WIP OSX and TvOS support

This commit is contained in:
2016-01-30 20:13:23 -08:00
parent 3913345a28
commit f356df178f
48 changed files with 1185 additions and 269 deletions

View File

@@ -180,6 +180,166 @@
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E423D6CA1BEDEE2D0021812E /* KRVector4.cpp in Sources */,
E423D6CB1BEDEE2D0021812E /* KRFloat.cpp in Sources */,
E423D6CC1BEDEE2D0021812E /* KRTriangle3.cpp in Sources */,
E423D6CD1BEDEE2D0021812E /* KRResource.cpp in Sources */,
E423D6CE1BEDEE2D0021812E /* KRResource+obj.cpp in Sources */,
E423D6CF1BEDEE2D0021812E /* KRBehavior.cpp in Sources */,
E423D6D01BEDEE2D0021812E /* KRContext.cpp in Sources */,
E423D6D11BEDEE2D0021812E /* KRContextObject.cpp in Sources */,
E423D6D21BEDEE2D0021812E /* KRDataBlock.cpp in Sources */,
E423D6D31BEDEE2D0021812E /* KREngine.mm in Sources */,
E423D6D41BEDEE2D0021812E /* KRHitInfo.cpp in Sources */,
E423D6D51BEDEE2D0021812E /* KROctree.cpp in Sources */,
E423D6D61BEDEE2D0021812E /* KROctreeNode.cpp in Sources */,
E423D6D71BEDEE2D0021812E /* KRRenderSettings.cpp in Sources */,
E423D6D81BEDEE2D0021812E /* KRStreamer.mm in Sources */,
E423D6D91BEDEE2D0021812E /* KRViewport.cpp in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
};
E48C527519C570C50062E439 /* Sources */ = {
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
@@ -1754,6 +2168,7 @@
E4159BA319C5762F00622D1E /* KRMeshQuad.cpp in Sources */,
E4159BA419C5762F00622D1E /* KRTextureManager.cpp in Sources */,
E4159BA519C5762F00622D1E /* KRTexture2D.cpp in Sources */,
E4B74A641AD7A02C00067A78 /* KRContext_ios.mm in Sources */,
E4159BA619C5762F00622D1E /* KRTexture.cpp in Sources */,
E4159BA719C5762F00622D1E /* KRTextureCube.cpp in Sources */,
E4159BA819C5762F00622D1E /* KRTexturePVR.cpp in Sources */,
@@ -1840,6 +2255,7 @@
E4D13364153767ED0070068C /* KRShaderManager.cpp in Sources */,
E4AFC6B915F7C7B200DDB4C8 /* KROctree.cpp in Sources */,
E46C214C15364DEC009CABF3 /* KRSceneManager.cpp in Sources */,
E4B74A621AD79F9600067A78 /* KRContext_osx.mm in Sources */,
E48C697315374F7E00232E28 /* KRContext.cpp in Sources */,
E46A6B6D1559E97D000DBD37 /* KRResource+blend.cpp in Sources */,
E40F982D184A7A2700CFA4D8 /* KRMeshQuad.cpp in Sources */,
@@ -1857,6 +2273,7 @@
E4CA10EA1637BD2B005D9400 /* KRTexturePVR.cpp in Sources */,
E4CA10F01637BD58005D9400 /* KRTextureTGA.cpp in Sources */,
E4F89BB518A6DB1200015637 /* KRTriangle3.cpp in Sources */,
E41CAB8E1B75D8DF00F3387D /* KrakenView.mm in Sources */,
E4CA11791639CC90005D9400 /* KRViewport.cpp in Sources */,
E41843921678704000DBD6CF /* KRCollider.cpp in Sources */,
E4324BAF16444E120043185B /* KRParticleSystemNewtonian.cpp in Sources */,
@@ -1906,6 +2323,11 @@
/* End PBXSourcesBuildPhase section */
/* Begin PBXTargetDependency section */
E423D68D1BEDEE2D0021812E /* PBXTargetDependency */ = {
isa = PBXTargetDependency;
target = E4C8E4E316B9B2D50031DDCB /* Kraken Standard Assets - iOS */;
targetProxy = E423D68E1BEDEE2D0021812E /* PBXContainerItemProxy */;
};
E445244E19C580C7006BB64C /* PBXTargetDependency */ = {
isa = PBXTargetDependency;
target = E4C8E4E316B9B2D50031DDCB /* Kraken Standard Assets - iOS */;
@@ -1930,6 +2352,96 @@
/* End PBXVariantGroup section */
/* Begin XCBuildConfiguration section */
E423D7301BEDEE2D0021812E /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_ENABLE_MODULES = YES;
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
COPY_PHASE_STRIP = NO;
CURRENT_PROJECT_VERSION = 1;
DEFINES_MODULE = YES;
DYLIB_COMPATIBILITY_VERSION = 1;
DYLIB_CURRENT_VERSION = 1;
DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_DYNAMIC_NO_PIC = NO;
GCC_PREFIX_HEADER = "kraken_tvos/Kraken-Prefix.pch";
GCC_PREPROCESSOR_DEFINITIONS = (
"DEBUG=1",
"$(inherited)",
);
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
INFOPLIST_FILE = kraken_tvos/Info.plist;
IPHONEOS_DEPLOYMENT_TARGET = 7.0;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks @loader_path/Frameworks";
LIBRARY_SEARCH_PATHS = "\"$(SYSTEM_APPS_DIR)/Autodesk/FBX SDK/2014.2/lib/ios-armv7/debug\"";
MTL_ENABLE_DEBUG_INFO = YES;
ONLY_ACTIVE_ARCH = NO;
PRODUCT_NAME = kraken;
TARGETED_DEVICE_FAMILY = "1,2";
TVOS_DEPLOYMENT_TARGET = 9.1;
VERSIONING_SYSTEM = "apple-generic";
VERSION_INFO_PREFIX = "";
};
name = Debug;
};
E423D7311BEDEE2D0021812E /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_ENABLE_MODULES = YES;
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
"CODE_SIGN_IDENTITY[sdk=iphoneos*]" = "iPhone Developer";
CURRENT_PROJECT_VERSION = 1;
DEFINES_MODULE = YES;
DYLIB_COMPATIBILITY_VERSION = 1;
DYLIB_CURRENT_VERSION = 1;
DYLIB_INSTALL_NAME_BASE = "@rpath";
ENABLE_NS_ASSERTIONS = NO;
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_PREFIX_HEADER = "kraken_tvos/Kraken-Prefix.pch";
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
INFOPLIST_FILE = kraken_tvos/Info.plist;
IPHONEOS_DEPLOYMENT_TARGET = 7.0;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/Frameworks @loader_path/Frameworks";
LIBRARY_SEARCH_PATHS = "\"$(SYSTEM_APPS_DIR)/Autodesk/FBX SDK/2014.2/lib/ios-armv7/release\"";
MTL_ENABLE_DEBUG_INFO = NO;
ONLY_ACTIVE_ARCH = NO;
PRODUCT_NAME = kraken;
TARGETED_DEVICE_FAMILY = "1,2";
TVOS_DEPLOYMENT_TARGET = 9.1;
VALIDATE_PRODUCT = YES;
VERSIONING_SYSTEM = "apple-generic";
VERSION_INFO_PREFIX = "";
};
name = Release;
};
E48C528A19C570C50062E439 /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
@@ -1971,6 +2483,7 @@
ONLY_ACTIVE_ARCH = NO;
PRODUCT_NAME = kraken;
TARGETED_DEVICE_FAMILY = "1,2";
TVOS_DEPLOYMENT_TARGET = 9.1;
VERSIONING_SYSTEM = "apple-generic";
VERSION_INFO_PREFIX = "";
};
@@ -2012,6 +2525,7 @@
ONLY_ACTIVE_ARCH = NO;
PRODUCT_NAME = kraken;
TARGETED_DEVICE_FAMILY = "1,2";
TVOS_DEPLOYMENT_TARGET = 9.1;
VALIDATE_PRODUCT = YES;
VERSIONING_SYSTEM = "apple-generic";
VERSION_INFO_PREFIX = "";
@@ -2036,7 +2550,7 @@
LLVM_VECTORIZE_LOOPS = YES;
MACOSX_DEPLOYMENT_TARGET = 10.6;
ONLY_ACTIVE_ARCH = NO;
SDKROOT = iphoneos;
SDKROOT = appletvos;
SKIP_INSTALL = YES;
};
name = Debug;
@@ -2057,7 +2571,7 @@
LLVM_VECTORIZE_LOOPS = YES;
MACOSX_DEPLOYMENT_TARGET = 10.6;
ONLY_ACTIVE_ARCH = NO;
SDKROOT = iphoneos;
SDKROOT = appletvos;
SKIP_INSTALL = YES;
};
name = Release;
@@ -2283,6 +2797,15 @@
/* End XCBuildConfiguration section */
/* Begin XCConfigurationList section */
E423D72F1BEDEE2D0021812E /* Build configuration list for PBXNativeTarget "kraken - tvos" */ = {
isa = XCConfigurationList;
buildConfigurations = (
E423D7301BEDEE2D0021812E /* Debug */,
E423D7311BEDEE2D0021812E /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
E48C528E19C570C60062E439 /* Build configuration list for PBXNativeTarget "kraken - ios" */ = {
isa = XCConfigurationList;
buildConfigurations = (

