diff options
Diffstat (limited to 'src/classes/com/sun')
18 files changed, 322 insertions, 0 deletions
diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.fp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.fp new file mode 100644 index 000000000..408ff7251 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.fp @@ -0,0 +1,16 @@ +#include es_precision.glsl + +#include mgl_uniform.glsl +#include mgl_varying.glsl + +void main (void) +{ + if( mgl_CullFace > 0 && + ( ( mgl_CullFace == 1 && gl_FrontFacing ) || + ( mgl_CullFace == 2 && !gl_FrontFacing ) || + ( mgl_CullFace == 3 ) ) ) { + discard; + } + gl_FragColor = frontColor; +} + diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.vp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.vp new file mode 100644 index 000000000..346e40196 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColor.vp @@ -0,0 +1,22 @@ +#include es_precision.glsl + +#include mgl_const.glsl +#include mgl_uniform.glsl +#include mgl_attribute.glsl +#include mgl_varying.glsl + +#include mgl_settexcoord.vp + +void main(void) +{ + if(mgl_ColorEnabled>0) { + frontColor=mgl_Color; + } else { + frontColor=mgl_ColorStatic; + } + + gl_Position = mgl_PMVMatrix[0] * mgl_PMVMatrix[1] * mgl_Vertex; + + setTexCoord(gl_Position); +} + diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorLight.vp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorLight.vp new file mode 100644 index 000000000..ce203cfb9 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorLight.vp @@ -0,0 +1,70 @@ +#include es_precision.glsl +#include mgl_lightdef.glsl + +#include mgl_const.glsl +#include mgl_uniform.glsl +#include mgl_uniform_light.glsl +#include mgl_attribute.glsl +#include mgl_varying.glsl + +#include mgl_settexcoord.vp + +void main(void) +{ + vec4 position; + vec3 normal, lightDir, cameraDir, halfDir; + vec4 ambient, diffuse, specular; + float NdotL, NdotHV, dist, attenuation; + int i; + + position = mgl_PMVMatrix[1] * mgl_Vertex; // vertex eye position + + normal = normalize(mgl_NormalMatrix * mgl_Normal); + // cameraPosition: (mgl_PMVMatrix[2] * vec4(0,0,0,1.0)).xyz + cameraDir = normalize( (mgl_PMVMatrix[2] * vec4(0,0,0,1.0)).xyz - mgl_Vertex.xyz ); + + ambient = vec4(0,0,0,0); + diffuse = vec4(0,0,0,0); + specular = vec4(0,0,0,0); + + bool lightEnabled = false; + + for(i=0; i<MAX_LIGHTS; i++) { + if( 0!= mgl_LightsEnabled[i] ) { + lightEnabled = true; + ambient += mgl_LightSource[i].ambient; + lightDir = mgl_LightSource[i].position.xyz - position.xyz; + dist = length(lightDir); + lightDir = normalize(lightDir); + attenuation = 1.0 / ( + mgl_LightSource[i].constantAttenuation+ + mgl_LightSource[i].linearAttenuation * dist + + mgl_LightSource[i].quadraticAttenuation * dist * dist ); + NdotL = max(0.0, dot(normal, lightDir)); + diffuse += mgl_LightSource[i].diffuse * NdotL * attenuation; + if (NdotL != 0.0) { + halfDir = normalize (lightDir + cameraDir); + NdotHV = max(0.0, dot(normal, halfDir)); + specular += mgl_LightSource[i].specular * + pow(NdotHV,mgl_FrontMaterial.shininess) * attenuation; + } + } + } + ambient += mgl_FrontMaterial.ambient; + diffuse *= mgl_FrontMaterial.diffuse; + specular *= mgl_FrontMaterial.specular; + + if(mgl_ColorEnabled>0) { + frontColor=mgl_Color; + } else { + frontColor=mgl_ColorStatic; + } + if( lightEnabled ) { + frontColor *= ambient + diffuse + specular; + } + + gl_Position = mgl_PMVMatrix[0] * position; + + setTexCoord(gl_Position); +} + diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorTexture.fp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorTexture.fp new file mode 100644 index 000000000..86e6ace73 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/FixedFuncColorTexture.fp @@ -0,0 +1,47 @@ + +#include es_precision.glsl +#include mgl_lightdef.glsl + +#include mgl_const.glsl +#include mgl_uniform.glsl +#include mgl_varying.glsl + +vec4 getTexColor(in sampler2D tex, in int idx) { + vec4 coord; + if(idx==0) { + coord= mgl_TexCoords[0]; + } else if(idx==1) { + coord= mgl_TexCoords[1]; + } else if(idx==2) { + coord= mgl_TexCoords[2]; + } else if(idx==3) { + coord= mgl_TexCoords[3]; + } else if(idx==4) { + coord= mgl_TexCoords[4]; + } else if(idx==5) { + coord= mgl_TexCoords[5]; + } else if(idx==6) { + coord= mgl_TexCoords[6]; + } else { + coord= mgl_TexCoords[7]; + } + return texture2D(tex, coord.st); +} + +void main (void) +{ + if( mgl_CullFace > 0 && + ( ( mgl_CullFace == 1 && gl_FrontFacing ) || + ( mgl_CullFace == 2 && !gl_FrontFacing ) || + ( mgl_CullFace == 3 ) ) ) { + discard; + } + + vec4 texColor = getTexColor(mgl_ActiveTexture,mgl_ActiveTextureIdx); + + if(length(texColor.rgb)>0.0) { + gl_FragColor = vec4(frontColor.rgb*texColor.rgb, frontColor.a) ; + } else { + gl_FragColor = frontColor; + } +} diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bfp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bfp Binary files differnew file mode 100755 index 000000000..3ebaaee1d --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bfp diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bvp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bvp Binary files differnew file mode 100755 index 000000000..279ef72c7 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColor.bvp diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorLight.bvp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorLight.bvp Binary files differnew file mode 100755 index 000000000..5a9deea71 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorLight.bvp diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorTexture.bfp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorTexture.bfp Binary files differnew file mode 100755 index 000000000..ce1397fe1 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/bin/nvidia/FixedFuncColorTexture.bfp diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/es_precision.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/es_precision.glsl new file mode 100644 index 000000000..fd6abe54e --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/es_precision.glsl @@ -0,0 +1,14 @@ +#ifndef es_precision_glsl +#define es_precision_glsl + +#ifdef GL_ES + #define MEDIUMP mediump + #define HIGHP highp + #define LOWP lowp +#else + #define MEDIUMP + #define HIGHP + #define LOWP +#endif + +#endif // es_precision_glsl diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_attribute.