Demos update
-added some new types to gui manager + some fixes -TexCoordsManager now working (probably) -added CRenderDefault components which makes entities without texcoords possible to draw -makes better way of binding demos to launcher -moved some registration related to rendering to one function (basic components + draw system) -added Sandbox demo (demo which takes all demos to one demo) -extends ParticlesDemo play area -added BirckBreaker demo (WIP) -added special material to additive particles -added whole bunch of rendering code to rendering module -added ability to show filtered entities (blinking)
This commit is contained in:
parent
ef4faf2755
commit
b0b64b965f
12 changed files with 1122 additions and 74 deletions
55
demos/assets/shaders/additive_particles.fp
Normal file
55
demos/assets/shaders/additive_particles.fp
Normal file
|
|
@ -0,0 +1,55 @@
|
|||
precision mediump int;
|
||||
precision mediump float;
|
||||
precision lowp sampler2D;
|
||||
precision lowp samplerCube;
|
||||
|
||||
|
||||
#ifdef GLES
|
||||
#define TEX(x,y) texture2D(x,y)
|
||||
#if __VERSION__ >290
|
||||
#define M_IN in mediump
|
||||
#define L_IN in lowp
|
||||
#else
|
||||
#define M_IN varying mediump
|
||||
#define L_IN varying lowp
|
||||
#endif
|
||||
#else
|
||||
#define TEX(x,y) texture(x,y)
|
||||
#if __VERSION__ > 320
|
||||
#define M_IN in
|
||||
#define L_IN in
|
||||
#else
|
||||
#define M_IN varying
|
||||
#define L_IN varying
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
M_IN vec2 uv;
|
||||
M_IN vec4 color;
|
||||
/*
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
in mediump vec2 uv;
|
||||
#else
|
||||
varying mediump vec2 uv;
|
||||
#endif
|
||||
#else
|
||||
#if __VERSION__ > 320
|
||||
in vec2 uv;
|
||||
#else
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
#endif*/
|
||||
|
||||
//layout(binding = 0)uniform sampler2D tex;
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
//layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = /*TEX(tex,uv) **/ color;
|
||||
if(gl_FragColor.a < 0.01)discard;
|
||||
}
|
||||
106
demos/assets/shaders/additive_particles.vp
Normal file
106
demos/assets/shaders/additive_particles.vp
Normal file
|
|
@ -0,0 +1,106 @@
|
|||
precision highp float;
|
||||
precision highp int;
|
||||
precision lowp sampler2D;
|
||||
precision lowp samplerCube;
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
#define LOC(x) layout(location = x)
|
||||
#define ATT in
|
||||
#define M_OUT out mediump
|
||||
#define L_OUT out lowp
|
||||
#else
|
||||
#define LOC(x)
|
||||
#define ATT attribute
|
||||
#define M_OUT varying mediump
|
||||
#define L_OUT varying lowp
|
||||
#endif
|
||||
#else
|
||||
#if __VERSION__ > 320
|
||||
#define LOC(x) layout(location = x)
|
||||
#define ATT in
|
||||
#define M_OUT out
|
||||
#define L_OUT out
|
||||
#else
|
||||
#define LOC(x)
|
||||
#define ATT attribute
|
||||
#define M_OUT varying
|
||||
#define L_OUT varying
|
||||
#endif
|
||||
#endif
|
||||
/*
|
||||
#ifdef GLES
|
||||
#if __VERSION__ >290
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
|
||||
layout(location = 0) in vec2 positions;
|
||||
layout(location = 1) in vec2 tex_coords;
|
||||
|
||||
out mediump vec2 uv;
|
||||
#else
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
|
||||
attribute vec2 positions;
|
||||
attribute vec2 tex_coords;
|
||||
|
||||
varying mediump vec2 uv;
|
||||
#endif
|
||||
#else
|
||||
#if __VERSION__ > 320
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
|
||||
layout(location = 0) in vec2 positions;
|
||||
layout(location = 1) in vec2 tex_coords;
|
||||
|
||||
out vec2 uv;
|
||||
#else
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
|
||||
attribute vec2 positions;
|
||||
attribute vec2 tex_coords;
|
||||
|
||||
varying vec2 uv;
|
||||
#endif
|
||||
#endif*/
|
||||
|
||||
#define VBO_BATCH 1
|
||||
|
||||
M_OUT vec2 uv;
|
||||
L_OUT vec4 color;
|
||||
|
||||
LOC(0) ATT vec2 positions;
|
||||
LOC(1) ATT vec2 tex_coords;
|
||||
|
||||
#ifdef VBO_BATCH
|
||||
LOC(2) ATT float depth;
|
||||
LOC(3) ATT vec4 vcolor;
|
||||
#else
|
||||
uniform vec4 matrix_1;
|
||||
uniform vec4 matrix_2;
|
||||
uniform vec4 uv_transform;
|
||||
uniform vec4 vcolor;
|
||||
|
||||
float depth = matrix_2.z;
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
#ifdef VBO_BATCH
|
||||
vec3 position = vec3(positions*4.0,1.0);
|
||||
uv = tex_coords;
|
||||
#else
|
||||
vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1.0) * vec3(positions,1.0);
|
||||
uv = tex_coords * uv_transform.zw + uv_transform.xy;
|
||||
#endif
|
||||
|
||||
color = vcolor;
|
||||
|
||||
gl_Position = vec4(position.xy,depth,1.0);
|
||||
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue