source: trunk/src/video.cpp @ 742

Last change on this file since 742 was 742, checked in by sam, 9 years ago

video: make the dithering shader work with GLES2.

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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 <cmath>
16
17#ifdef WIN32
18#   define WIN32_LEAN_AND_MEAN
19#   include <windows.h>
20#endif
21
22#include "core.h"
23#include "lolgl.h"
24
25namespace lol
26{
27
28#if defined ANDROID_NDK
29vec2i saved_viewport;
30#endif
31
32#if defined HAVE_GL_2X || defined HAVE_GLES_2X
33Shader *stdshader;
34#endif
35mat4 proj_matrix, view_matrix, model_matrix;
36
37#if defined HAVE_GL_2X || defined HAVE_GLES_2X
38static char const *vertexshader =
39#if !defined HAVE_GLES_2X
40    "#version 130\n"
41#endif
42    "\n"
43#if defined HAVE_GLES_2X
44    "attribute vec3 in_Position;\n"
45    "attribute vec2 in_TexCoord;\n"
46    "varying vec2 pass_TexCoord;\n"
47#else
48    "in vec3 in_Position;\n"
49    "in vec2 in_TexCoord;\n"
50#endif
51    //"in vec3 in_Color;\n"
52    //"out vec3 pass_Color;\n"
53    "uniform mat4 proj_matrix;\n"
54    "uniform mat4 view_matrix;\n"
55    "uniform mat4 model_matrix;\n"
56    "\n"
57    "void main()\n"
58    "{\n"
59    "    gl_Position = proj_matrix * view_matrix * model_matrix"
60    "                * vec4(in_Position, 1.0);\n"
61    //"    pass_Color = in_Color;\n"
62#if defined HAVE_GLES_2X
63    "    pass_TexCoord = in_TexCoord;\n"
64#else
65    "    gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n"
66#endif
67    "}\n";
68
69static char const *fragmentshader =
70#if !defined HAVE_GLES_2X
71    "#version 130\n"
72#endif
73    "\n"
74    "uniform sampler2D in_Texture;\n"
75    //"in vec3 pass_Color;\n"
76    //"out vec4 out_Color;\n"
77#if defined HAVE_GLES_2X
78    "varying vec2 pass_TexCoord;\n"
79#endif
80    "\n"
81    "void main()\n"
82    "{\n"
83#if defined HAVE_GLES_2X
84    "    vec4 col = texture2D(in_Texture, pass_TexCoord);\n"
85    //"    vec4 col = vec4(0.5, 1.0, 0.0, 0.5);\n"
86    //"    vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n"
87#else
88    "    vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n"
89#endif
90#if 1
91    "    float mul = 2.0;\n"
92    "    float dx1 = mod(gl_FragCoord.x, 2.0);\n"
93    "    float dy1 = mod(gl_FragCoord.y, 2.0);\n"
94    "    float t1 = mod(3.0 * dx1 + 2.0 * dy1, 4.0);\n"
95    "    float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0);\n"
96    "    float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0);\n"
97    "    float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0);\n"
98    "    float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0);\n"
99    "    float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0);\n"
100    "    float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0);\n"
101    "    float t = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0;\n"
102    "    float fracx = fract(col.x * mul);\n"
103    "    float fracy = fract(col.y * mul);\n"
104    "    float fracz = fract(col.z * mul);\n"
105    "    fracx = fracx > t ? 1.0 : 0.0;\n"
106    "    fracy = fracy > t ? 1.0 : 0.0;\n"
107    "    fracz = fracz > t ? 1.0 : 0.0;\n"
108    "    col.x = (floor(col.x * mul) + fracx) / mul;\n"
109    "    col.y = (floor(col.y * mul) + fracy) / mul;\n"
110    "    col.z = (floor(col.z * mul) + fracz) / mul;\n"
111#endif
112    "    gl_FragColor = col;\n"
113    "}\n";
114#endif
115
116/*
117 * Public Video class
118 */
119
120void Video::Setup(int width, int height)
121{
122    /* Initialise OpenGL */
123    glViewport(0, 0, width, height);
124
125#if defined ANDROID_NDK
126    saved_viewport = vec2i(width, height);
127#endif
128
129    glClearColor(0.1f, 0.2f, 0.3f, 0.0f);
130    glClearDepthf(1.0);
131
132#if defined HAVE_GL_2X || defined HAVE_GLES_1X
133    glShadeModel(GL_SMOOTH);
134#endif
135#if defined HAVE_GL_2X || defined HAVE_GLES_1X
