_1_diffuse;
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// Fog
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out vec4 v_fog_eye_position;
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// Main
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void main(void) {
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v_texture_pos = u_texture * vec4(a_texture_coords.xy, 0.0, 1.0);
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gl_Position = u_projection * u_model_view * vec4(a_vertex_coords.xyz, 1.0);
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v_color = a_color;
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v_fog_eye_position = u_model_view * vec4(a_vertex_coords.xyz, 1.0);
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// Lighting
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if (u_lighting) {
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vec4 transformed_normal = u_model_view * vec4(a_normal, 0.0) * u_normal_rescale_factor;
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vec4 total_light = u_lighting_ambient;
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if (u_lighting_light_source_0) {
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total_light += max(0.0, dot(transformed_normal.xyz, u_lighting_light_source_0_position)) * u_lighting_light_source_0_diffuse;
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}
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if (u_lighting_light_source_1) {
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total_light += max(0.0, dot(transformed_normal.xyz, u_lighting_light_source_1_position)) * u_lighting_light_source_1_diffuse;
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}
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total_light = clamp(total_light, 0.0, 1.0);
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v_color *= total_light;
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}
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}
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@ -6,9 +6,6 @@ uniform sampler2D u_texture_unit;
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// Color
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// Color
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varying vec4 v_color;
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varying vec4 v_color;
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varying vec4 v_texture_pos;
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varying vec4 v_texture_pos;
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// Highlight Mode
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uniform bool u_highlight_mode;
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uniform vec4 u_highlight_mode_color;
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// Alpha Test
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// Alpha Test
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uniform bool u_alpha_test;
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uniform bool u_alpha_test;
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// Fog
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// Fog
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@ -24,13 +21,7 @@ void main(void) {
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// Texture
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// Texture
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if (u_has_texture) {
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if (u_has_texture) {
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vec4 texture_color = texture2D(u_texture_unit, v_texture_pos.xy);
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vec4 texture_color = texture2D(u_texture_unit, v_texture_pos.xy);
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if (u_highlight_mode) {
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gl_FragColor *= texture_color;
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texture_color.rgb = u_highlight_mode_color.rgb;
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texture_color.a *= u_highlight_mode_color.a;
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gl_FragColor = texture_color;
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} else {
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gl_FragColor *= texture_color;
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}
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}
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}
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// Fog
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// Fog
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if (u_fog) {
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if (u_fog) {
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15
src/state.c
15
src/state.c
@ -81,9 +81,6 @@ static gl_state_t init_gl_state = {
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.blue = 0.2f,
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.blue = 0.2f,
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.alpha = 0.2f
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.alpha = 0.2f
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}
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}
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},
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.highlight_mode = {
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.enabled = 0
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}
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}
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};
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};
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gl_state_t gl_state;
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gl_state_t gl_state;
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@ -322,15 +319,3 @@ void glLightModelfv(GLenum pname, const GLfloat *params) {
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gl_state.lighting.ambient.alpha = params[3];
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gl_state.lighting.ambient.alpha = params[3];
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}
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}
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}
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}
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// Highlight Mode
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void extra_enable_highlight_mode(float red, float green, float blue, float alpha) {
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gl_state.highlight_mode.enabled = 1;
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gl_state.highlight_mode.color.red = red;
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gl_state.highlight_mode.color.green = green;
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gl_state.highlight_mode.color.blue = blue;
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gl_state.highlight_mode.color.alpha = alpha;
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}
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void extra_disable_highlight_mode() {
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gl_state.highlight_mode.enabled = 0;
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}
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@ -71,10 +71,6 @@ typedef struct {
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light_source_t light_sources[2];
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light_source_t light_sources[2];
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color_t ambient;
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color_t ambient;
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} lighting;
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} lighting;
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struct {
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GLboolean enabled;
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color_t color;
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} highlight_mode;
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} gl_state_t;
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} gl_state_t;
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extern gl_state_t gl_state;
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extern gl_state_t gl_state;
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void _init_gles_compatibility_layer_state();
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void _init_gles_compatibility_layer_state();
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@ -50,11 +50,7 @@ static void load_header(std::string filename) {
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}
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}
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static void load_headers() {
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static void load_headers() {
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header_lines.clear();
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header_lines.clear();
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#ifdef GLES_COMPATIBILITY_LAYER_USE_ES3
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load_header("/usr/include/GLES3/gl3.h");
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#else
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load_header("/usr/include/GLES2/gl2.h");
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load_header("/usr/include/GLES2/gl2.h");
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#endif
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}
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}
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// Run Test
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// Run Test
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