View File

@@ -105,7 +105,7 @@ void KRCamera::renderFrame(float deltaTime, GLint renderBufferWidth, GLint rende
}
m_last_frame_start = current_time;
GLint defaultFBO;
GLint defaultFBO = -1;
GLDEBUG(glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO));
createBuffers(renderBufferWidth, renderBufferHeight);

View File

@@ -18,6 +18,19 @@ int KRContext::KRENGINE_MAX_TEXTURE_DIM;
int KRContext::KRENGINE_MIN_TEXTURE_DIM;
int KRContext::KRENGINE_PRESTREAM_DISTANCE;
#if TARGET_OS_IPHONE
#elif TARGET_OS_MAC
#else
#error Unsupported Platform
#endif
const char *KRContext::extension_names[KRENGINE_NUM_EXTENSIONS] = {
"GL_EXT_texture_storage"
};
@@ -48,7 +61,7 @@ KRContext::KRContext() : m_streamer(*this)
m_pUnknownManager = new KRUnknownManager(*this);
m_streamingEnabled = true;
createDeviceContexts();
}
KRContext::~KRContext() {
@@ -103,6 +116,8 @@ KRContext::~KRContext() {
delete m_pBundleManager;
m_pBundleManager = NULL;
}
destroyDeviceContexts();
}
void KRContext::SetLogCallback(log_callback *log_callback, void *user_data)

View File

@@ -88,6 +88,13 @@ public:
void doStreaming();
void receivedMemoryWarning();
static void activateStreamerContext();
static void activateRenderContext();
#if TARGET_OS_MAC
static void attachToView(void *view);
#endif
private:
KRBundleManager *m_pBundleManager;
KRSceneManager *m_pSceneManager;
@@ -117,6 +124,9 @@ private:
static void *s_log_callback_user_data;
KRStreamer m_streamer;
static void createDeviceContexts();
void destroyDeviceContexts();
};
#endif

40
kraken/KRContext_ios.mm Normal file
View File

@@ -0,0 +1,40 @@
//
// KRContext-ios.mm
// Kraken
//
// Created by Kearwood Gilbert on 11/1/2013.
// Copyright (c) 2013 Kearwood Software. All rights reserved.
//
#include "KREngine-common.h"
#include "KRContext.h"
EAGLContext *gStreamerContext = nil;
EAGLContext *gRenderContext = nil;
void KRContext::destroyDeviceContexts()
{
[gStreamerContext release];
[gRenderContext release];
}
void KRContext::createDeviceContexts()
{
gRenderContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
gStreamerContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup: gStreamerContext.sharegroup];
// FIXME: need to add code check for iOS 7 and also this appears to cause crashing
//gTextureStreamerContext.multiThreaded = TRUE;
}
void KRContext::activateStreamerContext()
{
[EAGLContext setCurrentContext: gStreamerContext];
}
void KRContext::activateRenderContext()
{
[EAGLContext setCurrentContext: gRenderContext];
}

82
kraken/KRContext_osx.mm Normal file
View File

@@ -0,0 +1,82 @@
//
// KRContext-osx.mm
// Kraken
//
// Created by Kearwood Gilbert on 11/1/2013.
// Copyright (c) 2013 Kearwood Software. All rights reserved.
//
#include "KREngine-common.h"
#include "KRContext.h"
NSOpenGLContext *gStreamerContext = nil;
NSOpenGLContext *gRenderContext = nil;
void KRContext::destroyDeviceContexts()
{
[gStreamerContext release];
[gRenderContext release];
}
void KRContext::createDeviceContexts()
{
if(gRenderContext == nil) {
/*
NSOpenGLPixelFormatAttribute attribs[] =
{
NSOpenGLPFADoubleBuffer,
NSOpenGLPFADepthSize, 32,
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
0
};
*/
NSOpenGLPixelFormatAttribute attribs[] = {
NSOpenGLPFADoubleBuffer,
NSOpenGLPFAAccelerated,
NSOpenGLPFAColorSize, 24,
NSOpenGLPFAAlphaSize, 8,
NSOpenGLPFADepthSize, 24,
NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersion3_2Core,
0
};
NSOpenGLPixelFormat *pixelFormat = [[[NSOpenGLPixelFormat alloc] initWithAttributes:attribs] autorelease];
gRenderContext = [[NSOpenGLContext alloc] initWithFormat: pixelFormat shareContext: nil ];
gStreamerContext = [[NSOpenGLContext alloc] initWithFormat: pixelFormat shareContext: gRenderContext ];
// set synch to VBL to eliminate tearing
GLint vblSynch = 1;
[gRenderContext setValues:&vblSynch forParameter:NSOpenGLCPSwapInterval];
/*
CGLEnable([gRenderContext CGLContextObj], kCGLCESurfaceBackingSize);
const GLint dim[2] = {1920, 1080};
[gRenderContext setValues: &dim[0] forParameter: NSOpenGLCPSurfaceBackingSize];
[gRenderContext update];
*/
}
}
void KRContext::activateStreamerContext()
{
createDeviceContexts();
[gStreamerContext makeCurrentContext];
}
void KRContext::activateRenderContext()
{
createDeviceContexts();
[gRenderContext update];
[gRenderContext makeCurrentContext];
}
void KRContext::attachToView(void *view)
{
createDeviceContexts();
NSView *v = (NSView *)view;
[gRenderContext setView: v];
[gRenderContext update];
}

View File

@@ -107,6 +107,16 @@ using std::hash;
#define GL_ANY_SAMPLES_PASSED_EXT GL_ANY_SAMPLES_PASSED
#define GL_QUERY_RESULT_EXT GL_QUERY_RESULT
#define GL_OES_mapbuffer 1
#define glMapBufferOES glMapBuffer
#define glUnmapBufferOES glUnmapBuffer
#define GL_WRITE_ONLY_OES GL_WRITE_ONLY
#define GL_OES_vertex_array_object 1
#define glGenVertexArraysOES glGenVertexArrays
#define glBindVertexArrayOES glBindVertexArray
#define glDeleteVertexArraysOES glDeleteVertexArrays
#endif
#include <Accelerate/Accelerate.h>

View File

@@ -558,7 +558,7 @@ bool KRShader::bind(KRCamera &camera, const KRViewport &viewport, const KRMat4 &
setUniform(KRENGINE_UNIFORM_VOLUMETRIC_ENVIRONMENT_FRAME, 2);
#if DEBUG
if(shander_changed) {
if(shander_changed) { // FINDME!! KIP!! HACK!!
GLint logLength;
GLint validate_status = GL_FALSE;

View File

@@ -145,7 +145,7 @@ KRShader *KRShaderManager::getShader(const std::string &shader_name, KRCamera *p
#if TARGET_OS_IPHONE
#else
stream << "\n#version 120";
stream << "\n#version 150";
stream << "\n#define lowp";
stream << "\n#define mediump";
stream << "\n#define highp";

