|
|
@@ -26,8 +26,8 @@ using namespace CamelotEngine;
|
|
|
|
|
|
int _tmain(int argc, _TCHAR* argv[])
|
|
|
{
|
|
|
- gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
|
|
|
- //gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
|
|
|
+ //gApplication().startUp("CamelotGLRenderSystem", "CamelotForwardRenderer");
|
|
|
+ gApplication().startUp("CamelotD3D9RenderSystem", "CamelotForwardRenderer");
|
|
|
|
|
|
RenderSystem* renderSystem = RenderSystem::instancePtr();
|
|
|
RenderWindowPtr renderWindow = gApplication().getPrimaryRenderWindow();
|
|
|
@@ -50,27 +50,27 @@ int _tmain(int argc, _TCHAR* argv[])
|
|
|
HighLevelGpuProgramPtr vertProg;
|
|
|
|
|
|
/////////////////// HLSL SHADERS //////////////////////////
|
|
|
- //String fragShaderCode = "sampler2D tex; \
|
|
|
- // float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
|
|
|
- // { \
|
|
|
- // float4 color = tex2D(tex, uv); \
|
|
|
- // return color; \
|
|
|
- // }";
|
|
|
-
|
|
|
- //fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
|
|
|
-
|
|
|
- //String vertShaderCode = "float4x4 matViewProjection; \
|
|
|
- // void vs_main( \
|
|
|
- // float4 inPos : POSITION, \
|
|
|
- // float2 uv : TEXCOORD0, \
|
|
|
- // out float4 oPosition : POSITION, \
|
|
|
- // out float2 oUv : TEXCOORD0) \
|
|
|
- // { \
|
|
|
- // oPosition = mul(matViewProjection, inPos); \
|
|
|
- // oUv = uv; \
|
|
|
- // }";
|
|
|
-
|
|
|
- //vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
|
|
|
+ String fragShaderCode = "sampler2D tex; \
|
|
|
+ float4 ps_main(float2 uv : TEXCOORD0) : COLOR0 \
|
|
|
+ { \
|
|
|
+ float4 color = tex2D(tex, uv); \
|
|
|
+ return color; \
|
|
|
+ }";
|
|
|
+
|
|
|
+ fragProg = HighLevelGpuProgram::create(fragShaderCode, "ps_main", "hlsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
|
|
|
+
|
|
|
+ String vertShaderCode = "float4x4 matViewProjection; \
|
|
|
+ void vs_main( \
|
|
|
+ float4 inPos : POSITION, \
|
|
|
+ float2 uv : TEXCOORD0, \
|
|
|
+ out float4 oPosition : POSITION, \
|
|
|
+ out float2 oUv : TEXCOORD0) \
|
|
|
+ { \
|
|
|
+ oPosition = mul(matViewProjection, inPos); \
|
|
|
+ oUv = uv; \
|
|
|
+ }";
|
|
|
+
|
|
|
+ vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "hlsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
|
|
|
|
|
|
/////////////////// CG SHADERS //////////////////////////
|
|
|
//String fragShaderCode = "sampler2D tex; \
|
|
|
@@ -96,32 +96,31 @@ int _tmain(int argc, _TCHAR* argv[])
|
|
|
//vertProg = HighLevelGpuProgram::create(vertShaderCode, "vs_main", "cg", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
|
|
|
|
|
|
///////////////// GLSL SHADERS ////////////////////////////
|
|
|
- String fragShaderCode = " #version 400 \n \
|
|
|
- uniform mainFragBlock { vec4 solidcolor; }; \
|
|
|
- uniform sampler2D tex; \
|
|
|
- in vec2 texcoord0; \
|
|
|
- out vec4 fragColor; \
|
|
|
- void main() \
|
|
|
- {\
|
|
|
- vec4 texColor = texture2D(tex, texcoord0.st);\
|
|
|
- fragColor = solidcolor; \
|
|
|
- }";
|
|
|
-
|
|
|
- fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
|
|
|
-
|
|
|
- // TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
|
|
|
- String vertShaderCode = "#version 400 \n \
|
|
|
- uniform mat4 matViewProjection; \
|
|
|
- in vec4 cm_position; \
|
|
|
- in vec2 cm_texcoord0; \
|
|
|
- out vec2 texcoord0; \
|
|
|
- void main() \
|
|
|
- { \
|
|
|
- texcoord0 = cm_texcoord0; \
|
|
|
- gl_Position = matViewProjection * cm_position; \
|
|
|
- }";
|
|
|
-
|
|
|
- vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
|
|
|
+ //String fragShaderCode = " #version 400 \n \
|
|
|
+ // uniform sampler2D tex; \
|
|
|
+ // in vec2 texcoord0; \
|
|
|
+ // out vec4 fragColor; \
|
|
|
+ // void main() \
|
|
|
+ // {\
|
|
|
+ // vec4 texColor = texture2D(tex, texcoord0.st);\
|
|
|
+ // fragColor = texColor; \
|
|
|
+ // }";
|
|
|
+
|
|
|
+ //fragProg = HighLevelGpuProgram::create(fragShaderCode, "main", "glsl", GPT_FRAGMENT_PROGRAM, GPP_PS_2_0);
|
|
|
+
|
|
|
+ //// TODO - Make sure to document the strict input parameter naming. (Exact supported names are in GLSLParamParser)
|
|
|
+ //String vertShaderCode = "#version 400 \n \
|
|
|
+ // uniform mainFragBlock { mat4 matViewProjection; }; \
|
|
|
+ // in vec4 cm_position; \
|
|
|
+ // in vec2 cm_texcoord0; \
|
|
|
+ // out vec2 texcoord0; \
|
|
|
+ // void main() \
|
|
|
+ // { \
|
|
|
+ // texcoord0 = cm_texcoord0; \
|
|
|
+ // gl_Position = cm_position * matViewProjection; \
|
|
|
+ // }";
|
|
|
+
|
|
|
+ //vertProg = HighLevelGpuProgram::create(vertShaderCode, "main", "glsl", GPT_VERTEX_PROGRAM, GPP_VS_2_0);
|
|
|
|
|
|
HighLevelGpuProgramHandle vertProgRef(vertProg);
|
|
|
|