summaryrefslogtreecommitdiff
path: root/recipes/opencv/openscenegraph/gles.diff
blob: 0545677a8ae28cab988abda4a8d4890cf3fb9e55 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
 osg/State.cpp         |   58 +++++++++++++++++++++++-----------------------
 osgUtil/ShaderGen.cpp |   63 ++++++++++++++++++++++++++++++++------------------
 2 files changed, 70 insertions(+), 51 deletions(-)

--- OpenSceneGraph-2.9.6-old/src/osg/State.cpp	2009-11-17 16:54:20.000000000 +0100
+++ OpenSceneGraph-2.9.6/src/osg/State.cpp	2009-07-26 02:13:29.000000000 +0200
@@ -62,9 +62,9 @@
     bool compactAliasing = true;
     if (compactAliasing)
     {
-        setUpVertexAttribAlias(_vertexAlias,0, "gl_Vertex","osg_Vertex","attribute vec4 ");
-        setUpVertexAttribAlias(_normalAlias, 1, "gl_Normal","osg_Normal","attribute vec3 ");
-        setUpVertexAttribAlias(_colorAlias, 2, "gl_Color","osg_Color","attribute vec4 ");
+        setUpVertexAttribAlias(_vertexAlias,0, "gl_Vertex","osg_Vertex","attribute highp vec4 ");
+        setUpVertexAttribAlias(_normalAlias, 1, "gl_Normal","osg_Normal","attribute highp vec3 ");
+        setUpVertexAttribAlias(_colorAlias, 2, "gl_Color","osg_Color","attribute highp vec4 ");
 
         _texCoordAliasList.resize(5);
         for(unsigned int i=0; i<_texCoordAliasList.size(); i++)
@@ -74,20 +74,20 @@
             gl_MultiTexCoord<<"gl_MultiTexCoord"<<i;
             osg_MultiTexCoord<<"osg_MultiTexCoord"<<i;
 
-            setUpVertexAttribAlias(_texCoordAliasList[i], 3+i, gl_MultiTexCoord.str(), osg_MultiTexCoord.str(), "attribute vec4 ");
+            setUpVertexAttribAlias(_texCoordAliasList[i], 3+i, gl_MultiTexCoord.str(), osg_MultiTexCoord.str(), "attribute highp vec4 ");
         }
 
-        setUpVertexAttribAlias(_secondaryColorAlias, 6, "gl_SecondaryColor","osg_SecondaryColor","attribute vec4 ");
-        setUpVertexAttribAlias(_fogCoordAlias, 7, "gl_FogCoord","osg_FogCoord","attribute float ");
+        setUpVertexAttribAlias(_secondaryColorAlias, 6, "gl_SecondaryColor","osg_SecondaryColor","attribute highp vec4 ");
+        setUpVertexAttribAlias(_fogCoordAlias, 7, "gl_FogCoord","osg_FogCoord","attribute highp float ");
 
     }
     else
     {
-        setUpVertexAttribAlias(_vertexAlias,0, "gl_Vertex","osg_Vertex","attribute vec4 ");
-        setUpVertexAttribAlias(_normalAlias, 2, "gl_Normal","osg_Normal","attribute vec3 ");
-        setUpVertexAttribAlias(_colorAlias, 3, "gl_Color","osg_Color","attribute vec4 ");
-        setUpVertexAttribAlias(_secondaryColorAlias, 4, "gl_SecondaryColor","osg_SecondaryColor","attribute vec4 ");
-        setUpVertexAttribAlias(_fogCoordAlias, 5, "gl_FogCoord","osg_FogCoord","attribute float ");
+        setUpVertexAttribAlias(_vertexAlias,0, "gl_Vertex","osg_Vertex","attribute highp vec4 ");
+        setUpVertexAttribAlias(_normalAlias, 2, "gl_Normal","osg_Normal","attribute highp vec3 ");
+        setUpVertexAttribAlias(_colorAlias, 3, "gl_Color","osg_Color","attribute highp vec4 ");
+        setUpVertexAttribAlias(_secondaryColorAlias, 4, "gl_SecondaryColor","osg_SecondaryColor","attribute highp vec4 ");
+        setUpVertexAttribAlias(_fogCoordAlias, 5, "gl_FogCoord","osg_FogCoord","attribute highp float ");
 
         _texCoordAliasList.resize(8);
         for(unsigned int i=0; i<_texCoordAliasList.size(); i++)
@@ -97,7 +97,7 @@
             gl_MultiTexCoord<<"gl_MultiTexCoord"<<i;
             osg_MultiTexCoord<<"osg_MultiTexCoord"<<i;
 
-            setUpVertexAttribAlias(_texCoordAliasList[i], 8+i, gl_MultiTexCoord.str(), osg_MultiTexCoord.str(), "attribute vec4 ");
+            setUpVertexAttribAlias(_texCoordAliasList[i], 8+i, gl_MultiTexCoord.str(), osg_MultiTexCoord.str(), "attribute highp vec4 ");
         }
     }
 
@@ -1240,26 +1240,26 @@
     // replace ftransform as it only works with built-ins
     State_Utils::replace(source, "ftransform()", "gl_ModelViewProjectionMatrix * gl_Vertex");
 
-    State_Utils::replaceAndInsertDeclaration(source, "gl_Normal", "osg_Normal", "attribute vec3 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_Vertex", "osg_Vertex", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_Color", "osg_Color", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_SecondaryColor", "osg_SecondaryColor", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_FogCoord", "osg_FogCoord", "attribute float ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_Normal", "osg_Normal", "attribute highp vec3 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_Vertex", "osg_Vertex", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_Color", "osg_Color", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_SecondaryColor", "osg_SecondaryColor", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_FogCoord", "osg_FogCoord", "attribute highp float ");
 
-    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord0", "osg_MultiTexCoord0", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord1", "osg_MultiTexCoord1", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord2", "osg_MultiTexCoord2", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord3", "osg_MultiTexCoord3", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord4", "osg_MultiTexCoord4", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord5", "osg_MultiTexCoord5", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord6", "osg_MultiTexCoord6", "attribute vec4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord7", "osg_MultiTexCoord7", "attribute vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord0", "osg_MultiTexCoord0", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord1", "osg_MultiTexCoord1", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord2", "osg_MultiTexCoord2", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord3", "osg_MultiTexCoord3", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord4", "osg_MultiTexCoord4", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord5", "osg_MultiTexCoord5", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord6", "osg_MultiTexCoord6", "attribute highp vec4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_MultiTexCoord7", "osg_MultiTexCoord7", "attribute highp vec4 ");
 
     // replace built in uniform
-    State_Utils::replaceAndInsertDeclaration(source, "gl_ModelViewMatrix", "osg_ModelViewMatrix", "uniform mat4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_ModelViewProjectionMatrix", "osg_ModelViewProjectionMatrix", "uniform mat4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_ProjectionMatrix", "osg_ProjectionMatrix", "uniform mat4 ");
-    State_Utils::replaceAndInsertDeclaration(source, "gl_NormalMatrix", "osg_NormalMatrix", "uniform mat3 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_ModelViewMatrix", "osg_ModelViewMatrix", "uniform highp mat4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_ModelViewProjectionMatrix", "osg_ModelViewProjectionMatrix", "uniform highp mat4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_ProjectionMatrix", "osg_ProjectionMatrix", "uniform highp mat4 ");
+    State_Utils::replaceAndInsertDeclaration(source, "gl_NormalMatrix", "osg_NormalMatrix", "uniform highp mat3 ");
 
     osg::notify(osg::NOTICE)<<"-------- Converted source "<<std::endl<<source<<std::endl<<"----------------"<<std::endl;
 
--- OpenSceneGraph-2.9.6-old/src/osgUtil/ShaderGen.cpp	2009-11-18 13:15:29.000000000 +0100
+++ OpenSceneGraph-2.9.6/src/osgUtil/ShaderGen.cpp	2009-07-26 03:18:12.000000000 +0200
@@ -134,10 +134,16 @@
     {
         vert << "varying vec3 viewDir;\n";
     }
+
+    // PF: Front Color no defined. Diffuse component as a varying
+    vert <<    "varying highp vec4 glFrontColor;\n";
+    vert <<    "varying highp float diffuse;\n";
+    // PF: 
     
     // copy varying to fragment shader
     frag << vert.str();
 
+    vert <<    "attribute highp vec4 osg_Normal;\n";
     // write uniforms and attributes
     int unit = 0;
     if (stateMask & DIFFUSE_MAP)
@@ -151,9 +157,9 @@
     {
         osg::Uniform *normalMap = new osg::Uniform("normalMap", unit++);
         stateSet->addUniform(normalMap);
-        frag << "uniform sampler2D normalMap;\n";
+        frag << "uniform highp sampler2D normalMap;\n";
         program->addBindAttribLocation("tangent", 6);
-        vert << "attribute vec3 tangent;\n";
+        vert << "attribute highp vec3 tangent;\n";
     }
 
     vert << "\n"\
@@ -169,14 +175,14 @@
     if (stateMask & NORMAL_MAP)
     {
         vert << 
-            "  vec3 n = gl_NormalMatrix * gl_Normal;\n"\
-            "  vec3 t = gl_NormalMatrix * tangent;\n"\
-            "  vec3 b = cross(n, t);\n"\
-            "  vec3 dir = -vec3(gl_ModelViewMatrix * gl_Vertex);\n"\
+            "  highp vec3 n = gl_NormalMatrix * gl_Normal;\n"\
+            "  highp vec3 t = gl_NormalMatrix * tangent;\n"\
+            "  highp vec3 b = cross(n, t);\n"\
+            "  highp vec3 dir = -vec3(gl_ModelViewMatrix * gl_Vertex);\n"\
             "  viewDir.x = dot(dir, t);\n"\
             "  viewDir.y = dot(dir, b);\n"\
             "  viewDir.z = dot(dir, n);\n"\
-            "  vec4 lpos = gl_LightSource[0].position;\n"\
+            "  ihighp vec4 lpos = gl_LightSource[0].position;\n"\
             "  if (lpos.w == 0.0)\n"\
             "    dir = lpos.xyz;\n"\
             "  else\n"\
@@ -189,9 +195,9 @@
     {
         vert << 
             "  normalDir = gl_NormalMatrix * gl_Normal;\n"\
-            "  vec3 dir = -vec3(gl_ModelViewMatrix * gl_Vertex);\n"\
+            "  highp vec3 dir = -vec3(gl_ModelViewMatrix * gl_Vertex);\n"\
             "  viewDir = dir;\n"\
-            "  vec4 lpos = gl_LightSource[0].position;\n"\
+            "  highp vec4 lpos = gl_LightSource[0].position;\n"\
             "  if (lpos.w == 0.0)\n"\
             "    lightDir = lpos.xyz;\n"\
             "  else\n"\
@@ -201,11 +207,18 @@
     {
         vert << 
             "  viewDir = -vec3(gl_ModelViewMatrix * gl_Vertex);\n"\
-            "  gl_FrontColor = gl_Color;\n";
+            "  glFrontColor = gl_Color;\n";
     }
     else
     {
-        vert << "  gl_FrontColor = gl_Color;\n";
+        // PF: Just tested this case so far.... No textures, etc...
+        //vert << "  gl_FrontColor = gl_Color;\n";
+	// Add a light position and color as materials seems to be ignored
+	vert << "  highp vec3 lightPosition = vec3 (50.0, 100.0, -100.0);\n";
+        //vert << "  glFrontColor = vec4 (0.5, 0.5, 0.5, 1.0);\n";
+        vert << "  glFrontColor = gl_Color;\n";
+	vert << "  diffuse = max(dot(normalize (gl_ModelViewProjectionMatrix * osg_Normal), normalize(vec4(lightPosition, 1.0))), 0.0);\n";
+	// PF:
     }
     
     vert << "}\n";
@@ -216,44 +229,50 @@
 
     if (stateMask & DIFFUSE_MAP)
     {
-        frag << "  vec4 base = texture2D(diffuseMap, gl_TexCoord[0].st);\n";
+        frag << "  highp vec4 base = texture2D(diffuseMap, gl_TexCoord[0].st);\n";
     }
     else
     {
-        frag << "  vec4 base = vec4(1.0);\n";
+        frag << "  highp vec4 base = vec4(1.0);\n";
     }
 
     if (stateMask & NORMAL_MAP)
     {
-        frag << "  vec3 normalDir = texture2D(normalMap, gl_TexCoord[0].st).xyz*2.0-1.0;\n";
+        frag << "  highp vec3 normalDir = texture2D(normalMap, gl_TexCoord[0].st).xyz*2.0-1.0;\n";
     }
 
     if (stateMask & (LIGHTING | NORMAL_MAP))
     {
         frag << 
-            "  vec3 nd = normalize(normalDir);\n"\
-            "  vec3 ld = normalize(lightDir);\n"\
-            "  vec3 vd = normalize(viewDir);\n"\
-            "  vec4 color = gl_FrontLightModelProduct.sceneColor;\n"\
+            "  highp vec3 nd = normalize(normalDir);\n"\
+            "  highp vec3 ld = normalize(lightDir);\n"\
+            "  highp vec3 vd = normalize(viewDir);\n"\
+            "  highp vec4 color = gl_FrontLightModelProduct.sceneColor;\n"\
             "  color += gl_FrontLightProduct[0].ambient;\n"\
-            "  float diff = max(dot(ld, nd), 0.0);\n"\
+            "  highp float diff = max(dot(ld, nd), 0.0);\n"\
             "  color += gl_FrontLightProduct[0].diffuse * diff;\n"\
             "  color *= base;\n"\
             "  if (diff > 0.0)\n"\
             "  {\n"\
-            "    vec3 halfDir = normalize(ld+vd);\n"\
+            "    highp vec3 ihighp halfDir = normalize(ld+vd);\n"\
             "    color.rgb += base.a * gl_FrontLightProduct[0].specular.rgb * \n"\
             "      pow(max(dot(halfDir, nd), 0.0), gl_FrontMaterial.shininess);\n"\
             "  }\n";
     }
     else
     {
-        frag << "  vec4 color = base;\n";
+        frag << "  highp vec4 color = base;\n";
     }
 
     if (!(stateMask & LIGHTING))
     {
-        frag << "  color *= gl_Color;\n";
+        // PF: Calcula te simple fragment color with some ambient light
+        //frag << "  color *= gl_Color;\n";
+        //frag << "  color *= gFrontColor;\n";
+        //frag << "  color *= diffuse;\n";
+        frag << "  highp vec4 amb = vec4 (1.0, 1.0, 1.0, 1.0);\n";
+        frag << "  color = amb * diffuse * glFrontColor;\n";
+        // PF:
     }
 
     if (stateMask & FOG)