1 | // |
---|
2 | // Lol Engine |
---|
3 | // |
---|
4 | // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net> |
---|
5 | // This program is free software; you can redistribute it and/or |
---|
6 | // modify it under the terms of the Do What The Fuck You Want To |
---|
7 | // Public License, Version 2, as published by Sam Hocevar. See |
---|
8 | // http://sam.zoy.org/projects/COPYING.WTFPL for more details. |
---|
9 | // |
---|
10 | |
---|
11 | #if defined HAVE_CONFIG_H |
---|
12 | # include "config.h" |
---|
13 | #endif |
---|
14 | |
---|
15 | #include <cstdlib> |
---|
16 | #include <cmath> |
---|
17 | |
---|
18 | #ifdef WIN32 |
---|
19 | # define WIN32_LEAN_AND_MEAN |
---|
20 | # include <windows.h> |
---|
21 | #endif |
---|
22 | |
---|
23 | #include "core.h" |
---|
24 | #include "lolgl.h" |
---|
25 | |
---|
26 | namespace lol |
---|
27 | { |
---|
28 | |
---|
29 | struct Tile |
---|
30 | { |
---|
31 | TileSet *tileset; |
---|
32 | uint32_t prio; |
---|
33 | vec3 pos; |
---|
34 | int id, o; |
---|
35 | }; |
---|
36 | |
---|
37 | static Shader *stdshader = NULL; |
---|
38 | |
---|
39 | /* |
---|
40 | * Scene implementation class |
---|
41 | */ |
---|
42 | |
---|
43 | class SceneData |
---|
44 | { |
---|
45 | friend class Scene; |
---|
46 | |
---|
47 | private: |
---|
48 | static int Compare(void const *p1, void const *p2) |
---|
49 | { |
---|
50 | Tile const *t1 = (Tile const *)p1; |
---|
51 | Tile const *t2 = (Tile const *)p2; |
---|
52 | |
---|
53 | return t2->prio - t1->prio; |
---|
54 | } |
---|
55 | |
---|
56 | mat4 model_matrix; |
---|
57 | |
---|
58 | Tile *tiles; |
---|
59 | int ntiles; |
---|
60 | float angle; |
---|
61 | |
---|
62 | #if defined HAVE_GL_2X && !defined __APPLE__ |
---|
63 | GLuint vao; |
---|
64 | #endif |
---|
65 | GLuint *bufs; |
---|
66 | int nbufs; |
---|
67 | |
---|
68 | static Scene *scene; |
---|
69 | }; |
---|
70 | |
---|
71 | Scene *SceneData::scene = NULL; |
---|
72 | |
---|
73 | /* |
---|
74 | * Public Scene class |
---|
75 | */ |
---|
76 | |
---|
77 | Scene::Scene(float angle) |
---|
78 | : data(new SceneData()) |
---|
79 | { |
---|
80 | data->tiles = 0; |
---|
81 | data->ntiles = 0; |
---|
82 | data->angle = angle; |
---|
83 | |
---|
84 | data->bufs = 0; |
---|
85 | data->nbufs = 0; |
---|
86 | |
---|
87 | #if defined HAVE_GL_2X && !defined __APPLE__ |
---|
88 | glGenVertexArrays(1, &data->vao); |
---|
89 | #endif |
---|
90 | } |
---|
91 | |
---|
92 | Scene::~Scene() |
---|
93 | { |
---|
94 | /* FIXME: this must be done while the GL context is still active. |
---|
95 | * Change the code architecture to make sure of that. */ |
---|
96 | /* XXX: The test is necessary because of a crash with PSGL. */ |
---|
97 | if (data->nbufs > 0) |
---|
98 | glDeleteBuffers(data->nbufs, data->bufs); |
---|
99 | #if defined HAVE_GL_2X && !defined __APPLE__ |
---|
100 | glDeleteVertexArrays(1, &data->vao); |
---|
101 | #endif |
---|
102 | free(data->bufs); |
---|
103 | delete data; |
---|
104 | } |
---|
105 | |
---|
106 | Scene *Scene::GetDefault() |
---|
107 | { |
---|
108 | if (!SceneData::scene) |
---|
109 | SceneData::scene = new Scene(0.0f); |
---|
110 | return SceneData::scene; |
---|
111 | } |
