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 <cstdio> |
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16 | #include <cmath> |
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17 | |
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18 | #include "core.h" |
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19 | #include "lolgl.h" |
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20 | #include "loldebug.h" |
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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 | * DebugQuad implementation class |
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27 | */ |
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28 | |
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29 | class DebugQuadData |
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30 | { |
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31 | friend class DebugQuad; |
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32 | |
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33 | private: |
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34 | int initialised; |
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35 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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36 | GLuint buflist[3]; |
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37 | Shader *shader; |
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38 | #elif defined HAVE_GL_1X || defined HAVE_GLES_1X |
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39 | GLuint buflist[3]; |
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40 | #endif |
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41 | GLuint texlist[1]; |
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42 | uint8_t image[1][32 * 32 * 4]; |
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43 | }; |
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44 | |
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45 | /* |
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46 | * Public DebugQuad class |
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47 | */ |
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48 | |
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49 | DebugQuad::DebugQuad() |
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50 | : data(new DebugQuadData()) |
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51 | { |
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52 | data->initialised = 0; |
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53 | } |
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54 | |
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55 | void DebugQuad::TickGame(float deltams) |
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56 | { |
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57 | Entity::TickGame(deltams); |
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58 | } |
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59 | |
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60 | void DebugQuad::TickDraw(float deltams) |
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61 | { |
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62 | Entity::TickDraw(deltams); |
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63 | |
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64 | if (IsDestroying()) |
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65 | { |
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66 | if (data->initialised) |
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67 | { |
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68 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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69 | glDeleteBuffers(3, data->buflist); |
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70 | Shader::Destroy(data->shader); |
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71 | #elif defined HAVE_GL_1X || defined HAVE_GLES_1X |
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72 | glDeleteBuffers(3, data->buflist); |
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73 | #endif |
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74 | glDeleteTextures(1, data->texlist); |
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75 | data->initialised = 0; |
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76 | } |
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77 | } |
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78 | else if (!data->initialised) |
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79 | { |
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80 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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81 | glGenBuffers(3, data->buflist); |
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82 | |
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83 | static char const *vertexshader = |
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84 | "#version 130\n" |
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85 | "in vec2 in_Position;\n" |
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86 | "in vec4 in_Color;\n" |
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87 | "in vec2 in_TexCoord;\n" |
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88 | "out vec4 pass_Color;\n" |
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89 | "void main()\n" |
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90 | "{\n" |
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91 | " gl_Position = vec4(in_Position, 0.0f, 1.0f);\n" |
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92 | " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" |
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93 | " pass_Color = in_Color;\n" |
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94 | "}\n"; |
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95 | static char const *fragmentshader = |
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96 | "#version 130\n" |
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97 | "in vec4 pass_Color;\n" |
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98 | "uniform sampler2D in_Texture;\n" |
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99 | "void main()\n" |
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100 | "{\n" |
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101 | " vec4 col = pass_Color;\n" |
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102 | " vec4 tex = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" |
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103 | " gl_FragColor = col * tex;\n" |
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104 | "}\n"; |
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105 | data->shader = Shader::Create(vertexshader, fragmentshader); |
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106 | #elif defined HAVE_GL_1X || defined HAVE_GLES_1X |
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107 | glGenBuffers(3, data->buflist); |
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108 | #endif |
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109 | glGenTextures(1, data->texlist); |
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110 | |
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111 | glActiveTexture(GL_TEXTURE0); |
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112 | glBindTexture(GL_TEXTURE_2D, data->texlist[0]); |
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113 | for (int j = 0; j < 32; j++) |
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114 | for (int i = 0; i < 32; i++) |
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115 | { |
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116 | uint8_t wb = (((i / 2) ^ (j / 2)) & 1) * 0xff; |
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117 | data->image[0][(j * 32 + i) * 4 + 0] = wb; |
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118 | data->image[0][(j * 32 + i) * 4 + 1] = wb; |
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119 | data->image[0][(j * 32 + i) * 4 + 2] = wb; |
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120 | data->image[0][(j * 32 + i) * 4 + 3] = 255; |
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121 | } |
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122 | /* Use GL_RGBA instead of 4 for the internal format (Android) */ |
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123 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, |
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124 | GL_RGBA, GL_UNSIGNED_BYTE, data->image[0]); |
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125 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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126 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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127 | |
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128 | data->initialised = 1; |
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129 | } |
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130 | |
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131 | static GLfloat const verts[6][2] = |
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132 | { |
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133 | { -0.9f, 0.9f }, { 0.9f, 0.9f }, { -0.9f, -0.9f }, |
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134 | { -0.9f, -0.9f }, { 0.9f, 0.9f }, { 0.9f, -0.9f }, |
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135 | }; |