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_attribute.glsl new file mode 100644 index 000000000..b09bdb05a --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_attribute.glsl @@ -0,0 +1,19 @@ + +#ifndef mgl_attribute_glsl +#define mgl_attribute_glsl + +#include es_precision.glsl + +attribute HIGHP vec4 mgl_Vertex; +attribute HIGHP vec3 mgl_Normal; +attribute HIGHP vec4 mgl_Color; +attribute HIGHP vec4 mgl_MultiTexCoord0; +attribute HIGHP vec4 mgl_MultiTexCoord1; +attribute HIGHP vec4 mgl_MultiTexCoord2; +attribute HIGHP vec4 mgl_MultiTexCoord3; +attribute HIGHP vec4 mgl_MultiTexCoord4; +attribute HIGHP vec4 mgl_MultiTexCoord5; +attribute HIGHP vec4 mgl_MultiTexCoord6; +attribute HIGHP vec4 mgl_MultiTexCoord7; + +#endif // mgl_attribute_glsl diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_const.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_const.glsl new file mode 100644 index 000000000..1a464a1cb --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_const.glsl @@ -0,0 +1,10 @@ + +#ifndef mgl_const_glsl +#define mgl_const_glsl + +#include es_precision.glsl + +const LOWP int MAX_TEXTURE_UNITS = 8; // <=gl_MaxTextureImageUnits +const LOWP int MAX_LIGHTS = 8; + +#endif // mgl_const_glsl diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_lightdef.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_lightdef.glsl new file mode 100644 index 000000000..98e214139 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_lightdef.glsl @@ -0,0 +1,26 @@ +#ifndef mgl_lightdef_glsl +#define mgl_lightdef_glsl + +struct mgl_LightSourceParameters { + vec4 ambient; + vec4 diffuse; + vec4 specular; + vec4 position; + // vec4 halfVector; // is computed here + vec3 spotDirection; + float spotExponent; + float spotCutoff; // (range: [0.0,90.0], 180.0) + //float spotCosCutoff; // (range: [1.0,0.0],-1.0) + float constantAttenuation; + float linearAttenuation; + float quadraticAttenuation; +}; +struct mgl_MaterialParameters { + vec4 ambient; + vec4 diffuse; + vec4 specular; + vec4 emission; + float shininess; +}; + +#endif // mgl_lightdef_glsl diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_settexcoord.vp b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_settexcoord.vp new file mode 100644 index 000000000..1efe328d0 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_settexcoord.vp @@ -0,0 +1,35 @@ +#ifndef mgl_settexcoord_vp +#define mgl_settexcoord_vp + +#include es_precision.glsl + +#include mgl_const.glsl +#include mgl_uniform.glsl +#include mgl_attribute.glsl +#include mgl_varying.glsl + +void setTexCoord(in vec4 defpos) { + /** + * bitwise operator not supported on APX 2500 ES 2.0 + * + mgl_TexCoords[0] = ( 0 != (mgl_TexCoordEnabled & 1) ) ? mgl_MultiTexCoord0 : defpos; + mgl_TexCoords[1] = ( 0 != (mgl_TexCoordEnabled & 2) ) ? mgl_MultiTexCoord1 : defpos; + mgl_TexCoords[2] = ( 0 != (mgl_TexCoordEnabled & 4) ) ? mgl_MultiTexCoord2 : defpos; + mgl_TexCoords[3] = ( 0 != (mgl_TexCoordEnabled & 8) ) ? mgl_MultiTexCoord3 : defpos; + mgl_TexCoords[4] = ( 0 != (mgl_TexCoordEnabled & 16) ) ? mgl_MultiTexCoord4 : defpos; + mgl_TexCoords[5] = ( 0 != (mgl_TexCoordEnabled & 32) ) ? mgl_MultiTexCoord5 : defpos; + mgl_TexCoords[6] = ( 0 != (mgl_TexCoordEnabled & 64) ) ? mgl_MultiTexCoord6 : defpos; + mgl_TexCoords[7] = ( 0 != (mgl_TexCoordEnabled & 128) ) ? mgl_MultiTexCoord7 : defpos; + */ + + mgl_TexCoords[0] = ( 0 != mgl_TexCoordEnabled[0] ) ? mgl_MultiTexCoord0 : defpos; + mgl_TexCoords[1] = ( 0 != mgl_TexCoordEnabled[1] ) ? mgl_MultiTexCoord1 : defpos; + mgl_TexCoords[2] = ( 0 != mgl_TexCoordEnabled[2] ) ? mgl_MultiTexCoord2 : defpos; + mgl_TexCoords[3] = ( 0 != mgl_TexCoordEnabled[3] ) ? mgl_MultiTexCoord3 : defpos; + mgl_TexCoords[4] = ( 0 != mgl_TexCoordEnabled[4] ) ? mgl_MultiTexCoord4 : defpos; + mgl_TexCoords[5] = ( 0 != mgl_TexCoordEnabled[5] ) ? mgl_MultiTexCoord5 : defpos; + mgl_TexCoords[6] = ( 0 != mgl_TexCoordEnabled[6] ) ? mgl_MultiTexCoord6 : defpos; + mgl_TexCoords[7] = ( 0 != mgl_TexCoordEnabled[7] ) ? mgl_MultiTexCoord7 : defpos; +} + +#endif // mgl_settexcoord_vp diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform.glsl new file mode 100644 index 000000000..d8b3c7f95 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform.glsl @@ -0,0 +1,18 @@ + +#ifndef mgl_uniform_glsl +#define mgl_uniform_glsl + +#include es_precision.glsl + +#include mgl_const.glsl + +uniform HIGHP mat4 mgl_PMVMatrix[3]; // P, Mv, and Mvi +uniform HIGHP mat3 mgl_NormalMatrix; // transpose(inverse(ModelView)).3x3 +uniform LOWP int mgl_ColorEnabled; +uniform HIGHP vec4 mgl_ColorStatic; +uniform LOWP int mgl_TexCoordEnabled[MAX_TEXTURE_UNITS]; +uniform sampler2D mgl_ActiveTexture; +uniform LOWP int mgl_ActiveTextureIdx; +uniform LOWP int mgl_CullFace; + +#endif // mgl_uniform_glsl diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform_light.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform_light.glsl new file mode 100644 index 000000000..0dedb5d5d --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_uniform_light.glsl @@ -0,0 +1,15 @@ + +#ifndef mgl_uniform_light_glsl +#define mgl_uniform_light_glsl + +#include es_precision.glsl + +#include mgl_const.glsl +#include mgl_lightdef.glsl + +uniform LOWP int mgl_LightsEnabled[MAX_LIGHTS]; + +uniform mgl_LightSourceParameters mgl_LightSource[MAX_LIGHTS]; +uniform mgl_MaterialParameters mgl_FrontMaterial; + +#endif // mgl_uniform_light_glsl diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_varying.glsl b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_varying.glsl new file mode 100644 index 000000000..fc9f735d1 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/mgl_varying.glsl @@ -0,0 +1,12 @@ + +#ifndef mgl_varying_glsl +#define mgl_varying_glsl + +#include es_precision.glsl + +#include mgl_const.glsl + +varying vec4 frontColor; +varying vec4 mgl_TexCoords[MAX_TEXTURE_UNITS]; + +#endif // mgl_varying_glsl diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc-ff.bat b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc-ff.bat new file mode 100755 index 000000000..b8acba036 --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc-ff.bat @@ -0,0 +1,9 @@ +REM +REM You have to call it from the 'shader' directory, e.g.: +REM scripts\nvidia-apx\glslc-ff.bat +REM +IF !"%JOGLDIR%"==""! GOTO YESPATH +set JOGLDIR=.. +:YESPATH + +java -cp %JOGLDIR%\jogl.core.jar;%JOGLDIR%\jogl.gles2.jar;%JOGLDIR%\jogl.fixed.jar;%JOGLDIR%\jogl.sdk.jar javax.media.opengl.sdk.glsl.CompileShaderNVidia FixedFuncColor.fp FixedFuncColorTexture.fp FixedFuncColorLight.vp FixedFuncColor.vp diff --git a/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc.bat b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc.bat new file mode 100755 index 000000000..9cbea806f --- /dev/null +++ b/src/classes/com/sun/opengl/impl/glsl/fixed/shader/scripts/nvidia-apx/glslc.bat @@ -0,0 +1,9 @@ +REM +REM You have to call it from the 'shader' directory, e.g.: +REM scripts\nvidia-apx\glslc.bat <FileName> +REM +IF !"%JOGLDIR%"==""! GOTO YESPATH +set JOGLDIR=.. +:YESPATH + +java -cp %JOGLDIR%\jogl.core.jar;%JOGLDIR%\jogl.gles2.jar;%JOGLDIR%\jogl.fixed.jar;%JOGLDIR%\jogl.sdk.jar javax.media.opengl.sdk.glsl.CompileShaderNVidia %1 |