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 | #ifdef WIN32 |
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18 | # define WIN32_LEAN_AND_MEAN |
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19 | # include <windows.h> |
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20 | #endif |
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21 | |
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22 | #include "core.h" |
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23 | #include "lolgl.h" |
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24 | |
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25 | using namespace std; |
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26 | |
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27 | namespace lol |
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28 | { |
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29 | |
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30 | #if defined ANDROID_NDK |
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31 | vec2i saved_viewport; |
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32 | #endif |
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33 | |
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34 | Shader *stdshader; |
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35 | mat4 proj_matrix, view_matrix, model_matrix; |
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36 | |
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37 | #define OLD |
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38 | |
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39 | static char const *vertexshader = |
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40 | #if !defined OLD |
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41 | "#version 130\n" |
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42 | #endif |
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43 | "\n" |
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44 | #if defined HAVE_GLES_2X |
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45 | "attribute vec3 in_Position;\n" |
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46 | "attribute vec2 in_TexCoord;\n" |
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47 | "varying vec2 pass_TexCoord;\n" |
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48 | #elif !defined OLD |
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49 | "in vec3 in_Position;\n" |
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50 | "in vec2 in_TexCoord;\n" |
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51 | #endif |
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52 | //"in vec3 in_Color;\n" |
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53 | //"out vec3 pass_Color;\n" |
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54 | "uniform mat4 proj_matrix;\n" |
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55 | "uniform mat4 view_matrix;\n" |
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56 | "uniform mat4 model_matrix;\n" |
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57 | "\n" |
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58 | "void main()\n" |
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59 | "{\n" |
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60 | #if defined OLD |
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61 | " vec3 in_Position = gl_Vertex.xyz;\n" |
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62 | " vec2 in_TexCoord = gl_MultiTexCoord0.xy;\n" |
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63 | #endif |
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64 | " gl_Position = proj_matrix * view_matrix * model_matrix" |
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65 | " * vec4(in_Position, 1.0);\n" |
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66 | //" pass_Color = in_Color;\n" |
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67 | #if defined HAVE_GLES_2X |
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68 | " pass_TexCoord = in_TexCoord;\n" |
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69 | #else |
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70 | " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" |
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71 | #endif |
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72 | "}\n"; |
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73 | |
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74 | static char const *fragmentshader = |
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75 | #if !defined OLD |
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76 | "#version 130\n" |
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77 | #endif |
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78 | "\n" |
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79 | "uniform sampler2D in_Texture;\n" |
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80 | //"in vec3 pass_Color;\n" |
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81 | //"out vec4 out_Color;\n" |
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82 | #if defined HAVE_GLES_2X |
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83 | "varying vec2 pass_TexCoord;\n" |
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84 | #endif |
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85 | "\n" |
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86 | "void main()\n" |
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87 | "{\n" |
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88 | #if defined HAVE_GLES_2X |
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89 | " vec4 col = texture2D(in_Texture, pass_TexCoord);\n" |
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90 | //" vec4 col = vec4(0.5, 1.0, 0.0, 0.5);\n" |
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91 | //" vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n" |
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92 | #else |
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93 | " vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" |
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94 | #endif |
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95 | #if 0 |
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96 | " float mul = 2.0;\n" |
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97 | #if 0 |
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98 | " vec2 d1 = mod(vec2(gl_FragCoord), vec2(2.0, 2.0));\n" |
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99 | " float t1 = mod(3.0 * d1.x + 2.0 * d1.y, 4.0);\n" |
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100 | " float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0);\n" |
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101 | " float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0);\n" |
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102 | " float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0);\n" |
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103 | " float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0);\n" |
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104 | " float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0);\n" |
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105 | " float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0);\n" |
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106 | " float t1 = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0;\n" |
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107 | " float t2 = t1;\n" |
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108 | " float t3 = t1;\n" |
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109 | #else |
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110 | " float rand = sin(gl_FragCoord.x * 1.23456) * 123.456\n" |
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111 | " + cos(gl_FragCoord.y * 2.34567) * 789.012;\n" |
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112 | " float t1 = mod(sin(rand) * 17.13043, 1.0);\n" |
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113 | " float t2 = mod(sin(rand) * 27.13043, 1.0);\n" |
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114 | " float t3 = mod(sin(rand) * 37.13043, 1.0);\n" |
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115 | #endif |
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116 | " float fracx = fract(col.x * mul);\n" |
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117 | " float fracy = fract(col.y * mul);\n" |
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118 | " float fracz = fract(col.z * mul);\n" |
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119 | " fracx = fracx > t1 ? 1.0 : 0.0;\n" |
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120 | " fracy = fracy > t2 ? 1.0 : 0.0;\n" |
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121 | " fracz = fracz > t3 ? 1.0 : 0.0;\n" |
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122 | " col.x = (floor(col.x * mul) + fracx) / mul;\n" |
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123 | " col.y = (floor(col.y * mul) + fracy) / mul;\n" |
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124 | " col.z = (floor(col.z * mul) + fracz) / mul;\n" |
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125 | #endif |
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126 | " gl_FragColor = col;\n" |
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127 | "}\n"; |
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128 | |
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129 | /* |
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130 | * Public Video class |
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131 | */ |
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132 | |
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133 | void Video::Setup(vec2i size) |
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134 | { |
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135 | /* Initialise OpenGL */ |
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136 | glViewport(0, 0, size.x, size.y); |
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137 | |
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138 | #if defined ANDROID_NDK |
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139 | saved_viewport = vec2i(size.x, size.y); |
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140 | #endif |
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141 | |
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142 | glClearColor(0.1f, 0.2f, 0.3f, 0.0f); |
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143 | glClearDepthf(1.0); |
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144 | |