View File

@@ -14,19 +14,6 @@
#include <chrono>
#if TARGET_OS_IPHONE
EAGLContext *gTextureStreamerContext = nil;
#elif TARGET_OS_MAC
NSOpenGLContext *gTextureStreamerContext = nil;
#else
#error Unsupported Platform
#endif
KRStreamer::KRStreamer(KRContext &context) : m_context(context)
{
m_running = false;
@@ -37,29 +24,7 @@ void KRStreamer::startStreamer()
{
if(!m_running) {
m_running = true;
#if TARGET_OS_IPHONE
gTextureStreamerContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup: [EAGLContext currentContext].sharegroup];
// FIXME: need to add code check for iOS 7 and also this appears to cause crashing
//gTextureStreamerContext.multiThreaded = TRUE;
#elif TARGET_OS_MAC
NSOpenGLPixelFormatAttribute pixelFormatAttributes[] =
{
// NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersionLegacy,
0
};
NSOpenGLPixelFormat *pixelFormat = [[[NSOpenGLPixelFormat alloc] initWithAttributes:pixelFormatAttributes] autorelease];
gTextureStreamerContext = [[NSOpenGLContext alloc] initWithFormat: pixelFormat shareContext: [NSOpenGLContext currentContext] ];
#else
#error Unsupported Platform
#endif
KRContext::activateStreamerContext();
m_thread = std::thread(&KRStreamer::run, this);
}
@@ -72,8 +37,6 @@ KRStreamer::~KRStreamer()
m_thread.join();
m_running = false;
}
[gTextureStreamerContext release];
}
void KRStreamer::run()
@@ -82,13 +45,7 @@ void KRStreamer::run()
std::chrono::microseconds sleep_duration( 15000 );
#if TARGET_OS_IPHONE
[EAGLContext setCurrentContext: gTextureStreamerContext];
#elif TARGET_OS_MAC
[gTextureStreamerContext makeCurrentContext];
#else
#error Unsupported Platform
#endif
KRContext::activateStreamerContext();
while(!m_stop)
{

16
kraken_osx/KrakenView.h Normal file
View File

@@ -0,0 +1,16 @@
//
// KrakenView.h
// Kraken
//
// Created by Kearwood Gilbert on 2015-08-07.
// Copyright © 2015 Kearwood Software. All rights reserved.
//
#import <Cocoa/Cocoa.h>
class KRCamera;
@interface KrakenView : NSView
@property (nonatomic, assign) KRCamera *camera;
- (void)drawFrameWithDeltaTime: (float)deltaTime;
@end

186
kraken_osx/KrakenView.mm Normal file
View File

@@ -0,0 +1,186 @@
//
// KrakenView.m
// Kraken
//
// Created by Kearwood Gilbert on 2015-08-07.
// Copyright © 2015 Kearwood Software. All rights reserved.
//
#import "KrakenView.h"
#include "KREngine-common.h"
#include "KREngine.h"
#import <Cocoa/Cocoa.h>
#import <QuartzCore/QuartzCore.h>
@interface KrakenView() {
CVDisplayLinkRef displayLink;
};
- (void)getFrameForTime:(const CVTimeStamp *)outputTime;
- (void)drawFrameWithDeltaTime: (float)deltaTime;
@end
@implementation KrakenView
- (void)dealloc
{
CVDisplayLinkRelease(displayLink);
[super dealloc];
}
- (void)drawFrameWithDeltaTime: (float)deltaTime
{
if(_camera) {
KRContext::activateRenderContext();
NSOpenGLContext *currentContext = [NSOpenGLContext currentContext];
// must lock GL context because display link is threaded
CGLLockContext((CGLContextObj)[currentContext CGLContextObj]);
GLint hasDrawable = 0;
[currentContext getValues: &hasDrawable forParameter:NSOpenGLCPHasDrawable];
if(!hasDrawable) {
KRContext::attachToView(self);
const GLint dim[2] = {1920, 1080};
[currentContext setValues: &dim[0] forParameter: NSOpenGLCPSurfaceBackingSize];
[currentContext update];
}
GLint backingDim[2] = {0, 0};
[currentContext getValues: &backingDim[0] forParameter:NSOpenGLCPSurfaceBackingSize];
GLint rendererID = 0;
[currentContext getValues: &rendererID forParameter:NSOpenGLCPCurrentRendererID];
GLint renderBufferWidth = 0, renderBufferHeight = 0;
// GLDEBUG(glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &renderBufferWidth));
// GLDEBUG(glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &renderBufferHeight));
renderBufferWidth = 1920;
renderBufferHeight = 1080;
glViewport(0, 0, renderBufferWidth, renderBufferHeight);
GLDEBUG(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
GLDEBUG(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
[[KREngine sharedInstance] renderScene: &_camera->getScene() WithDeltaTime:deltaTime AndWidth:renderBufferWidth AndHeight:renderBufferHeight];
//[[KREngine sharedInstance] renderScene: &_camera->getScene() WithDeltaTime:deltaTime];
[currentContext flushBuffer];
CGLUnlockContext((CGLContextObj)[currentContext CGLContextObj]);
}
}
- (void)viewDidMoveToSuperview
{
// KRContext::attachToView(self);
// set up the display link
CVDisplayLinkCreateWithActiveCGDisplays(&displayLink);
CVDisplayLinkSetOutputCallback(displayLink, MyDisplayLinkCallback, self);
/*
CGLContextObj cglContext = (CGLContextObj)[context CGLContextObj];
CGLPixelFormatObj cglPixelFormat = (CGLPixelFormatObj)[[context.pixelFormat] CGLPixelFormatObj];
CVDisplayLinkSetCurrentCGDisplayFromOpenGLContext(displayLink, cglContext, cglPixelFormat);
*/
// ----====---- activate the display link ----====----
CVDisplayLinkStart(displayLink);
}
static CVReturn MyDisplayLinkCallback(CVDisplayLinkRef displayLink, const CVTimeStamp *now,
const CVTimeStamp *outputTime, CVOptionFlags flagsIn,
CVOptionFlags *flagsOut, void *displayLinkContext)
{
// go back to Obj-C for easy access to instance variables
[(KrakenView *)displayLinkContext getFrameForTime:outputTime];
return kCVReturnSuccess;
}
- (void)getFrameForTime:(const CVTimeStamp *)outputTime
{
// deltaTime is unused in this bare bones demo, but here's how to calculate it using display link info
float deltaTime = 1.0 / (outputTime->rateScalar * (double)outputTime->videoTimeScale / (double)outputTime->videoRefreshPeriod);
[self drawFrameWithDeltaTime: deltaTime];
}
/*
- (id)initWithCoder:(NSCoder *)aDecoder
{
self = [super initWithCoder:aDecoder];
if (self == nil)
{
NSLog(@"Unable to create a windowed OpenGL context.");
exit(0);
}
[self commonInit];
return self;
}
- (id)initWithFrame:(NSRect)frameRect
{
// context setup
NSOpenGLPixelFormat *windowedPixelFormat;
NSOpenGLPixelFormatAttribute attribs[] = {
NSOpenGLPFAWindow,
NSOpenGLPFAColorSize, 32,
NSOpenGLPFADepthSize, 24,
NSOpenGLPFAAccelerated,
NSOpenGLPFADoubleBuffer,
NSOpenGLPFASingleRenderer,
0 };
windowedPixelFormat = [[NSOpenGLPixelFormat alloc] initWithAttributes:attribs];
if (windowedPixelFormat == nil)
{
NSLog(@"Unable to create windowed pixel format.");
exit(0);
}
self = [super initWithFrame:frameRect pixelFormat:windowedPixelFormat];
if (self == nil)
{
NSLog(@"Unable to create a windowed OpenGL context.");
exit(0);
}
[windowedPixelFormat release];
[self commonInit];
return self;
}
- (void)reshape
{
NSSize viewBounds = [self bounds].size;
viewWidth = viewBounds.width;
viewHeight = viewBounds.height;
NSOpenGLContext *currentContext = [self openGLContext];
[currentContext makeCurrentContext];
// remember to lock the context before we touch it since display link is threaded
CGLLockContext((CGLContextObj)[currentContext CGLContextObj]);
// let the context know we've changed size
[[self openGLContext] update];
CGLUnlockContext((CGLContextObj)[currentContext CGLContextObj]);
}
*/
@end

View File

@@ -30,6 +30,5 @@
//
void main() {
//gl_FragColor = vec4(0.00, 0.00, 0.00, 0.00);
gl_FragColor = vec4(0.00, 0.00, 0.00, 0.00);
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
}