---|
112 | |
---|
113 | void Scene::Reset() |
---|
114 | { |
---|
115 | if (SceneData::scene) |
---|
116 | delete SceneData::scene; |
---|
117 | SceneData::scene = NULL; |
---|
118 | } |
---|
119 | |
---|
120 | void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o) |
---|
121 | { |
---|
122 | if ((data->ntiles % 1024) == 0) |
---|
123 | data->tiles = (Tile *)realloc(data->tiles, |
---|
124 | (data->ntiles + 1024) * sizeof(Tile)); |
---|
125 | /* FIXME: this sorting only works for a 45-degree camera */ |
---|
126 | data->tiles[data->ntiles].prio = -pos.y - 2 * 32 * pos.z + (o ? 0 : 32); |
---|
127 | data->tiles[data->ntiles].tileset = tileset; |
---|
128 | data->tiles[data->ntiles].id = id; |
---|
129 | data->tiles[data->ntiles].pos = pos; |
---|
130 | data->tiles[data->ntiles].o = o; |
---|
131 | data->ntiles++; |
---|
132 | } |
---|
133 | |
---|
134 | void Scene::Render() // XXX: rename to Blit() |
---|
135 | { |
---|
136 | if (!stdshader) |
---|
137 | { |
---|
138 | #if !defined __CELLOS_LV2__ |
---|
139 | stdshader = Shader::Create( |
---|
140 | "#version 130\n" |
---|
141 | "\n" |
---|
142 | #if defined HAVE_GLES_2X |
---|
143 | "attribute vec3 in_Position;\n" |
---|
144 | "attribute vec2 in_TexCoord;\n" |
---|
145 | "varying vec2 pass_TexCoord;\n" |
---|
146 | #else |
---|
147 | "in vec3 in_Position;\n" |
---|
148 | "in vec2 in_TexCoord;\n" |
---|
149 | #endif |
---|
150 | "uniform mat4 proj_matrix;\n" |
---|
151 | "uniform mat4 view_matrix;\n" |
---|
152 | "uniform mat4 model_matrix;\n" |
---|
153 | "\n" |
---|
154 | "void main()\n" |
---|
155 | "{\n" |
---|
156 | " gl_Position = proj_matrix * view_matrix * model_matrix" |
---|
157 | " * vec4(in_Position, 1.0);\n" |
---|
158 | #if defined HAVE_GLES_2X |
---|
159 | " pass_TexCoord = in_TexCoord;\n" |
---|
160 | #else |
---|
161 | " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" |
---|
162 | #endif |
---|
163 | "}\n", |
---|
164 | |
---|
165 | "#version 130\n" |
---|
166 | "\n" |
---|
167 | "uniform sampler2D in_Texture;\n" |
---|
168 | #if defined HAVE_GLES_2X |
---|
169 | "varying vec2 pass_TexCoord;\n" |
---|
170 | #endif |
---|
171 | "\n" |
---|
172 | "void main()\n" |
---|
173 | "{\n" |
---|
174 | #if defined HAVE_GLES_2X |
---|
175 | " vec4 col = texture2D(in_Texture, pass_TexCoord);\n" |
---|
176 | //" vec4 col = vec4(0.5, 1.0, 0.0, 0.5);\n" |
---|
177 | //" vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n" |
---|
178 | #else |
---|
179 | " vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" |
---|
180 | #endif |
---|
181 | #if 0 |
---|
182 | " float mul = 2.0;\n" |
---|
183 | #if 1 |
---|
184 | " vec2 d1 = mod(vec2(gl_FragCoord), vec2(2.0, 2.0));\n" |
---|
185 | " float t1 = mod(3.0 * d1.x + 2.0 * d1.y, 4.0);\n" |
---|
186 | " float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0);\n" |
---|
187 | " float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0);\n" |
---|
188 | " float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0);\n" |
---|
189 | " float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0);\n" |
---|
190 | " float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0);\n" |
---|
