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 | #include <cstdio> |
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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 | using namespace std; |
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23 | |
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24 | namespace lol |
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25 | { |
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26 | |
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27 | /* |
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28 | * DebugQuad implementation class |
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29 | */ |
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30 | |
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31 | #define NUM_SHADERS 3 |
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32 | |
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33 | class DebugQuadData |
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34 | { |
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35 | friend class DebugQuad; |
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36 | |
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37 | private: |
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38 | vec2 orig, step, aa, bb; |
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39 | |
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40 | int initialised; |
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41 | float time; |
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42 | GLuint buflist[3]; |
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43 | Shader *shader[NUM_SHADERS]; |
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44 | GLuint texlist[1]; |
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45 | uint8_t image[1][32 * 32 * 4]; |
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46 | }; |
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47 | |
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48 | /* |
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49 | * Public DebugQuad class |
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50 | */ |
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51 | |
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52 | DebugQuad::DebugQuad() |
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53 | : data(new DebugQuadData()) |
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54 | { |
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55 | data->initialised = 0; |
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56 | data->time = RandF(10000.0f); |
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57 | |
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58 | drawgroup = DRAWGROUP_HUD; |
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59 | } |
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60 | |
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61 | void DebugQuad::TickGame(float deltams) |
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62 | { |
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63 | Entity::TickGame(deltams); |
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64 | |
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65 | data->time += deltams; |
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66 | } |
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67 | |
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68 | void DebugQuad::TickDraw(float deltams) |
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69 | { |
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70 | Entity::TickDraw(deltams); |
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71 | |
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72 | if (!data->initialised && !IsDestroying()) |
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73 | { |
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74 | glGenBuffers(3, data->buflist); |
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75 | |
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76 | static char const *vertexshader = |
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77 | "//#version 130\n" |
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78 | "varying vec2 in_Position;\n" |
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79 | "varying vec4 in_Color;\n" |
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80 | "varying vec2 in_TexCoord;\n" |
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81 | "varying vec4 pass_Color;\n" |
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82 | "void main()\n" |
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83 | "{\n" |
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84 | "gl_TexCoord[0] = gl_MultiTexCoord0;\n" |
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85 | " gl_Position = vec4(in_Position, 0.0f, 1.0f);\n" |
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86 | " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" |
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87 | " pass_Color = in_Color;\n" |
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88 | "}\n"; |
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89 | static char const *fragmentshader = |
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90 | "//#version 130\n" |
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91 | "varying vec4 pass_Color;\n" |
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92 | "uniform sampler2D in_Texture;\n" |
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93 | "void main()\n" |
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94 | "{\n" |
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95 | " vec4 col = pass_Color;\n" |
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96 | " vec4 tex = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" |
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97 | " gl_FragColor = col * tex;\n" |
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98 | " gl_FragColor = vec4(1.0, 1.0, 1.0, 0.0);\n" |
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99 | "}\n"; |
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100 | data->shader[0] = Shader::Create(vertexshader, fragmentshader); |
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101 | glGenTextures(1, data->texlist); |
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102 | |
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103 | glEnable(GL_TEXTURE_2D); |
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104 | glBindTexture(GL_TEXTURE_2D, data->texlist[0]); |
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105 | for (int j = 0; j < 32; j++) |
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106 | for (int i = 0; i < 32; i++) |
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107 | { |
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108 | uint8_t wb = (((i / 2) ^ (j / 2)) & 1) * 0xff; |
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109 | data->image[0][(j * 32 + i) * 4 + 0] = wb; |
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110 | data->image[0][(j * 32 + i) * 4 + 1] = wb; |
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111 | data->image[0][(j * 32 + i) * 4 + 2] = wb; |
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112 | data->image[0][(j * 32 + i) * 4 + 3] = 0xff; |
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113 | } |
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114 | /* Use GL_RGBA instead of 4 for the internal format (Android) */ |