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136 | |
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137 | /* Using only 3 components breaks on Android for some reason. */ |
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138 | static GLfloat const cols[6][4] = |
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139 | { |
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140 | { 0.8f, 0.2f, 0.2f, 1.0f }, |
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141 | { 0.2f, 0.2f, 0.8f, 1.0f }, |
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142 | { 0.8f, 0.8f, 0.2f, 1.0f }, |
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143 | |
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144 | { 0.8f, 0.8f, 0.2f, 1.0f }, |
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145 | { 0.2f, 0.2f, 0.8f, 1.0f }, |
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146 | { 0.2f, 0.8f, 0.2f, 1.0f }, |
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147 | }; |
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148 | |
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149 | static GLfloat const tcs[6][2] = |
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150 | { |
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151 | { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f }, |
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152 | { 0.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, |
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153 | }; |
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154 | |
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155 | #if defined HAVE_GL_2X || defined HAVE_GLES_2X |
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156 | data->shader->Bind(); |
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157 | GLuint attr_pos, attr_col, attr_tex; |
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158 | attr_pos = data->shader->GetAttribLocation("in_Position"); |
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159 | attr_col = data->shader->GetAttribLocation("in_Color"); |
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160 | attr_tex = data->shader->GetAttribLocation("in_TexCoord"); |
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161 | |
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162 | glEnableVertexAttribArray(attr_pos); |
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163 | glEnableVertexAttribArray(attr_col); |
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164 | glEnableVertexAttribArray(attr_tex); |
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165 | |
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166 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); |
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167 | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); |
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168 | glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0); |
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169 | |
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170 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); |
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171 | glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); |
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172 | glVertexAttribPointer(attr_col, 4, GL_FLOAT, GL_FALSE, 0, 0); |
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173 | |
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174 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); |
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175 | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); |
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176 | glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0); |
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177 | |
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178 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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179 | |
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180 | glDisableVertexAttribArray(attr_pos); |
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181 | glDisableVertexAttribArray(attr_col); |
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182 | glDisableVertexAttribArray(attr_tex); |
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183 | #elif defined HAVE_GL_1X || defined HAVE_GLES_1X |
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184 | /* Reset all model-view-projection matrices */ |
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185 | glMatrixMode(GL_PROJECTION); |
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186 | glPushMatrix(); |
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187 | glLoadIdentity(); |
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188 | glMatrixMode(GL_MODELVIEW); |
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189 | glPushMatrix(); |
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190 | glLoadIdentity(); |
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191 | |
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192 | /* Set up state machine */ |
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193 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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194 | glEnable(GL_TEXTURE_2D); |
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195 | glEnableClientState(GL_VERTEX_ARRAY); |
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196 | glEnableClientState(GL_COLOR_ARRAY); |
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197 | |
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198 | glActiveTexture(GL_TEXTURE0); |
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199 | glBindTexture(GL_TEXTURE_2D, data->texlist[0]); |
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200 | |
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201 | /* Bind vertex, color and texture coordinate buffers */ |
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202 | #if defined HAVE_GL_1X |
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203 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); |
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204 | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); |
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205 | glVertexPointer(2, GL_FLOAT, 0, NULL); |
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206 | |
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207 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); |
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208 | glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); |
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209 | glColorPointer(4, GL_FLOAT, 0, NULL); |
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210 | |
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211 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); |
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212 | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); |
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213 | glTexCoordPointer(2, GL_FLOAT, 0, NULL); |
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214 | #else |
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215 | glVertexPointer(2, GL_FLOAT, 0, verts); |
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216 | glColorPointer(4, GL_FLOAT, 0, cols); |
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217 | glTexCoordPointer(2, GL_FLOAT, 0, tcs); |
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218 | #endif |
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219 | |
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220 | /* Draw arrays */ |
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221 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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222 | |
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223 | /* Disable state machine features */ |
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224 | glDisableClientState(GL_VERTEX_ARRAY); |
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225 | glDisableClientState(GL_COLOR_ARRAY); |
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226 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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227 | |
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228 | /* Restore matrices */ |
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229 | glMatrixMode(GL_PROJECTION); |
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230 | glPopMatrix(); |
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231 | glMatrixMode(GL_MODELVIEW); |
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232 | glPopMatrix(); |
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233 | #endif |
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234 | } |
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235 | |
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236 | DebugQuad::~DebugQuad() |
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237 | { |
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238 | delete data; |
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239 | } |
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240 | |
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241 | } /* namespace lol */ |
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242 | |
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