Huge demos update

-moved C stdlib function definitions to ecs_utils.utils
-added function to calculate mix(linear interpolation) and rsqrt(fast inverse sqrt)
-added some math to vec2 (length, normalize...)
-improved renderer with possibility to use multiple materials (one per block, not perfect solution for parallel compute, but works with some requirements)
-added blending support for material (opaque, additive, mixed)
-added Android support
-added gprahical representation for mouse tools (tool_circle.d)
-added initial support for editing template components variables
-better Component and Templates listing
-added possibility to add/removes components using mouse
-move CLocation to game_core.basic and reuse in every test
-moved tools code from demos to App (now code is fully separated from demos!)
-some improvement and fixes in Snake demo, with additional systems to handle adding and removing entities
-added new demo: Particles. By now demo has several particles to spawn and support for attractors and vortexes (calculation is made as every attractor with every entity)
-fixed bug with window hover and tools
-improved tool behaviour
-added new material
-now window is always opened as maximized windowed mode
-some minor fixes and improvements
This commit is contained in:
Mergul 2020-06-06 22:46:29 +02:00
parent 13e6ed8fd5
commit e76c5ccdb2
20 changed files with 1804 additions and 288 deletions

View file

@ -0,0 +1,64 @@
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 pos;
M_IN float edge;
//flat M_IN vec2 fpos;
//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()
{
float len2 = dot(pos,pos);
if(len2 > 1.0)discard;
if(len2 > edge)gl_FragColor = vec4(0.4,0.8,1.0,0.8);//TEX(tex,uv) * color;
else gl_FragColor = vec4(0,0.6,1.0,0.35);//TEX(tex,uv) * color;
//gl_FragColor = vec4(pos,0,1);
//if(gl_FragColor.a < 0.01)discard;
}

View file

@ -0,0 +1,114 @@
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;
M_OUT vec2 pos;
M_OUT float edge;
//flat M_OUT vec2 fpos;
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
//edge = mix(0.1, 0.96, (matrix_2.z / 256));
edge = (matrix_1.w - matrix_2.z) / matrix_1.w;//matrix_2.z;//clamp((matrix_2,0.0,1.0);
edge *= edge;
pos = positions * 2.0;// / matrix_2.zw * 2;
//fpos = positions * matrix_2.xy;
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 * 2.0;
gl_Position = vec4(position.xy,0,1.0);
}