191 | " float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0);\n" |
---|
192 | " t1 = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0;\n" |
---|
193 | " t2 = t1;\n" |
---|
194 | " t3 = t1;\n" |
---|
195 | #else |
---|
196 | " float rand = sin(gl_FragCoord.x * 1.23456) * 123.456\n" |
---|
197 | " + cos(gl_FragCoord.y * 2.34567) * 789.012;\n" |
---|
198 | " float t1 = mod(sin(rand) * 17.13043, 1.0);\n" |
---|
199 | " float t2 = mod(sin(rand) * 27.13043, 1.0);\n" |
---|
200 | " float t3 = mod(sin(rand) * 37.13043, 1.0);\n" |
---|
201 | #endif |
---|
202 | " float fracx = fract(col.x * mul);\n" |
---|
203 | " float fracy = fract(col.y * mul);\n" |
---|
204 | " float fracz = fract(col.z * mul);\n" |
---|
205 | " fracx = fracx > t1 ? 1.0 : 0.0;\n" |
---|
206 | " fracy = fracy > t2 ? 1.0 : 0.0;\n" |
---|
207 | " fracz = fracz > t3 ? 1.0 : 0.0;\n" |
---|
208 | " col.x = (floor(col.x * mul) + fracx) / mul;\n" |
---|
209 | " col.y = (floor(col.y * mul) + fracy) / mul;\n" |
---|
210 | " col.z = (floor(col.z * mul) + fracz) / mul;\n" |
---|
211 | #endif |
---|
212 | " gl_FragColor = col;\n" |
---|
213 | "}\n"); |
---|
214 | #else |
---|
215 | stdshader = Shader::Create( |
---|
216 | "void main(float4 in_Position : POSITION," |
---|
217 | " float2 in_TexCoord : TEXCOORD0," |
---|
218 | " uniform float4x4 proj_matrix," |
---|
219 | " uniform float4x4 view_matrix," |
---|
220 | " uniform float4x4 model_matrix," |
---|
221 | " out float2 out_TexCoord : TEXCOORD0," |
---|
222 | " out float4 out_Position : POSITION)" |
---|
223 | "{" |
---|
224 | " out_Position = mul(proj_matrix, mul(view_matrix, mul(model_matrix, in_Position)));" |
---|
225 | " out_TexCoord = in_TexCoord;" |
---|
226 | "}", |
---|
227 | |
---|
228 | "void main(float2 in_TexCoord : TEXCOORD0," |
---|
229 | " float4 in_FragCoord : WPOS," |
---|
230 | " uniform sampler2D tex," |
---|
231 | " out float4 out_FragColor : COLOR)" |
---|
232 | "{" |
---|
233 | " float4 col = tex2D(tex, in_TexCoord);" |
---|
234 | #if 0 |
---|
235 | " float mul = 2.0;\n" |
---|
236 | " float t1, t2, t3;\n" |
---|
237 | #if 1 |
---|
238 | " float dx1 = frac(in_FragCoord.x * 0.5) * 2.0;\n" |
---|
239 | " float dy1 = frac(in_FragCoord.y * 0.5) * 2.0;\n" |
---|
240 | " t1 = frac((3.0 * dx1 + 2.0 * dy1) / 4.0) * 4.0;\n" |
---|
241 | " float dx2 = frac(floor(in_FragCoord.x * 0.5) * 0.5) * 2.0;\n" |
---|
242 | " float dy2 = frac(floor(in_FragCoord.y * 0.5) * 0.5) * 2.0;\n" |
---|
243 | " t2 = frac((3.0 * dx2 + 2.0 * dy2) / 4.0) * 4.0;\n" |
---|
244 | " float dx3 = frac(floor(in_FragCoord.x * 0.25) * 0.5) * 2.0;\n" |
---|
245 | " float dy3 = frac(floor(in_FragCoord.y * 0.25) * 0.5) * 2.0;\n" |
---|
246 | " t3 = frac((3.0 * dx3 + 2.0 * dy3) / 4.0) * 4.0;\n" |
---|
247 | " t1 = (1.0 + 4.0 * t1 + t2) / 17.0;\n" |
---|
248 | " t2 = t1;\n" |
---|
249 | " t3 = t1;\n" |
---|
250 | #else |
---|
251 | " float rand = sin(in_FragCoord.x * 1.23456) * 123.456\n" |
---|
252 | " + cos(in_FragCoord.y * 2.34567) * 789.012;\n" |
---|
253 | " t1 = frac(sin(rand) * 17.13043);\n" |
---|
254 | " t2 = frac(sin(rand) * 27.13043);\n" |
---|
255 | " t3 = frac(sin(rand) * 37.13043);\n" |
---|
256 | #endif |
---|
257 | " float fracx = frac(col.x * mul);\n" |
