source: trunk/src/video.cpp @ 780

Last change on this file since 780 was 780, checked in by sam, 9 years ago

android: compilation fixes for recent engine changes.

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