View File

@@ -27,6 +27,8 @@
//#extension GL_EXT_shadow_samplers : require
out vec4 colorOut;
#if ENABLE_RIM_COLOR == 1
uniform lowp vec3 rim_color;
uniform mediump float rim_power;
@@ -61,20 +63,20 @@
#if HAS_NORMAL_MAP == 1
uniform sampler2D normalTexture;
#else
varying mediump vec3 normal;
in mediump vec3 normal;
#endif
#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
varying highp vec2 texCoord;
in highp vec2 texCoord;
#endif
#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
varying highp vec2 normal_uv;
in highp vec2 normal_uv;
#else
#define normal_uv texCoord
#endif
#else
#if HAS_DIFFUSE_MAP == 1
varying highp vec2 texCoord;
in highp vec2 texCoord;
#endif
#endif
@@ -86,7 +88,7 @@
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
varying highp mat3 tangent_to_view_matrix;
in highp mat3 tangent_to_view_matrix;
#else
uniform highp mat4 model_view_inverse_transpose_matrix;
#endif
@@ -94,7 +96,7 @@
#if HAS_DIFFUSE_MAP == 1 && ALPHA_TEST == 1
uniform sampler2D diffuseTexture;
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
varying highp vec2 diffuse_uv;
in highp vec2 diffuse_uv;
#else
#define diffuse_uv texCoord
#endif
@@ -124,17 +126,17 @@
uniform lowp vec3 material_reflection;
uniform samplerCube reflectionCubeTexture;
#if HAS_NORMAL_MAP == 1
varying highp mat3 tangent_to_world_matrix;
in highp mat3 tangent_to_world_matrix;
#define NEED_EYEVEC
uniform highp mat4 model_matrix;
#else
varying mediump vec3 reflectionVec;
in mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
in mediump vec3 eyeVec;
#endif
@@ -144,46 +146,46 @@
#else
uniform sampler2D shadowTexture1;
#endif
varying highp vec4 shadowMapCoord1;
in highp vec4 shadowMapCoord1;
#endif
#if HAS_LIGHT_MAP == 1
uniform sampler2D lightmapTexture;
varying mediump vec2 lightmap_uv;
in mediump vec2 lightmap_uv;
#endif
#if SHADOW_QUALITY >= 2
uniform sampler2D shadowTexture2;
varying highp vec4 shadowMapCoord2;
in highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
uniform sampler2D shadowTexture3;
varying highp vec4 shadowMapCoord3;
in highp vec4 shadowMapCoord3;
#endif
#if ENABLE_PER_PIXEL == 1
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
in mediump vec3 lightVec;
in mediump vec3 halfVec;
#else
varying mediump float lamberFactor;
varying mediump float specularFactor;
in mediump float lamberFactor;
in mediump float specularFactor;
#endif
#if (HAS_SPEC_MAP_OFFSET == 1|| HAS_SPEC_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
varying mediump vec2 spec_uv;
in mediump vec2 spec_uv;
#else
#define spec_uv texCoord
#endif
#if (HAS_REFLECTION_MAP_OFFSET == 1|| HAS_REFLECTION_MAP_SCALE == 1) && ENABLE_PER_PIXEL == 1
varying mediump vec2 reflection_uv;
in mediump vec2 reflection_uv;
#else
#define reflection_uv texCoord
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
varying highp vec2 diffuse_uv;
in highp vec2 diffuse_uv;
#else
#define diffuse_uv texCoord
#endif
@@ -197,12 +199,12 @@
void main()
{
#if ALPHA_TEST == 1 && HAS_DIFFUSE_MAP == 1
mediump vec4 diffuseMaterial = texture2D(diffuseTexture, diffuse_uv);
mediump vec4 diffuseMaterial = texture(diffuseTexture, diffuse_uv);
if(diffuseMaterial.a < 0.5) discard;
#endif
#if GBUFFER_PASS == 1 && ALPHA_TEST == 1
if(texture2D(diffuseTexture, diffuse_uv).a < 0.5) discard;
if(texture(diffuseTexture, diffuse_uv).a < 0.5) discard;
#endif
#if GBUFFER_PASS == 2 || GBUFFER_PASS == 3
@@ -210,7 +212,7 @@ void main()
#endif
#if GBUFFER_PASS == 3
lowp vec4 gbuffer_sample = texture2D(gbuffer_frame, gbuffer_uv);
lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
mediump vec3 gbuffer_lamber_factor = gbuffer_sample.rgb * 5.0;
lowp float gbuffer_specular_factor = gbuffer_sample.a;
#endif
@@ -218,18 +220,18 @@ void main()
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,normal_uv).rgb - 1.0);
mediump vec3 normal = normalize(2.0 * texture(normalTexture,normal_uv).rgb - 1.0);
mediump vec3 view_space_normal = tangent_to_view_matrix * normal;
#else
mediump vec3 view_space_normal = vec3(model_view_inverse_transpose_matrix * vec4(normal, 1.0));
#endif
gl_FragColor = vec4(view_space_normal * 0.5 + 0.5, material_shininess / 100.0);
colorOut = vec4(view_space_normal * 0.5 + 0.5, material_shininess / 100.0);
#else
#if HAS_DIFFUSE_MAP == 1
#if ALPHA_TEST == 1
diffuseMaterial.a = 1.0;
#else
mediump vec4 diffuseMaterial = texture2D(diffuseTexture, diffuse_uv);
mediump vec4 diffuseMaterial = texture(diffuseTexture, diffuse_uv);
#endif
#else
@@ -239,7 +241,7 @@ void main()
#if ENABLE_PER_PIXEL == 1
#if HAS_NORMAL_MAP == 1
// lookup normal from normal map, move from [0,1] to [-1, 1] range, normalize
mediump vec3 normal = normalize(2.0 * texture2D(normalTexture,normal_uv).rgb - 1.0);
mediump vec3 normal = normalize(2.0 * texture(normalTexture,normal_uv).rgb - 1.0);
#endif
#if GBUFFER_PASS == 3
@@ -277,7 +279,7 @@ void main()
#if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4(0.75, 0.75, 0.5, 1.0) + vec4(0.0, 0.0, 0.5, 0.0);
#endif
shadowMapDepth = texture2D(shadowTexture1, shadowMapPos).z;
shadowMapDepth = texture(shadowTexture1, shadowMapPos).z;
vertexShadowDepth = (shadowMapCoord1 / shadowMapCoord1.w).z;
}
#endif
@@ -292,14 +294,14 @@ void main()
diffuseMaterial = diffuseMaterial * vec4(0.75, 0.75, 0.5, 1.0) + vec4(0.0, 0.0, 0.5 * diffuseMaterial.a, 0.0);
#endif
highp vec2 shadowMapPos = (shadowMapCoord1 / shadowMapCoord1.w).st;
shadowMapDepth = texture2D(shadowTexture1, shadowMapPos).z;
shadowMapDepth = texture(shadowTexture1, shadowMapPos).z;
vertexShadowDepth = (shadowMapCoord1 / shadowMapCoord1.w).z;
} else if(shadowMapCoord2.s >= -1.0 && shadowMapCoord2.s <= 1.0 && shadowMapCoord2.t >= -1.0 && shadowMapCoord2.t <= 1.0 && shadowMapCoord2.z >= 0.0 && shadowMapCoord2.z <= 1.0) {
#if DEBUG_PSSM == 1
diffuseMaterial = diffuseMaterial * vec4(0.75, 0.50, 0.75, 1.0) + vec4(0.0, 0.5 * diffuseMaterial.a, 0.0, 0.0);
#endif
highp vec2 shadowMapPos = (shadowMapCoord2 / shadowMapCoord2.w).st;
shadowMapDepth = texture2D(shadowTexture2, shadowMapPos).z;
shadowMapDepth = texture(shadowTexture2, shadowMapPos).z;
vertexShadowDepth = (shadowMapCoord2 / shadowMapCoord2.w).z;
}
#if SHADOW_QUALITY >= 3
@@ -308,7 +310,7 @@ void main()
diffuseMaterial = diffuseMaterial * vec4(0.50, 0.75, 0.75, 1.0) + vec4(0.5 * diffuseMaterial.a, 0.0, 0.0, 0.0);
#endif
highp vec2 shadowMapPos = (shadowMapCoord3 / shadowMapCoord3.w).st;
shadowMapDepth = texture2D(shadowTexture3, shadowMapPos).z;
shadowMapDepth = texture(shadowTexture3, shadowMapPos).z;
vertexShadowDepth = (shadowMapCoord3 / shadowMapCoord3.w).z;
}
@@ -330,38 +332,38 @@ void main()
#if ENABLE_AMBIENT == 1
// -------------------- Add ambient light and alpha component --------------------
gl_FragColor = vec4(vec3(diffuseMaterial) * material_ambient, 0.0);
colorOut = vec4(vec3(diffuseMaterial) * material_ambient, 0.0);
#else
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
colorOut = vec4(0.0, 0.0, 0.0, 0.0);
#endif
#if ENABLE_DIFFUSE == 1
// -------------------- Add diffuse light --------------------
gl_FragColor += diffuseMaterial * vec4(material_diffuse * lamberFactor, 1.0);
colorOut += diffuseMaterial * vec4(material_diffuse * lamberFactor, 1.0);
#endif
// -------------------- Apply material_alpha --------------------
#if ALPHA_BLEND == 1
gl_FragColor.a = diffuseMaterial.a;
gl_FragColor *= material_alpha;
colorOut.a = diffuseMaterial.a;
colorOut *= material_alpha;
#endif
// -------------------- Add specular light --------------------
// Additive, not masked against diffuse alpha
#if ENABLE_SPECULAR == 1
#if HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1
gl_FragColor.rgb += material_specular * vec3(texture2D(specularTexture, spec_uv)) * specularFactor;
colorOut.rgb += material_specular * vec3(texture(specularTexture, spec_uv)) * specularFactor;
#else
gl_FragColor.rgb += material_specular * specularFactor;
colorOut.rgb += material_specular * specularFactor;
#endif
#endif
// -------------------- Multiply light map --------------------
#if HAS_LIGHT_MAP == 1
mediump vec3 lightMapColor = vec3(texture2D(lightmapTexture, lightmap_uv));
//gl_FragColor = vec4(gl_FragColor.r * lightMapColor.r, gl_FragColor.g * lightMapColor.g, gl_FragColor.b * lightMapColor.b, gl_FragColor.a);
gl_FragColor.rgb *= lightMapColor;
mediump vec3 lightMapColor = vec3(texture(lightmapTexture, lightmap_uv));
//colorOut = vec4(colorOut.r * lightMapColor.r, colorOut.g * lightMapColor.g, colorOut.b * lightMapColor.b, colorOut.a);
colorOut.rgb *= lightMapColor;
#endif
@@ -375,9 +377,9 @@ void main()
mediump vec3 reflectionVec = mat3(model_matrix) * (incidenceVec - 2.0 * dot(world_space_normal, incidenceVec) * world_space_normal);
#endif
#if HAS_REFLECTION_MAP == 1
gl_FragColor += vec4(material_reflection, 0.0) * texture2D(reflectionTexture, reflection_uv) * vec4(textureCube(reflectionCubeTexture, reflectionVec).rgb, 1.0);
colorOut += vec4(material_reflection, 0.0) * texture(reflectionTexture, reflection_uv) * vec4(texture(reflectionCubeTexture, reflectionVec).rgb, 1.0);
#else
gl_FragColor += vec4(material_reflection, 0.0) * vec4(textureCube(reflectionCubeTexture, reflectionVec).rgb, 1.0);
colorOut += vec4(material_reflection, 0.0) * vec4(texture(reflectionCubeTexture, reflectionVec).rgb, 1.0);
#endif
#endif
@@ -402,9 +404,9 @@ void main()
#endif
#if ALPHA_BLEND == 1
gl_FragColor.rgb = mix(fog_color.rgb * gl_FragColor.a, gl_FragColor.rgb, fog_alpha);
colorOut.rgb = mix(fog_color.rgb * colorOut.a, colorOut.rgb, fog_alpha);
#else
gl_FragColor.rgb = mix(fog_color.rgb, gl_FragColor.rgb, fog_alpha);
colorOut.rgb = mix(fog_color.rgb, colorOut.rgb, fog_alpha);
#endif
#endif
@@ -414,10 +416,10 @@ void main()
#if ENABLE_RIM_COLOR == 1
lowp float rim = 1.0 - clamp(dot(normalize(eyeVec), normal), 0.0, 1.0);
gl_FragColor += vec4(rim_color, 1.0) * pow(rim, rim_power);
colorOut += vec4(rim_color, 1.0) * pow(rim, rim_power);
#endif
#if BONE_COUNT > 0
gl_FragColor.b = 1.0;
colorOut.b = 1.0;
#endif
}

