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Merge branch 'refs/heads/fix-shader-building-mesa'
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commit
af79d23851
@ -1,6 +1,6 @@
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/*
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/*
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* Minosoft
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* Minosoft
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* Copyright (C) 2020-2023 Moritz Zwerger
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* Copyright (C) 2020-2024 Moritz Zwerger
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*
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*
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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*
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*
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@ -37,4 +37,10 @@ class AdvancedC(profile: RenderingProfile) {
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* Requires rendering restart to apply
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* Requires rendering restart to apply
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*/
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*/
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var preferQuads by BooleanDelegate(profile, false)
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var preferQuads by BooleanDelegate(profile, false)
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/**
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* This option makes shader uniform errors just warnings and does not crash it. This only helps if there is a driver bug or the included shader does not follow
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* the specs strictly. Not recommended to enable.
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*/
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var allowUniformErrors by BooleanDelegate(profile, false)
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}
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}
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@ -68,7 +68,8 @@ class FogManager(
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if (state.enabled != enabled) {
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if (state.enabled != enabled) {
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state.revision++
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state.revision++
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}
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}
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if (!state.enabled) return
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state.enabled = enabled
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if (!enabled) return
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val options = getOptions(effects!!)
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val options = getOptions(effects!!)
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if (this.options == options) {
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if (this.options == options) {
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@ -1,6 +1,6 @@
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/*
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/*
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* Minosoft
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* Minosoft
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* Copyright (C) 2020-2023 Moritz Zwerger
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* Copyright (C) 2020-2024 Moritz Zwerger
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*
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*
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
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*
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*
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@ -54,5 +54,4 @@ class ShaderUniform<T>(
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upload()
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upload()
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}
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}
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}
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}
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}
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}
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@ -28,6 +28,9 @@ import de.bixilon.minosoft.gui.rendering.exceptions.ShaderLoadingException
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import de.bixilon.minosoft.gui.rendering.system.base.buffer.uniform.UniformBuffer
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import de.bixilon.minosoft.gui.rendering.system.base.buffer.uniform.UniformBuffer
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import de.bixilon.minosoft.gui.rendering.system.base.shader.NativeShader
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import de.bixilon.minosoft.gui.rendering.system.base.shader.NativeShader
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import de.bixilon.minosoft.gui.rendering.system.base.shader.code.glsl.GLSLShaderCode
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import de.bixilon.minosoft.gui.rendering.system.base.shader.code.glsl.GLSLShaderCode
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import de.bixilon.minosoft.util.logging.Log
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import de.bixilon.minosoft.util.logging.LogLevels
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import de.bixilon.minosoft.util.logging.LogMessageType
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import it.unimi.dsi.fastutil.ints.IntArrayList
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import it.unimi.dsi.fastutil.ints.IntArrayList
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import it.unimi.dsi.fastutil.objects.Object2IntOpenHashMap
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import it.unimi.dsi.fastutil.objects.Object2IntOpenHashMap
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import org.lwjgl.opengl.GL11.GL_FALSE
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import org.lwjgl.opengl.GL11.GL_FALSE
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@ -129,7 +132,11 @@ class OpenGLNativeShader(
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val location = uniformLocations.getOrPut(uniformName) {
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val location = uniformLocations.getOrPut(uniformName) {
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val location = glGetUniformLocation(handler, uniformName)
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val location = glGetUniformLocation(handler, uniformName)
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if (location < 0) {
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if (location < 0) {
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throw IllegalArgumentException("No uniform named $uniformName in $this, maybe you use something that has been optimized out? Check your shader code!")
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val error = "No uniform named $uniformName in $this, maybe you use something that has been optimized out? Check your shader code!"
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if (!context.profile.advanced.allowUniformErrors) {
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throw IllegalArgumentException(error)
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}
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Log.log(LogMessageType.RENDERING, LogLevels.WARN, error)
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}
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}
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return@getOrPut location
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return@getOrPut location
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}
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}
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@ -21,6 +21,7 @@ uniform vec3 uCameraRight;
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uniform vec3 uCameraUp;
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uniform vec3 uCameraUp;
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out vec4 finTintColor;
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out vec4 finTintColor;
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out vec3 finFragmentPosition;
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in Vertex
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in Vertex
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{
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{
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@ -41,8 +42,9 @@ in Vertex
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void emit(vec3 offset, vec2 uv) {
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void emit(vec3 offset, vec2 uv) {
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vec3 pointPosition = gl_in[0].gl_Position.xyz;
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vec3 pointPosition = gl_in[0].gl_Position.xyz;
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finFragmentPosition = pointPosition + (offset * ginVertex[0].scale);
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gl_Position = uViewProjectionMatrix * vec4(pointPosition + offset * ginVertex[0].scale, 1.0);
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gl_Position = uViewProjectionMatrix * vec4(finFragmentPosition, 1.0f);
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finAnimationUV = uv;
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finAnimationUV = uv;
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EmitVertex();
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EmitVertex();
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@ -23,7 +23,8 @@ uniform vec4 uTintColor;
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void main() {
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void main() {
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applyTexel();
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applyDefaults();
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foutColor *= uTintColor;
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foutColor *= uTintColor;
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discard_alpha();
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discard_alpha();
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applyTexel();
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}
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}
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@ -23,6 +23,7 @@ uniform vec4 uTintColor;
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#include "minosoft:animation"
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#include "minosoft:animation"
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void main() {
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void main() {
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applyDefaults();
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foutColor.rgb *= uTintColor.rgb;
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applyTexel();
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applyTexel();
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foutColor *= uTintColor;
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}
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}
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@ -24,6 +24,7 @@ uniform vec4 uTintColor;
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#include "minosoft:animation"
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#include "minosoft:animation"
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void main() {
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void main() {
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applyTexel();
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applyDefaults();
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foutColor *= uTintColor;
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foutColor *= uTintColor;
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applyTexel();
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}
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}
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