---|
258 | " float fracy = frac(col.y * mul);\n" |
---|
259 | " float fracz = frac(col.z * mul);\n" |
---|
260 | " fracx = fracx > t1 ? 1.0 : 0.0;\n" |
---|
261 | " fracy = fracy > t2 ? 1.0 : 0.0;\n" |
---|
262 | " fracz = fracz > t3 ? 1.0 : 0.0;\n" |
---|
263 | " col.x = (floor(col.x * mul) + fracx) / mul;\n" |
---|
264 | " col.y = (floor(col.y * mul) + fracy) / mul;\n" |
---|
265 | " col.z = (floor(col.z * mul) + fracz) / mul;\n" |
---|
266 | #endif |
---|
267 | " out_FragColor = col;" |
---|
268 | "}"); |
---|
269 | #endif |
---|
270 | } |
---|
271 | |
---|
272 | #if 0 |
---|
273 | // Randomise, then sort. |
---|
274 | for (int i = 0; i < data->ntiles; i++) |
---|
275 | { |
---|
276 | Tile tmp = data->tiles[i]; |
---|
277 | int j = rand() % data->ntiles; |
---|
278 | data->tiles[i] = data->tiles[j]; |
---|
279 | data->tiles[j] = tmp; |
---|
280 | } |
---|
281 | #endif |
---|
282 | qsort(data->tiles, data->ntiles, sizeof(Tile), SceneData::Compare); |
---|
283 | |
---|
284 | // XXX: debug stuff |
---|
285 | data->model_matrix = mat4::translate(320.0f, 240.0f, 0.0f); |
---|
286 | data->model_matrix *= mat4::rotate(-data->angle, 1.0f, 0.0f, 0.0f); |
---|
287 | #if 0 |
---|
288 | static float f = 0.0f; |
---|
289 | f += 0.01f; |
---|
290 | data->model_matrix *= mat4::rotate(0.1f * sinf(f), 1.0f, 0.0f, 0.0f); |
---|
291 | data->model_matrix *= mat4::rotate(0.3f * cosf(f), 0.0f, 0.0f, 1.0f); |
---|
292 | #endif |
---|
293 | data->model_matrix *= mat4::translate(-320.0f, -240.0f, 0.0f); |
---|
294 | // XXX: end of debug stuff |
---|
295 | |
---|
296 | GLuint uni_mat, uni_tex, attr_pos, attr_tex; |
---|
297 | #if !defined __CELLOS_LV2__ |
---|
298 | attr_pos = stdshader->GetAttribLocation("in_Position"); |
---|
299 | attr_tex = stdshader->GetAttribLocation("in_TexCoord"); |
---|
300 | #endif |
---|
301 | |
---|
302 | stdshader->Bind(); |
---|
303 | |
---|
304 | uni_mat = stdshader->GetUniformLocation("proj_matrix"); |
---|
305 | stdshader->SetUniform(uni_mat, Video::GetProjMatrix()); |
---|
306 | uni_mat = stdshader->GetUniformLocation("view_matrix"); |
---|
307 | stdshader->SetUniform(uni_mat, Video::GetViewMatrix()); |
---|
308 | uni_mat = stdshader->GetUniformLocation("model_matrix"); |
---|
309 | stdshader->SetUniform(uni_mat, data->model_matrix); |
---|
310 | |
---|
311 | #if !defined __CELLOS_LV2__ |
---|
312 | uni_tex = stdshader->GetUniformLocation("in_Texture"); |
---|
313 | glUniform1i(uni_tex, 0); |
---|
314 | #else |
---|
315 | // WTF? this doesn't exist |
---|
316 | //uni_tex = stdshader->GetUniformLocation("in_Texture"); |
---|
317 | //cgGLSetParameter1i((CGparameter)(intptr_t)uni_tex, 0); |
---|
318 | #endif |
---|
319 | |
---|
320 | glEnable(GL_TEXTURE_2D); |
---|
321 | glEnable(GL_DEPTH_TEST); |
---|
322 | glDepthFunc(GL_LEQUAL); |
---|
323 | #if defined HAVE_GL_2X && !defined __APPLE__ |
---|
324 | glEnable(GL_ALPHA_TEST); |
---|
325 | glAlphaFunc(GL_GEQUAL, 0.01f); |
---|
326 | #endif |
---|
327 | glEnable(GL_BLEND); |
---|
328 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
---|
329 | |
---|
330 | for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2) |
---|
331 | { |
---|
332 | /* Generate new vertex / texture coord buffers if necessary */ |
---|
333 | if (buf + 2 > data->nbufs) |
---|
334 | { |
---|
335 | data->bufs = (GLuint *)realloc(data->bufs, (buf + 2) * sizeof(GLuint)); |
---|
336 | glGenBuffers(buf + 2 - data->nbufs, data->bufs + data->nbufs); |
---|
337 | data->nbufs = buf + 2; |
---|
338 | } |
---|
339 | |
---|
340 | /* Count how many quads will be needed */ |
---|
341 | for (n = i + 1; n < data->ntiles; n++) |
---|
342 | if (data->tiles[i].tileset != data->tiles[n].tileset) |
---|
343 | break; |
---|
344 | |
---|
345 | /* Create a vertex array object */ |
---|
346 | float *vertex = (float *)malloc(6 * 3 * (n - i) * sizeof(float)); |
---|
347 | float *texture = (float *)malloc(6 * 2 * (n - i) * sizeof(float)); |
---|
348 | |
---|
349 | for (int j = i; j < n; j++) |
---|
350 | { |
---|
351 | data->tiles[i].tileset->BlitTile(data->tiles[j].id, |
---|
352 | data->tiles[j].pos, data->tiles[j].o, |
---|
353 | vertex + 18 * (j - i), texture + 12 * (j - i)); |
---|
354 | } |
---|
355 | |
---|
356 | stdshader->Bind(); |
---|
357 | |
---|
358 | /* Bind texture */ |
---|
359 | data->tiles[i].tileset->Bind(); |
---|
360 | |
---|
361 | /* Bind vertex, color and texture coordinate buffers */ |
---|
362 | #if defined HAVE_GL_2X && !defined __APPLE__ |
---|
363 | glBindVertexArray(data->vao); |
---|
364 | #endif |
---|
365 | #if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc. |
---|
366 | glEnableVertexAttribArray(attr_pos); |
---|
367 | glEnableVertexAttribArray(attr_tex); |
---|
368 | |
---|
369 | glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]); |
---|
370 | glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat), |
---|
371 | vertex, GL_STATIC_DRAW); |
---|
372 | glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0); |
---|
373 | |
---|
374 | glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]); |
---|
375 | glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat), |
---|
376 | texture, GL_STATIC_DRAW); |
---|
377 | glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0); |
---|
378 | #else |
---|
379 | glEnableClientState(GL_VERTEX_ARRAY); |
---|
380 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
381 | |
---|
382 | glVertexPointer(3, GL_FLOAT, 0, vertex); |
---|
383 | glTexCoordPointer(2, GL_FLOAT, 0, texture); |
---|
384 | #endif |
---|
385 | |
---|
386 | /* Draw arrays */ |
---|
387 | glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6); |
---|
388 | |
---|
389 | #if defined HAVE_GL_2X && !defined __APPLE__ |
---|
390 | glBindVertexArray(0); |
---|
391 | #endif |
---|
392 | #if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc. |
---|
393 | glDisableVertexAttribArray(attr_pos); |
---|
394 | glDisableVertexAttribArray(attr_tex); |
---|
395 | #else |
---|
396 | glDisableClientState(GL_VERTEX_ARRAY); |
---|
397 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
---|
398 | #endif |
---|
399 | |
---|
400 | free(vertex); |
---|
401 | free(texture); |
---|
402 | } |
---|
403 | |
---|
404 | free(data->tiles); |
---|
405 | data->tiles = 0; |
---|
406 | data->ntiles = 0; |
---|
407 | } |
---|
408 | |
---|
409 | } /* namespace lol */ |
---|
410 | |
---|