View File

@@ -30,16 +30,16 @@
//
attribute highp vec3 vertex_position, vertex_normal;
in highp vec3 vertex_position, vertex_normal;
#if HAS_NORMAL_MAP == 1
attribute highp vec3 vertex_tangent;
in highp vec3 vertex_tangent;
#endif
attribute mediump vec2 vertex_uv;
in mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
#if BONE_COUNT > 0
attribute highp vec4 bone_weights;
attribute highp vec4 bone_indexes;
in highp vec4 bone_weights;
in highp vec4 bone_indexes;
uniform highp mat4 bone_transforms[BONE_COUNT];
#else
#define vertex_position_skinned vertex_position
@@ -51,7 +51,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#if ENABLE_PER_PIXEL == 1 || GBUFFER_PASS == 1
#if HAS_DIFFUSE_MAP == 1 || HAS_NORMAL_MAP == 1 || HAS_SPEC_MAP == 1 || HAS_REFLECTION_MAP == 1
varying highp vec2 texCoord;
out highp vec2 texCoord;
#endif
#if HAS_NORMAL_MAP == 1
#if HAS_NORMAL_MAP_SCALE == 1
@@ -63,22 +63,22 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#endif
#if HAS_NORMAL_MAP_OFFSET == 1 || HAS_NORMAL_MAP_SCALE == 1
varying highp vec2 normal_uv;
out highp vec2 normal_uv;
#endif
#else
varying mediump vec3 normal;
out mediump vec3 normal;
#endif
#else
uniform mediump float material_shininess;
#if HAS_DIFFUSE_MAP == 1
varying highp vec2 texCoord;
out highp vec2 texCoord;
#endif
#endif
#if GBUFFER_PASS == 1
#if HAS_NORMAL_MAP == 1
uniform highp mat4 model_view_inverse_transpose_matrix;
varying highp mat3 tangent_to_view_matrix;
out highp mat3 tangent_to_view_matrix;
#endif
#else
@@ -86,16 +86,16 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
uniform highp vec3 camera_position_model_space;
#if HAS_LIGHT_MAP == 1
attribute mediump vec2 vertex_lightmap_uv;
varying mediump vec2 lightmap_uv;
in mediump vec2 vertex_lightmap_uv;
out mediump vec2 lightmap_uv;
#endif
#if ENABLE_PER_PIXEL == 1
varying mediump vec3 lightVec;
varying mediump vec3 halfVec;
out mediump vec3 lightVec;
out mediump vec3 halfVec;
#if HAS_SPEC_MAP_OFFSET == 1 || HAS_SPEC_MAP_SCALE == 1
varying highp vec2 spec_uv;
out highp vec2 spec_uv;
#endif
#if HAS_SPEC_MAP_SCALE == 1
@@ -107,7 +107,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#endif
#if HAS_REFLECTION_MAP_OFFSET == 1 || HAS_REFLECTION_MAP_SCALE == 1
varying highp vec2 reflection_uv;
out highp vec2 reflection_uv;
#endif
#if HAS_REFLECTION_MAP_SCALE == 1
@@ -120,22 +120,22 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#if SHADOW_QUALITY >= 1
uniform highp mat4 shadow_mvp1;
varying highp vec4 shadowMapCoord1;
out highp vec4 shadowMapCoord1;
#endif
#if SHADOW_QUALITY >= 2
uniform highp mat4 shadow_mvp2;
varying highp vec4 shadowMapCoord2;
out highp vec4 shadowMapCoord2;
#endif
#if SHADOW_QUALITY >= 3
uniform highp mat4 shadow_mvp3;
varying highp vec4 shadowMapCoord3;
out highp vec4 shadowMapCoord3;
#endif
#else
varying mediump float lamberFactor;
varying mediump float specularFactor;
out mediump float lamberFactor;
out mediump float specularFactor;
#endif
#if ENABLE_RIM_COLOR == 1
@@ -146,15 +146,15 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#if HAS_NORMAL_MAP == 1
#define NEED_EYEVEC
uniform highp mat4 model_inverse_transpose_matrix;
varying highp mat3 tangent_to_world_matrix;
out highp mat3 tangent_to_world_matrix;
#else
uniform highp mat4 model_matrix;
varying mediump vec3 reflectionVec;
out mediump vec3 reflectionVec;
#endif
#endif
#ifdef NEED_EYEVEC
varying mediump vec3 eyeVec;
out mediump vec3 eyeVec;
#endif
#if HAS_DIFFUSE_MAP_SCALE == 1
@@ -166,7 +166,7 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
#endif
#if HAS_DIFFUSE_MAP_OFFSET == 1 || HAS_DIFFUSE_MAP_SCALE == 1
varying highp vec2 diffuse_uv;
out highp vec2 diffuse_uv;
#endif
#endif

