1 | // |
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2 | // Lol Engine |
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3 | // |
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4 | // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net> |
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5 | // This program is free software; you can redistribute it and/or |
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6 | // modify it under the terms of the Do What The Fuck You Want To |
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7 | // Public License, Version 2, as published by Sam Hocevar. See |
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8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
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9 | // |
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10 | |
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11 | #if defined HAVE_CONFIG_H |
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12 | # include "config.h" |
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13 | #endif |
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14 | |
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15 | #include <cmath> |
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16 | |
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17 | #include "core.h" |
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18 | #include "lolgl.h" |
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19 | |
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20 | using namespace std; |
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21 | |
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22 | namespace lol |
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23 | { |
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24 | |
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25 | /* |
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26 | * Gradient implementation class |
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27 | */ |
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28 | |
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29 | class GradientData |
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30 | { |
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31 | friend class Gradient; |
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32 | |
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33 | private: |
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34 | Shader *shader; |
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35 | GLuint bufs[2]; |
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36 | #if defined HAVE_GL_2X && !defined __APPLE__ |
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37 | GLuint vaos[1]; |
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38 | #endif |
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39 | }; |
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40 | |
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41 | /* |
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42 | * Public Gradient class |
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43 | */ |
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44 | |
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45 | Gradient::Gradient(vec3 aa, vec3 bb) |
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46 | : data(new GradientData()) |
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47 | { |
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48 | /* FIXME: this should not be hardcoded */ |
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49 | position = aa; |
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50 | bbox[0] = aa; |
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51 | bbox[1] = bb; |
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52 | |
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53 | data->shader = NULL; |
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54 | } |
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55 | |
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56 | void Gradient::TickGame(float deltams) |
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57 | { |
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58 | Entity::TickGame(deltams); |
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59 | } |
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60 | |
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61 | void Gradient::TickDraw(float deltams) |
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62 | { |
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63 | Entity::TickDraw(deltams); |
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64 | |
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65 | if (!data->shader) |
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66 | { |
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67 | #if !defined __CELLOS_LV2__ |
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68 | data->shader = Shader::Create( |
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69 | "#version 130\n" |
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70 | "\n" |
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71 | "in vec3 in_Vertex;\n" |
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72 | "in vec4 in_Color;\n" |
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73 | "out vec4 pass_Color;\n" |
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74 | "\n" |
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75 | "uniform mat4 proj_matrix;\n" |
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76 | "uniform mat4 view_matrix;\n" |
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77 | "uniform mat4 model_matrix;\n" |
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78 | "\n" |
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79 | "void main()\n" |
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80 | "{\n" |
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81 | " gl_Position = proj_matrix * view_matrix * model_matrix" |
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82 | " * vec4(in_Vertex, 1.0);\n" |
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83 | " pass_Color = in_Color;\n" |
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84 | "}\n", |
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85 | |
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86 | "#version 130\n" |
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87 | "\n" |
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88 | "in vec4 pass_Color;\n" |
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89 | "\n" |
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90 | "mat4 bayer = mat4( 0.0, 12.0, 3.0, 15.0," |
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91 | " 8.0, 4.0, 11.0, 7.0," |
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92 | " 2.0, 14.0, 1.0, 13.0," |
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93 | " 10.0, 6.0, 9.0, 5.0);\n" |
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94 | "" |
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95 | "mat4 cluster = mat4(12.0, 5.0, 6.0, 13.0," |
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96 | " 4.0, 0.0, 1.0, 7.0," |
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97 | " 11.0, 3.0, 2.0, 8.0," |
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98 | " 15.0, 10.0, 9.0, 14.0);\n" |
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99 | "\n" |
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100 | "void main()\n" |
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101 | "{\n" |
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102 | " vec4 col = pass_Color;\n" |
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103 | " float t = cluster[int(mod(gl_FragCoord.x, 4.0))]" |
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104 | " [int(mod(gl_FragCoord.y, 4.0))];\n" |
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105 | " t = (t + 0.5) / 17.0;\n" |
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106 | " col.x += fract(t - col.x) - t;\n" |
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107 | " col.y += fract(t - col.y) - t;\n" |
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108 | " col.z += fract(t - col.z) - t;\n" |
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109 | " gl_FragColor = col;\n" |
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110 | "}\n"); |
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111 | #else |
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112 | data->shader = Shader::Create( |
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113 | "void main(float4 in_Vertex : POSITION," |
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114 | " float4 in_Color : COLOR," |
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115 | " uniform float4x4 proj_matrix," |
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116 | " uniform float4x4 view_matrix," |
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117 | " uniform float4x4 model_matrix," |
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118 | " out float4 out_Color : COLOR," |
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119 | " out float4 out_Position : POSITION)" |
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120 | "{" |
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121 | " out_Position = mul(proj_matrix, mul(view_matrix, mul(model_matrix, in_Vertex)));" |
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122 | " out_Color = in_Color;" |
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123 | "}", |
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124 | |
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125 | "float4x4 bayer = float4x4( 0.0, 12.0, 3.0, 15.0," |
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126 | " 8.0, 4.0, 11.0, 7.0," |
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127 | " 2.0, 14.0, 1.0, 13.0," |