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145 | #if defined HAVE_GL_2X |
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146 | glShadeModel(GL_SMOOTH); |
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147 | glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); |
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148 | #endif |
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149 | |
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150 | stdshader = Shader::Create(vertexshader, fragmentshader); |
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151 | } |
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152 | |
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153 | void Video::SetFov(float theta) |
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154 | { |
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155 | #undef near /* Fuck Microsoft */ |
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156 | #undef far /* Fuck Microsoft again */ |
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157 | mat4 proj; |
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158 | |
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159 | vec2 size = GetSize(); |
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160 | float near = -size.x - size.y; |
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161 | float far = size.x + size.y; |
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162 | |
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163 | #if defined ANDROID_NDK |
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164 | size = vec(640.0f, 480.0f); |
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165 | #endif |
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166 | |
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167 | /* Set the projection matrix */ |
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168 | if (theta < 1e-4f) |
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169 | { |
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170 | /* The easy way: purely orthogonal projection. */ |
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171 | proj_matrix = mat4::ortho(0, size.x, 0, size.y, near, far); |
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172 | } |
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173 | else |
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174 | { |
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175 | /* Compute a view that approximates the glOrtho view when theta |
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176 | * approaches zero. This view ensures that the z=0 plane fills |
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177 | * the screen. */ |
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178 | float t1 = tanf(theta / 2); |
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179 | float t2 = t1 * size.y / size.y; |
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180 | float dist = size.x / (2.0f * t1); |
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181 | |
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182 | near += dist; |
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183 | far += dist; |
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184 | |
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185 | if (near <= 0.0f) |
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186 | { |
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187 | far -= (near - 1.0f); |
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188 | near = 1.0f; |
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189 | } |
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190 | |
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191 | proj_matrix = mat4::frustum(-near * t1, near * t1, |
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192 | -near * t2, near * t2, near, far) |
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193 | * mat4::translate(-0.5f * size.x, -0.5f * size.y, -dist); |
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194 | } |
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195 | |
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196 | view_matrix = mat4(1.0f); |
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197 | |
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198 | stdshader->Bind(); /* Required on GLES 2.x? */ |
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199 | #if !defined __CELLOS_LV2__ // Use cgGetNamedParameter etc. |
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200 | GLuint uni; |
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201 | uni = stdshader->GetUniformLocation("proj_matrix"); |
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202 | glUniformMatrix4fv(uni, 1, GL_FALSE, &proj_matrix[0][0]); |
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203 | uni = stdshader->GetUniformLocation("view_matrix"); |
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204 | glUniformMatrix4fv(uni, 1, GL_FALSE, &view_matrix[0][0]); |
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205 | #endif |
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206 | } |
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207 | |
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208 | void Video::SetDepth(bool set) |
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209 | { |
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210 | if (set) |
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211 | glEnable(GL_DEPTH_TEST); |
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212 | else |
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213 | glDisable(GL_DEPTH_TEST); |
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214 | } |
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215 | |
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216 | void Video::Clear() |
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217 | { |
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218 | vec2i size = GetSize(); |
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219 | glViewport(0, 0, size.x, size.y); |
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220 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); |
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221 | |
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222 | SetFov(0.0f); |
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223 | } |
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224 | |
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225 | void Video::Destroy() |
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226 | { |
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227 | Shader::Destroy(stdshader); |
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228 | } |
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229 | |
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230 | void Video::Capture(uint32_t *buffer) |
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231 | { |
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232 | GLint v[4]; |
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233 | #if defined __CELLOS_LV2__ |
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234 | // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions |
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235 | v[2] = 1920; |
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236 | v[3] = 1080; |
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237 | #else |
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238 | glGetIntegerv(GL_VIEWPORT, v); |
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239 | #endif |
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240 | int width = v[2], height = v[3]; |
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241 | |
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242 | #if defined HAVE_GL_2X |
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243 | glPixelStorei(GL_PACK_ROW_LENGTH, 0); |
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244 | #endif |
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245 | glPixelStorei(GL_PACK_ALIGNMENT, 1); |
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246 | |
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247 | #if defined GL_BGRA |
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248 | glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, buffer); |
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249 | #else |
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250 | glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); |
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251 | #endif |
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252 | |
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253 | for (int j = 0; j < height / 2; j++) |
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254 | for (int i = 0; i < width; i++) |
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255 | { |
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256 | uint32_t tmp = buffer[j * width + i]; |
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257 | buffer[j * width + i] = buffer[(height - j - 1) * width + i]; |
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258 | buffer[(height - j - 1) * width + i] = tmp; |
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259 | } |
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260 | } |
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261 | |
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262 | vec2i Video::GetSize() |
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263 | { |
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264 | #if defined ANDROID_NDK |
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265 | return saved_viewport; |
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266 | #elif defined __CELLOS_LV2__ |
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267 | // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions |
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268 | return vec2i(1920, 1080); |
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269 | #else |
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270 | GLint v[4]; |
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271 | glGetIntegerv(GL_VIEWPORT, v); |
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272 | return vec2i(v[2], v[3]); |
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273 | #endif |
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274 | } |
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275 | |
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276 | } /* namespace lol */ |
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277 | |
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