View File

@@ -31,32 +31,33 @@
#define PIXEL_SHIFT_3 0.003
#define PIXEL_SHIFT_4 0.004
varying mediump vec2 textureCoordinate;
//precision lowp float;
in vec2 textureCoordinate;
#if ENABLE_VIDEO_BG == 1
uniform lowp sampler2D videoFrame;
uniform sampler2D videoFrame;
#endif
#if ENABLE_FADE_COLOR == 1
uniform lowp vec4 fade_color;
uniform vec4 fade_color;
#endif
uniform lowp sampler2D renderFrame;
uniform lowp sampler2D depthFrame;
uniform sampler2D renderFrame;
uniform sampler2D depthFrame;
#if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1
uniform lowp sampler2D volumetricEnvironmentFrame;
uniform sampler2D volumetricEnvironmentFrame;
#endif
out vec4 colorOut;
void main()
{
lowp vec4 renderColor = texture2D(renderFrame, textureCoordinate);
vec4 renderColor = texture(renderFrame, textureCoordinate);
#if DOF_QUALITY > 0 || ENABLE_FLASH == 1
mediump float depth = texture2D(depthFrame, textureCoordinate).r;
float depth = texture(depthFrame, textureCoordinate).r;
#endif
mediump vec4 pixelColor = renderColor;
vec4 pixelColor = renderColor;
#if DOF_QUALITY == 2
@@ -67,43 +68,43 @@ void main()
// _XXXXX_
// _XXXXX_
// __XXX__
mediump float cf1 = PIXEL_SHIFT_1;
mediump float cf2 = PIXEL_SHIFT_2;
float cf1 = PIXEL_SHIFT_1;
float cf2 = PIXEL_SHIFT_2;
mediump float bx1 = textureCoordinate.s + cf1;
mediump float bx2 = textureCoordinate.s + cf2;
mediump float bxm1 = textureCoordinate.s - cf1;
mediump float bxm2 = textureCoordinate.s - cf2;
float bx1 = textureCoordinate.s + cf1;
float bx2 = textureCoordinate.s + cf2;
float bxm1 = textureCoordinate.s - cf1;
float bxm2 = textureCoordinate.s - cf2;
mediump float by1 = textureCoordinate.t + cf1;
mediump float by2 = textureCoordinate.t + cf2;
mediump float bym1 = textureCoordinate.t - cf1;
mediump float bym2 = textureCoordinate.t - cf2;
float by1 = textureCoordinate.t + cf1;
float by2 = textureCoordinate.t + cf2;
float bym1 = textureCoordinate.t - cf1;
float bym2 = textureCoordinate.t - cf2;
pixelColor += texture2D(renderFrame, vec2(bx1, textureCoordinate.t));
pixelColor += texture2D(renderFrame, vec2(bxm1, textureCoordinate.t));
pixelColor += texture2D(renderFrame, vec2(bx2, textureCoordinate.t));
pixelColor += texture2D(renderFrame, vec2(bxm2, textureCoordinate.t));
pixelColor += texture(renderFrame, vec2(bx1, textureCoordinate.t));
pixelColor += texture(renderFrame, vec2(bxm1, textureCoordinate.t));
pixelColor += texture(renderFrame, vec2(bx2, textureCoordinate.t));
pixelColor += texture(renderFrame, vec2(bxm2, textureCoordinate.t));
pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s, by1));
pixelColor += texture2D(renderFrame, vec2(bx1, by1));
pixelColor += texture2D(renderFrame, vec2(bxm1, by1));
pixelColor += texture2D(renderFrame, vec2(bx2, by1));
pixelColor += texture2D(renderFrame, vec2(bxm2, by1));
pixelColor += texture(renderFrame, vec2(textureCoordinate.s, by1));
pixelColor += texture(renderFrame, vec2(bx1, by1));
pixelColor += texture(renderFrame, vec2(bxm1, by1));
pixelColor += texture(renderFrame, vec2(bx2, by1));
pixelColor += texture(renderFrame, vec2(bxm2, by1));
pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s, by2));
pixelColor += texture2D(renderFrame, vec2(bx1, by2));
pixelColor += texture2D(renderFrame, vec2(bxm1, by2));
pixelColor += texture(renderFrame, vec2(textureCoordinate.s, by2));
pixelColor += texture(renderFrame, vec2(bx1, by2));
pixelColor += texture(renderFrame, vec2(bxm1, by2));
pixelColor += texture2D(renderFrame, vec2(textureCoordinate.s,bym1));
pixelColor += texture2D(renderFrame, vec2(bx1,bym1));
pixelColor += texture2D(renderFrame, vec2(bxm1,bym1));
pixelColor += texture2D(renderFrame, vec2(bx2,bym1));
pixelColor += texture2D(renderFrame, vec2(bxm2,bym1));
pixelColor += texture(renderFrame, vec2(textureCoordinate.s,bym1));
pixelColor += texture(renderFrame, vec2(bx1,bym1));
pixelColor += texture(renderFrame, vec2(bxm1,bym1));
pixelColor += texture(renderFrame, vec2(bx2,bym1));
pixelColor += texture(renderFrame, vec2(bxm2,bym1));
pixelColor += texture2D(renderFrame, vec2(bx1, bym2));
pixelColor += texture2D(renderFrame, vec2(bx1, bym2));
pixelColor += texture2D(renderFrame, vec2(bxm1, bym2));
pixelColor += texture(renderFrame, vec2(bx1, bym2));
pixelColor += texture(renderFrame, vec2(bx1, bym2));
pixelColor += texture(renderFrame, vec2(bxm1, bym2));
pixelColor /= 21.0;
#endif
@@ -117,26 +118,26 @@ void main()
// _XXXXX_
// __XXX__
// ___X___
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_2, 0));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, 0));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, 0));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_2, 0));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture2D(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_2, 0));
pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, 0));
pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, 0));
pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_2, 0));
pixelColor += texture(renderFrame, textureCoordinate + vec2(-PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_1));
pixelColor += texture(renderFrame, textureCoordinate + vec2(+PIXEL_SHIFT_1, -PIXEL_SHIFT_1));
pixelColor += texture(renderFrame, textureCoordinate + vec2(0, -PIXEL_SHIFT_2));
pixelColor /= 13.0;
#endif
// DOF_QUALITY == 1
#if DOF_QUALITY > 0
mediump float focusDepth = texture2D(depthFrame, vec2(0.5, 0.5)).r;
mediump float blurAmount = clamp((depth - DOF_DEPTH - focusDepth) / DOF_FALLOFF, 0.0, 1.0);
float focusDepth = texture(depthFrame, vec2(0.5, 0.5)).r;
float blurAmount = clamp((depth - DOF_DEPTH - focusDepth) / DOF_FALLOFF, 0.0, 1.0);
pixelColor = pixelColor * blurAmount + renderColor * (1.0 - blurAmount);
#endif
@@ -160,7 +161,7 @@ void main()
// ---- VIDEO_BG END ----
#if VOLUMETRIC_ENVIRONMENT_DOWNSAMPLED == 1
pixelColor += texture2D(volumetricEnvironmentFrame, textureCoordinate);
pixelColor += texture(volumetricEnvironmentFrame, textureCoordinate);
#endif
@@ -177,13 +178,13 @@ void main()
pixelColor.rgb = mix(pixelColor.rgb, fade_color.rgb, fade_color.a);
#endif
gl_FragColor = pixelColor;
colorOut = pixelColor;
//PASSTHROUGH STATEMENT
// gl_FragColor = texture2D(depthFrame, textureCoordinate);
// colorOut = texture(depthFrame, textureCoordinate);
//gl_FragColor = vec4(vec3(blurAmount), 1.0);
//colorOut = vec4(vec3(blurAmount), 1.0);
colorOut = vec4(0.0, 0.0, 1.0, 1.0); // FINDME, KIP!!, HACK!!
}

View File

@@ -25,11 +25,11 @@
// or implied, of Kearwood Gilbert.
//
uniform mediump vec2 viewport_downsample;
attribute vec4 vertex_position;
attribute lowp vec4 vertex_uv;
uniform vec2 viewport_downsample;
in vec4 vertex_position;
in vec4 vertex_uv;
varying mediump vec2 textureCoordinate;
out vec2 textureCoordinate;
void main()
{

View File

@@ -25,9 +25,11 @@
// or implied, of Kearwood Gilbert.
//
//varying mediump vec2 texCoord;
//in mediump vec2 texCoord;
out vec4 colorOut;
void main()
{
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
colorOut = vec4(1.0, 1.0, 1.0, 1.0);
}

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@@ -28,7 +28,7 @@
#define SHADOW_BIAS 0.01
attribute highp vec4 vertex_position;
in highp vec4 vertex_position;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
void main()

View File

@@ -25,12 +25,14 @@
// or implied, of Kearwood Gilbert.
//
varying mediump vec2 textureCoordinate;
out vec4 colorOut;
in mediump vec2 textureCoordinate;
uniform sampler2D diffuseTexture;
void main()
{
vec4 font_color = texture2D(diffuseTexture, textureCoordinate);
gl_FragColor = vec4(font_color.r, font_color.g, font_color.b, font_color.r + 0.50);
vec4 font_color = texture(diffuseTexture, textureCoordinate);
colorOut = vec4(font_color.r, font_color.g, font_color.b, font_color.r + 0.50);
}

View File

@@ -25,10 +25,10 @@
// or implied, of Kearwood Gilbert.
//
varying mediump vec2 textureCoordinate;
out mediump vec2 textureCoordinate;
attribute vec4 vertex_position;
attribute lowp vec2 vertex_uv;
in vec4 vertex_position;
in lowp vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
void main()

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@@ -31,13 +31,15 @@
//#extension GL_EXT_shadow_samplers : require
varying mediump vec2 texCoord;
out vec4 colorOut;
varying mediump vec4 shadowMapCoord1;
in mediump vec2 texCoord;
in mediump vec4 shadowMapCoord1;
uniform sampler2DShadow shadowTexture1;
uniform mediump vec3 light_color;
varying lowp float intensity_modulate;
in lowp float intensity_modulate;
void main() {
gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1) * max(1.0 - texCoord.x*texCoord.x-texCoord.y*texCoord.y, 0.0) * intensity_modulate;
colorOut = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1) * max(1.0 - texCoord.x*texCoord.x-texCoord.y*texCoord.y, 0.0) * intensity_modulate;
}

View File

@@ -29,19 +29,19 @@
// or implied, of Kearwood Gilbert.
//
attribute mediump vec2 vertex_uv;
in mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
uniform mediump vec4 viewport;
uniform mediump float flare_size;
attribute vec4 vertex_position;
in vec4 vertex_position;
uniform highp vec3 particle_origin;
uniform highp mat4 shadow_mvp1;
varying mediump vec4 shadowMapCoord1;
out mediump vec4 shadowMapCoord1;
varying mediump vec2 texCoord;
out mediump vec2 texCoord;
uniform highp float time_absolute;
varying lowp float intensity_modulate;
out lowp float intensity_modulate;
void main() {
highp vec4 offset_center = vertex_position + vec4(particle_origin, 0.0);

View File

@@ -29,10 +29,12 @@
// or implied, of Kearwood Gilbert.
//
varying mediump vec2 texCoord;
out vec4 colorOut;
in vec2 texCoord;
uniform sampler2D diffuseTexture;
uniform lowp float material_alpha;
uniform float material_alpha;
void main() {
gl_FragColor = vec4(vec3(texture2D(diffuseTexture, texCoord)), 1.0) * material_alpha;
colorOut = vec4(vec3(texture(diffuseTexture, texCoord)), 1.0) * material_alpha;
}

View File

@@ -29,12 +29,12 @@
// or implied, of Kearwood Gilbert.
//
attribute mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
uniform mediump vec4 viewport;
uniform mediump float flare_size;
in vec2 vertex_uv;
uniform mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
uniform vec4 viewport;
uniform float flare_size;
varying mediump vec2 texCoord;
out vec2 texCoord;
void main() {
texCoord = vertex_uv;

View File

@@ -25,6 +25,7 @@
// or implied, of Kearwood Gilbert.
//
out vec4 colorOut;
uniform sampler2D gbuffer_frame;
uniform sampler2D gbuffer_depth;
@@ -37,14 +38,14 @@ uniform mediump vec4 viewport;
void main()
{
lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
lowp vec4 gbuffer_sample = texture2D(gbuffer_frame, gbuffer_uv);
lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0;
mediump vec3 view_space_vertex_position = vec3(
((2.0 * gl_FragCoord.xy) - (2.0 * viewport.xy)) / (viewport.zw) - 1.0,
(2.0 * -texture2D(gbuffer_depth, gbuffer_uv).r - gl_DepthRange.near - gl_DepthRange.far) / (gl_DepthRange.far - gl_DepthRange.near)
(2.0 * -texture(gbuffer_depth, gbuffer_uv).r - gl_DepthRange.near - gl_DepthRange.far) / (gl_DepthRange.far - gl_DepthRange.near)
);
//mediump float lamberFactor = max(0.0,dot(light_direction_view_space, gbuffer_normal)) * 0.2;
@@ -56,5 +57,5 @@ void main()
specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent);
gl_FragColor = vec4(light_color * lamberFactor, specularFactor) * light_intensity;
colorOut = vec4(light_color * lamberFactor, specularFactor) * light_intensity;
}

View File

@@ -25,7 +25,7 @@
// or implied, of Kearwood Gilbert.
//
attribute vec4 vertex_position;
in vec4 vertex_position;
void main()
{

View File

@@ -25,6 +25,7 @@
// or implied, of Kearwood Gilbert.
//
out vec4 colorOut;
uniform sampler2D gbuffer_frame;
uniform sampler2D gbuffer_depth;
@@ -43,14 +44,14 @@ void main()
{
lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
lowp vec4 gbuffer_sample = texture2D(gbuffer_frame, gbuffer_uv);
lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0;
mediump vec4 clip_space_vertex_position = vec4(
gl_FragCoord.xy / viewport.zw * 2.0 - 1.0,
texture2D(gbuffer_depth, gbuffer_uv).r * 2.0 - 1.0,
texture(gbuffer_depth, gbuffer_uv).r * 2.0 - 1.0,
1.0
);
@@ -69,5 +70,5 @@ void main()
specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent);
//}
gl_FragColor = vec4(light_color * lamberFactor, specularFactor) * light_attenuation;
colorOut = vec4(light_color * lamberFactor, specularFactor) * light_attenuation;
}

View File

@@ -25,7 +25,7 @@
// or implied, of Kearwood Gilbert.
//
attribute vec4 vertex_position;
in vec4 vertex_position;
void main()
{

View File

@@ -25,6 +25,7 @@
// or implied, of Kearwood Gilbert.
//
out vec4 colorOut;
uniform sampler2D gbuffer_frame;
uniform sampler2D gbuffer_depth;
@@ -43,14 +44,14 @@ void main()
{
lowp vec2 gbuffer_uv = vec2(gl_FragCoord.xy / viewport.zw); // FINDME, TODO - Dependent Texture Read adding latency, due to calculation of texture UV within fragment -- move to vertex shader?
lowp vec4 gbuffer_sample = texture2D(gbuffer_frame, gbuffer_uv);
lowp vec4 gbuffer_sample = texture(gbuffer_frame, gbuffer_uv);
mediump vec3 gbuffer_normal = normalize(2.0 * gbuffer_sample.rgb - 1.0);
mediump float gbuffer_specular_exponent = gbuffer_sample.a * 100.0;
mediump vec4 clip_space_vertex_position = vec4(
gl_FragCoord.xy / viewport.zw * 2.0 - 1.0,
texture2D(gbuffer_depth, gbuffer_uv).r * 2.0 - 1.0,
texture(gbuffer_depth, gbuffer_uv).r * 2.0 - 1.0,
1.0
);
@@ -69,5 +70,5 @@ void main()
specularFactor = pow(dot(halfVec,gbuffer_normal), gbuffer_specular_exponent);
//}
gl_FragColor = vec4(light_color * lamberFactor, specularFactor) * light_attenuation;
colorOut = vec4(light_color * lamberFactor, specularFactor) * light_attenuation;
}

