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Rewrote shaders for GLSL 110 (openGL2.0). #124

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Aug 25, 2015
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4 changes: 2 additions & 2 deletions src/itdelatrisu/opsu/objects/curves/Curve.java
Original file line number Diff line number Diff line change
Expand Up @@ -87,12 +87,12 @@ public static void init(int width, int height, float circleSize, Color borderCol
Curve.borderColor = borderColor;

ContextCapabilities capabilities = GLContext.getCapabilities();
mmsliderSupported = capabilities.GL_EXT_framebuffer_object && capabilities.OpenGL30;
mmsliderSupported = capabilities.GL_EXT_framebuffer_object;
if (mmsliderSupported)
CurveRenderState.init(width, height, circleSize);
else {
if (Options.getSkin().getSliderStyle() != Skin.STYLE_PEPPYSLIDER)
Log.warn("New slider style requires FBO support and OpenGL 3.0.");
Log.warn("New slider style requires FBO support.");
}
}

Expand Down
21 changes: 9 additions & 12 deletions src/itdelatrisu/opsu/render/CurveRenderState.java
Original file line number Diff line number Diff line change
Expand Up @@ -33,7 +33,6 @@
import org.lwjgl.opengl.GL14;
import org.lwjgl.opengl.GL15;
import org.lwjgl.opengl.GL20;
import org.lwjgl.opengl.GL30;
import org.newdawn.slick.Color;
import org.newdawn.slick.Image;
import org.newdawn.slick.util.Log;
Expand Down Expand Up @@ -396,7 +395,7 @@ public void initGradient() {
buff.flip();
GL11.glBindTexture(GL11.GL_TEXTURE_1D, gradientTexture);
GL11.glTexImage1D(GL11.GL_TEXTURE_1D, 0, GL11.GL_RGBA, slider.getWidth(), 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, buff);
GL30.glGenerateMipmap(GL11.GL_TEXTURE_1D);
EXTFramebufferObject.glGenerateMipmapEXT(GL11.GL_TEXTURE_1D);
}
}

Expand All @@ -409,12 +408,12 @@ public void initShaderProgram() {
program = GL20.glCreateProgram();
int vtxShdr = GL20.glCreateShader(GL20.GL_VERTEX_SHADER);
int frgShdr = GL20.glCreateShader(GL20.GL_FRAGMENT_SHADER);
GL20.glShaderSource(vtxShdr, "#version 130\n"
GL20.glShaderSource(vtxShdr, "#version 110\n"
+ "\n"
+ "in vec4 in_position;\n"
+ "in vec2 in_tex_coord;\n"
+ "attribute vec4 in_position;\n"
+ "attribute vec2 in_tex_coord;\n"
+ "\n"
+ "out vec2 tex_coord;\n"
+ "varying vec2 tex_coord;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = in_position;\n"
Expand All @@ -426,22 +425,21 @@ public void initShaderProgram() {
String error = GL20.glGetShaderInfoLog(vtxShdr, 1024);
Log.error("Vertex Shader compilation failed.", new Exception(error));
}
GL20.glShaderSource(frgShdr, "#version 130\n"
GL20.glShaderSource(frgShdr, "#version 110\n"
+ "\n"
+ "uniform sampler1D tex;\n"
+ "uniform vec2 tex_size;\n"
+ "uniform vec3 col_tint;\n"
+ "uniform vec4 col_border;\n"
+ "\n"
+ "in vec2 tex_coord;\n"
+ "out vec4 out_colour;\n"
+ "varying vec2 tex_coord;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " vec4 in_color = texture(tex, tex_coord.x);\n"
+ " vec4 in_color = texture1D(tex, tex_coord.x);\n"
+ " float blend_factor = in_color.r-in_color.b;\n"
+ " vec4 new_color = vec4(mix(in_color.xyz*col_border.xyz,col_tint,blend_factor),in_color.w);\n"
+ " out_colour = new_color;\n"
+ " gl_FragColor = new_color;\n"
+ "}");
GL20.glCompileShader(frgShdr);
res = GL20.glGetShaderi(frgShdr, GL20.GL_COMPILE_STATUS);
Expand All @@ -451,7 +449,6 @@ public void initShaderProgram() {
}
GL20.glAttachShader(program, vtxShdr);
GL20.glAttachShader(program, frgShdr);
GL30.glBindFragDataLocation(program, 0, "out_colour");
GL20.glLinkProgram(program);
res = GL20.glGetProgrami(program, GL20.GL_LINK_STATUS);
if (res != GL11.GL_TRUE) {
Expand Down