136    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
137#endif
138
139#if defined HAVE_GL_2X || defined HAVE_GLES_2X
140    stdshader = Shader::Create(vertexshader, fragmentshader);
141#endif
142}
143
144void Video::SetFov(float theta)
145{
146#undef near /* Fuck Microsoft */
147#undef far /* Fuck Microsoft again */
148    mat4 proj;
149
150    float width = GetWidth();
151    float height = GetHeight();
152    float near = -width - height;
153    float far = width + height;
154
155#if defined ANDROID_NDK
156    width = 640.0f;
157    height = 480.0f;
158#endif
159
160    /* Set the projection matrix */
161    if (theta < 1e-4f)
162    {
163        /* The easy way: purely orthogonal projection. */
164        proj_matrix = mat4::ortho(0, width, 0, height, near, far);
165    }
166    else
167    {
168        /* Compute a view that approximates the glOrtho view when theta
169         * approaches zero. This view ensures that the z=0 plane fills
170         * the screen. */
171        float t1 = tanf(theta / 2);
172        float t2 = t1 * height / width;
173        float dist = (float)width / (2.0f * t1);
174
175        near += dist;
176        far += dist;
177
178        if (near <= 0.0f)
179        {
180            far -= (near - 1.0f);
181            near = 1.0f;
182        }
183
184        proj_matrix = mat4::frustum(-near * t1, near * t1,
185                                    -near * t2, near * t2, near, far)
186                    * mat4::translate(-0.5f * width, -0.5f * height, -dist);
187    }
188
189    view_matrix = mat4(1.0f);
190
191#if defined HAVE_GL_2X || defined HAVE_GLES_2X
192    stdshader->Bind(); /* Required on GLES 2.x? */
193    GLuint uni;
194    uni = stdshader->GetUniformLocation("proj_matrix");
195    glUniformMatrix4fv(uni, 1, GL_FALSE, &proj_matrix[0][0]);
196    uni = stdshader->GetUniformLocation("view_matrix");
197    glUniformMatrix4fv(uni, 1, GL_FALSE, &view_matrix[0][0]);
198#else
199    glMatrixMode(GL_PROJECTION);
200    glLoadIdentity();
201    glMultMatrixf(&proj_matrix[0][0]);
202
203    /* Reset the model view matrix, just in case */
204    glMatrixMode(GL_MODELVIEW);
205    glLoadIdentity();
206    glMultMatrixf(&view_matrix[0][0]);
207#endif
208}
209
210void Video::SetDepth(bool set)
211{
212    if (set)
213        glEnable(GL_DEPTH_TEST);
214    else
215        glDisable(GL_DEPTH_TEST);
216}
217
218void Video::Clear()
219{
220    glViewport(0, 0, GetWidth(), GetHeight());
221    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
222
223    SetFov(0.0f);
224}
225
226void Video::Destroy()
227{
228#if defined HAVE_GL_2X || defined HAVE_GLES_2X
229    Shader::Destroy(stdshader);
230#endif
231}
232
233void Video::Capture(uint32_t *buffer)
234{
235    GLint v[4];
236    glGetIntegerv(GL_VIEWPORT, v);
237    int width = v[2], height = v[3];
238
239#if defined HAVE_GL_1X || defined HAVE_GL_2X
240    glPixelStorei(GL_PACK_ROW_LENGTH, 0);
241#endif
242    glPixelStorei(GL_PACK_ALIGNMENT, 1);
243
244#if defined GL_BGRA
245    glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
246#else
247    glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
248#endif
249
250    for (int j = 0; j < height / 2; j++)
251        for (int i = 0; i < width; i++)
252        {
253            uint32_t tmp = buffer[j * width + i];
254            buffer[j * width + i] = buffer[(height - j - 1) * width + i];
255            buffer[(height - j - 1) * width + i] = tmp;
256        }
257}
258
259int Video::GetWidth()
260{
261#if defined ANDROID_NDK
262    return saved_viewport.x;
263#else
264    GLint v[4];
265    glGetIntegerv(GL_VIEWPORT, v);
266    return v[2];
267#endif
268}
269
270int Video::GetHeight()
271{
272#if defined ANDROID_NDK
273    return saved_viewport.y;
274#else
275    GLint v[4];
276    glGetIntegerv(GL_VIEWPORT, v);
277    return v[3];
278#endif
279}
280
281} /* namespace lol */
282
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