View File

@@ -25,7 +25,7 @@
// or implied, of Kearwood Gilbert.
//
attribute vec4 vertex_position;
in vec4 vertex_position;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
void main()

View File

@@ -29,7 +29,9 @@
// or implied, of Kearwood Gilbert.
//
out vec4 colorOut;
void main() {
//gl_FragColor = vec4(0.00, 0.00, 0.00, 0.00);
gl_FragColor = vec4(0.00, 0.00, 0.00, 0.00);
//colorOut = vec4(0.00, 0.00, 0.00, 0.00);
colorOut = vec4(0.00, 0.00, 0.00, 0.00);
}

View File

@@ -25,7 +25,7 @@
// or implied, of Kearwood Gilbert.
//
attribute vec4 vertex_position;
in vec4 vertex_position;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
void main()

View File

@@ -25,11 +25,13 @@
// or implied, of Kearwood Gilbert.
//
varying mediump vec2 textureCoordinate;
out vec4 colorOut;
in mediump vec2 textureCoordinate;
uniform sampler2D diffuseTexture;
void main()
{
gl_FragColor = texture2D(diffuseTexture, textureCoordinate);
colorOut = texture(diffuseTexture, textureCoordinate);
}

View File

@@ -25,10 +25,10 @@
// or implied, of Kearwood Gilbert.
//
varying mediump vec2 textureCoordinate;
out mediump vec2 textureCoordinate;
attribute vec4 vertex_position;
attribute lowp vec4 vertex_uv;
in vec4 vertex_position;
in lowp vec4 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
void main()

View File

@@ -29,10 +29,12 @@
// or implied, of Kearwood Gilbert.
//
out vec4 colorOut;
uniform samplerCube diffuseTexture;
varying mediump vec3 texCoord;
in mediump vec3 texCoord;
void main() {
gl_FragColor = textureCube(diffuseTexture, normalize(texCoord));
colorOut = textureCube(diffuseTexture, normalize(texCoord));
}

View File

@@ -30,12 +30,9 @@
//
//
attribute vec4 vertex_position;
//attribute lowp vec4 vertex_uv;
//
//varying mediump vec2 textureCoordinate;
in vec4 vertex_position;
varying mediump vec3 texCoord;
out mediump vec3 texCoord;
uniform highp mat4 inv_mvp_matrix_no_translate; // Inverse of the model-view-projection matrix, without view translation component
uniform mediump vec4 viewport;

View File

@@ -29,10 +29,12 @@
// or implied, of Kearwood Gilbert.
//
varying mediump vec2 texCoord;
out vec4 colorOut;
in mediump vec2 texCoord;
uniform sampler2D diffuseTexture;
uniform lowp float material_alpha;
void main() {
gl_FragColor = vec4(vec3(texture2D(diffuseTexture, texCoord)), 1.0) * material_alpha;
colorOut = vec4(vec3(texture(diffuseTexture, texCoord)), 1.0) * material_alpha;
}

View File

@@ -29,11 +29,11 @@
// or implied, of Kearwood Gilbert.
//
attribute mediump vec2 vertex_uv;
in mediump vec2 vertex_uv;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
uniform mediump vec4 viewport;
varying mediump vec2 texCoord;
out mediump vec2 texCoord;
void main() {
texCoord = vertex_uv;

View File

@@ -29,7 +29,9 @@
// or implied, of Kearwood Gilbert.
//
out vec4 colorOut;
void main() {
gl_FragColor = vec4(0.0, 0.05, 0.05, 0.0);
colorOut = vec4(0.0, 0.05, 0.05, 0.0);
}

View File

@@ -29,7 +29,7 @@
// or implied, of Kearwood Gilbert.
//
attribute vec4 vertex_position;
in vec4 vertex_position;
uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
void main()

View File

@@ -25,7 +25,9 @@
// or implied, of Kearwood Gilbert.
//
varying mediump vec4 shadowMapCoord1;
out vec4 colorOut;
in mediump vec4 shadowMapCoord1;
uniform sampler2DShadow shadowTexture1;
uniform lowp sampler2D depthFrame;
uniform mediump vec4 viewport;
@@ -33,7 +35,7 @@ uniform mediump vec3 light_color;
void main()
{
if(gl_FragCoord.z > texture2D(depthFrame, vec2(gl_FragCoord.xy / viewport.zw)).r) discard;
if(gl_FragCoord.z > texture(depthFrame, vec2(gl_FragCoord.xy / viewport.zw)).r) discard;
gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
colorOut = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
}

View File

@@ -25,13 +25,13 @@
// or implied, of Kearwood Gilbert.
//
attribute highp vec4 vertex_position;
in highp vec4 vertex_position;
uniform highp mat4 inv_mvp_matrix;
uniform highp vec2 slice_depth_scale; // First component is the depth for the nearest plane, in view space. Second component is the distance between planes, in view space
uniform highp mat4 shadow_mvp1;
varying mediump vec4 shadowMapCoord1;
out mediump vec4 shadowMapCoord1;
uniform highp mat4 projection_matrix;

View File

@@ -25,11 +25,13 @@
// or implied, of Kearwood Gilbert.
//
varying mediump vec4 shadowMapCoord1;
out vec4 colorOut;
in mediump vec4 shadowMapCoord1;
uniform sampler2DShadow shadowTexture1;
uniform mediump vec3 light_color;
void main()
{
gl_FragColor = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
colorOut = vec4(light_color, 1.0) * shadow2DProj(shadowTexture1, shadowMapCoord1);
}

View File

@@ -25,13 +25,13 @@
// or implied, of Kearwood Gilbert.
//
attribute highp vec4 vertex_position;
in highp vec4 vertex_position;
uniform highp mat4 inv_mvp_matrix;
uniform highp vec2 slice_depth_scale; // First component is the depth for the nearest plane, in view space. Second component is the distance between planes, in view space
uniform highp mat4 shadow_mvp1;
varying mediump vec4 shadowMapCoord1;
out mediump vec4 shadowMapCoord1;
uniform highp mat4 projection_matrix;

View File

@@ -0,0 +1,8 @@
//
// Prefix header for all source files of the 'KREngine' target in the 'KREngine' project
//
#ifdef __OBJC__
#include <Foundation/Foundation.h>
#include <UIKit/UIKit.h>
#endif

26
kraken_tvos/info.plist Normal file
View File

@@ -0,0 +1,26 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleDevelopmentRegion</key>
<string>en</string>
<key>CFBundleExecutable</key>
<string>$(EXECUTABLE_NAME)</string>
<key>CFBundleIdentifier</key>
<string>com.krakenengine.$(PRODUCT_NAME:rfc1034identifier)</string>
<key>CFBundleInfoDictionaryVersion</key>
<string>6.0</string>
<key>CFBundleName</key>
<string>$(PRODUCT_NAME)</string>
<key>CFBundlePackageType</key>
<string>FMWK</string>
<key>CFBundleShortVersionString</key>
<string>1.0</string>
<key>CFBundleSignature</key>
<string>????</string>
<key>CFBundleVersion</key>
<string>$(CURRENT_PROJECT_VERSION)</string>
<key>NSPrincipalClass</key>
<string></string>
</dict>
</plist>

19
kraken_tvos/kraken.h Normal file
View File

@@ -0,0 +1,19 @@
//
// kraken.h
// kraken
//
// Created by Kearwood Gilbert on 2014-09-13.
// Copyright (c) 2014 Kearwood Software. All rights reserved.
//
#import <UIKit/UIKit.h>
//! Project version number for kraken.
FOUNDATION_EXPORT double krakenVersionNumber;
//! Project version string for kraken.
FOUNDATION_EXPORT const unsigned char krakenVersionString[];
// In this header, you should import all the public headers of your framework using statements like #import <kraken/PublicHeader.h>