Fix GLSL out fragment shader color.

This commit is contained in:
LuisAntonRebollo 2014-11-30 05:32:40 +01:00
parent 80482753e1
commit 4409a12af6
9 changed files with 59 additions and 17 deletions

View file

@ -451,6 +451,12 @@ bool GFXGLShader::_init()
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord8, "vTexCoord8");
glBindAttribLocation(mProgram, Torque::GL_VertexAttrib_TexCoord9, "vTexCoord9");
//bind fragment out color
glBindFragDataLocation(mProgram, 0, "OUT_col");
glBindFragDataLocation(mProgram, 1, "OUT_col1");
glBindFragDataLocation(mProgram, 2, "OUT_col2");
glBindFragDataLocation(mProgram, 3, "OUT_col3");
// Link it!
glLinkProgram( mProgram );

View file

@ -202,8 +202,21 @@ void _GFXGLTextureTargetFBOImpl::applyState()
void _GFXGLTextureTargetFBOImpl::makeActive()
{
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mFramebuffer);
GFXGL->getOpenglCache()->setCacheBinded(GL_FRAMEBUFFER, mFramebuffer);
int i = 0;
GLenum draws[16];
for( i = 0; i < GFXGL->getNumRenderTargets(); ++i)
{
_GFXGLTargetDesc* color = mTarget->getTargetDesc( static_cast<GFXTextureTarget::RenderSlot>(GFXTextureTarget::Color0+i ));
if(color)
draws[i] = GL_COLOR_ATTACHMENT0 + i;
else
break;
}
glDrawBuffers( i, draws );
}
void _GFXGLTextureTargetFBOImpl::finish()

View file

@ -89,10 +89,11 @@ LangElement* ShaderFeatureGLSL::assignColor( LangElement *elem,
{
// create color var
color = new Var;
color->setName( getOutputTargetVarName( outputTarget ) );
color->setType( "vec4" );
color->setName( getOutputTargetVarName( outputTarget ) );
color->setStructName( "OUT" );
return new GenOp( "@ = @", new DecOp(color), elem );
return new GenOp( "@ = @", color, elem );
}
LangElement *assign;
@ -2186,6 +2187,7 @@ void FogFeatGLSL::processPix( Vector<ShaderComponent*> &componentList,
color = new Var;
color->setType( "vec4" );
color->setName( "col" );
color->setStructName("OUT");
}
Var *fogAmount;

View file

@ -22,8 +22,9 @@
#include "platform/platform.h"
#include "shaderGen/GLSL/shaderGenGLSL.h"
#include "shaderGen/GLSL/shaderCompGLSL.h"
#include "shaderGen/featureMgr.h"
#include "gfx/gl/tGL/tGL.h"
void ShaderGenPrinterGLSL::printShaderHeader( Stream& stream )
@ -64,13 +65,31 @@ void ShaderGenPrinterGLSL::printVertexShaderCloser( Stream& stream )
void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
{
// Nothing here
// Determine the number of output targets we need
U32 numMRTs = 0;
for (U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++)
{
const FeatureInfo &info = FEATUREMGR->getAt(i);
if (featureData.features.hasFeature(*info.type))
numMRTs |= info.feature->getOutputTargets(featureData);
}
WRITESTR(avar("//Fragment shader OUT\r\n"));
//WRITESTR(avar("out vec4 OUT_col;\r\n", i)); // @todo OUT_col defined on hlslCompat.glsl
for( U32 i = 1; i < 4; i++ )
{
if( numMRTs & 1 << i )
WRITESTR(avar("out vec4 OUT_col%d;\r\n", i));
}
WRITESTR("\r\n");
WRITESTR("\r\n");
}
void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
{
const char *closer = " OUT_FragColor0 = col;\r\n}\r\n";
stream.write( dStrlen(closer), closer );
const char *closer = " \r\n}\r\n";
stream.write( dStrlen(closer), closer );
}
void ShaderGenPrinterGLSL::printLine(Stream& stream, const String& line)

View file

@ -91,7 +91,7 @@ void _initShaderGenGLSL( ShaderGen *shaderGen )
FEATUREMGR->registerFeature( MFT_ImposterVert, new ImposterVertFeatureGLSL );
//FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureGLSL( "Lightbuffer MRT" ) );
FEATUREMGR->registerFeature( MFT_LightbufferMRT, new NamedFeatureGLSL( "Lightbuffer MRT" ) );
//FEATUREMGR->registerFeature( MFT_IsTranslucentZWrite, new NamedFeatureGLSL( "Translucent ZWrite" ) );
//FEATUREMGR->registerFeature( MFT_InterlacedPrePass, new NamedFeatureGLSL( "Interlaced Pre Pass" ) );

View file

@ -78,9 +78,9 @@ LangElement *ConditionerFeature::assignOutput( Var *unconditionedOutput, ShaderF
{
color->setName( getOutputTargetVarName(outputTarget) );
color->setType( "vec4" );
DecOp* colDecl = new DecOp(color);
color->setStructName( "OUT" );
assign = new GenOp( "@ = vec4(@)", colDecl, conditionedOutput );
assign = new GenOp( "@ = vec4(@)", color, conditionedOutput );
}
else
{

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@ -482,8 +482,8 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
outColor = new Var;
outColor->setType("float4");
outColor->setName("col");
meta->addStatement(new GenOp(" @;\r\n", new DecOp(outColor)));
//outColor->setStructName("OUT");
outColor->setStructName("OUT");
meta->addStatement(new GenOp(" @;\r\n", outColor));
}
Var *detailColor = (Var*)LangElement::find("detailColor");

View file

@ -100,6 +100,7 @@ mat4 mat4FromRow( float r0c0, float r0c1, float r0c2, float r0c3,
#ifdef TORQUE_PIXEL_SHADER
void clip(float a) { if(a < 0) discard;}
out vec4 OUT_FragColor0;
out vec4 OUT_col;
#define OUT_FragColor0 OUT_col
#endif

View file

@ -100,6 +100,7 @@ mat4 mat4FromRow( float r0c0, float r0c1, float r0c2, float r0c3,
#ifdef TORQUE_PIXEL_SHADER
void clip(float a) { if(a < 0) discard;}
out vec4 OUT_FragColor0;
out vec4 OUT_col;
#define OUT_FragColor0 OUT_col
#endif