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128 | " 10.0, 6.0, 9.0, 5.0);\n" |
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129 | "" |
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130 | #if 1 |
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131 | "float4x4 cluster = float4x4(12.0, 5.0, 6.0, 13.0," |
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132 | " 4.0, 0.0, 1.0, 7.0," |
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133 | " 11.0, 3.0, 2.0, 8.0," |
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134 | " 15.0, 10.0, 9.0, 14.0);\n" |
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135 | #endif |
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136 | "\n" |
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137 | "void main(float4 in_Color : COLOR," |
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138 | " float4 in_FragCoord : WPOS," |
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139 | " out float4 out_FragColor : COLOR)" |
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140 | "{" |
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141 | " float4 col = in_Color;" |
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142 | #if 1 |
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143 | " int x = (int)in_FragCoord.x;" |
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144 | " int y = (int)in_FragCoord.y;" |
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145 | // FIXME: we cannot address this matrix directly on the PS3 |
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146 | " float t = bayer[0][0];\n" |
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147 | " t = (t + 0.5) / 17.0 + z - x;\n" |
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148 | " col.x += frac(t - col.x) - t;\n" |
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149 | " col.y += frac(t - col.y) - t;\n" |
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150 | " col.z += frac(t - col.z) - t;\n" |
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151 | #endif |
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152 | " out_FragColor = col;" |
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153 | "}"); |
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154 | #endif |
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155 | #if !defined __CELLOS_LV2__ |
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156 | glGenBuffers(2, data->bufs); |
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157 | # if defined HAVE_GL_2X && !defined __APPLE__ |
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158 | glGenVertexArrays(1, data->vaos); |
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159 | # endif |
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160 | #endif |
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161 | } |
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162 | |
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163 | mat4 model_matrix = mat4(1.0f); |
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164 | |
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165 | GLuint uni_mat, attr_pos, attr_col; |
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166 | #if !defined __CELLOS_LV2__ |
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167 | attr_pos = data->shader->GetAttribLocation("in_Vertex"); |
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168 | attr_col = data->shader->GetAttribLocation("in_Color"); |
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169 | #endif |
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170 | |
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171 | data->shader->Bind(); |
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172 | |
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173 | uni_mat = data->shader->GetUniformLocation("proj_matrix"); |
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174 | data->shader->SetUniform(uni_mat, Video::GetProjMatrix()); |
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175 | uni_mat = data->shader->GetUniformLocation("view_matrix"); |
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176 | data->shader->SetUniform(uni_mat, Video::GetViewMatrix()); |
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177 | uni_mat = data->shader->GetUniformLocation("model_matrix"); |
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178 | data->shader->SetUniform(uni_mat, model_matrix); |
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179 | |
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180 | float const vertex[] = { 0.0f, 0.0f, 0.0f, |
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181 | 640.0f, 0.0f, 0.0f, |
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182 | 0.0f, 480.0f, 0.0f, |
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183 | 0.0f, 480.0f, 0.0f, |
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184 | 640.0f, 480.0f, 0.0f, |
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185 | 640.0f, 0.0f, 0.0f, }; |
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186 | |
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187 | float const color[] = { 0.73f, 0.85f, 0.85f, 1.0f, |
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188 | 0.73f, 0.85f, 0.85f, 1.0f, |
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189 | 0.0f, 0.0f, 1.0f, 1.0f, |
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190 | 0.0f, 0.0f, 1.0f, 1.0f, |
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191 | 0.0f, 0.0f, 1.0f, 1.0f, |
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192 | 0.73f, 0.85f, 0.85f, 1.0f, }; |
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193 | |
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194 | data->shader->Bind(); |
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195 | |
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196 | /* Bind vertex, color and texture coordinate buffers */ |
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197 | #if !defined __CELLOS_LV2__ |
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198 | # if defined HAVE_GL_2X && !defined __APPLE__ |
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199 | glBindVertexArray(data->vaos[0]); |
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200 | # endif |
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201 | glEnableVertexAttribArray(attr_pos); |
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202 | glEnableVertexAttribArray(attr_col); |
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203 | |
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204 | glBindBuffer(GL_ARRAY_BUFFER, data->bufs[0]); |
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205 | glBufferData(GL_ARRAY_BUFFER, 18 * sizeof(GLfloat), |
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206 | vertex, GL_DYNAMIC_DRAW); |
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207 | glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0); |
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208 | |
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209 | glBindBuffer(GL_ARRAY_BUFFER, data->bufs[1]); |
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210 | glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), |
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211 | color, GL_DYNAMIC_DRAW); |
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212 | glVertexAttribPointer(attr_col, 4, GL_FLOAT, GL_FALSE, 0, 0); |
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213 | #else |
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214 | glEnableClientState(GL_VERTEX_ARRAY); |
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215 | glEnableClientState(GL_COLOR_ARRAY); |
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216 | |
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217 | glVertexPointer(3, GL_FLOAT, 0, vertex); |
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218 | glColorPointer(4, GL_FLOAT, 0, color); |
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219 | #endif |
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220 | |
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221 | /* Draw arrays */ |
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222 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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223 | |
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224 | #if !defined __CELLOS_LV2__ |
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225 | # if defined HAVE_GL_2X && !defined __APPLE__ |
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226 | glBindVertexArray(0); |
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227 | # endif |
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228 | glDisableVertexAttribArray(attr_pos); |
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229 | glDisableVertexAttribArray(attr_col); |
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230 | #else |
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231 | glDisableClientState(GL_VERTEX_ARRAY); |
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232 | glDisableClientState(GL_COLOR_ARRAY); |
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233 | #endif |
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234 | } |
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235 | |
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236 | Gradient::~Gradient() |
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237 | { |
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238 | /* FIXME: destroy shader */ |
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239 | delete data; |
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240 | } |
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241 | |
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242 | } /* namespace lol */ |
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243 | |
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