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115 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, |
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116 | GL_RGBA, GL_UNSIGNED_BYTE, data->image[0]); |
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117 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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118 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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119 | |
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120 | /* Quad #4: create texture in fragment shader */ |
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121 | data->shader[0] = Shader::Create( |
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122 | "#version 120\n" |
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123 | "void main()" |
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124 | "{" |
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125 | " gl_Position = gl_Vertex;" |
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126 | "}", |
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127 | |
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128 | "#version 120\n" |
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129 | "void main()" |
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130 | "{" |
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131 | " float dx = mod(gl_FragCoord.x * gl_FragCoord.y, 2.0);" |
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132 | " float dy = mod(gl_FragCoord.x * 0.125, 1.0);" |
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133 | " float dz = mod(gl_FragCoord.y * 0.125, 1.0);" |
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134 | " gl_FragColor = vec4(dx, dy, dz, 1.0);" |
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135 | "}"); |
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136 | |
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137 | /* Quad #5: pass color from vertex shader to fragment shader */ |
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138 | data->shader[1] = Shader::Create( |
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139 | "#version 120\n" |
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140 | "varying vec4 color;" |
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141 | "void main()" |
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142 | "{" |
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143 | " float r = gl_MultiTexCoord0.x;" |
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144 | " float g = gl_MultiTexCoord0.y;" |
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145 | " color = vec4(1.0 - r, 1.0 - g, r, 1.0);" |
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146 | " gl_Position = gl_Vertex;" |
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147 | "}", |
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148 | |
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149 | "#version 120\n" |
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150 | "varying vec4 color;" |
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151 | "void main()" |
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152 | "{" |
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153 | " gl_FragColor = color;" |
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154 | "}"); |
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155 | |
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156 | /* Quad #6: apply texture in fragment shader */ |
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157 | /* Quad #8: vertex buffer, apply texture in fragment shader */ |
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158 | data->shader[2] = Shader::Create( |
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159 | "void main()" |
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160 | "{" |
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161 | " gl_TexCoord[0] = gl_MultiTexCoord0;" |
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162 | " gl_Position = gl_Vertex;" |
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163 | "}", |
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164 | |
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165 | "uniform sampler2D tex;" |
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166 | "void main()" |
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167 | "{" |
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168 | " gl_FragColor = texture2D(tex, gl_TexCoord[0].xy * 0.25);" |
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169 | "}"); |
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170 | |
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171 | data->initialised = 1; |
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172 | } |
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173 | else if (data->initialised && IsDestroying()) |
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174 | { |
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175 | glDeleteBuffers(3, data->buflist); |
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176 | Shader::Destroy(data->shader[0]); |
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177 | Shader::Destroy(data->shader[1]); |
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178 | Shader::Destroy(data->shader[2]); |
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179 | glDeleteTextures(1, data->texlist); |
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180 | |
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181 | data->initialised = 0; |
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182 | } |
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183 | |
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184 | float const st = sinf(0.0005f * data->time); |
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185 | float const ct = cosf(0.0005f * data->time); |
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186 | |
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187 | GLfloat const verts[6][2] = |
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188 | { |
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189 | { -0.7f * (st + ct), 0.7f * (st - ct) }, |
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190 | { 0.7f * (st - ct), 0.7f * (st + ct) }, |
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191 | { -0.7f * (st - ct), -0.7f * (st + ct) }, |
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192 | |
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193 | { -0.7f * (st - ct), -0.7f * (st + ct) }, |
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194 | { 0.7f * (st - ct), 0.7f * (st + ct) }, |
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195 | { 0.7f * (st + ct), -0.7f * (st - ct) }, |
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196 | }; |
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197 | |
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198 | /* Using only 3 components breaks on Android for some reason. */ |
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199 | static GLfloat const cols[6][4] = |
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200 | { |
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201 | { 1.0f, 0.2f, 0.2f, 1.0f }, |
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202 | { 0.2f, 0.2f, 1.0f, 1.0f }, |
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203 | { 1.0f, 1.0f, 0.2f, 1.0f }, |
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204 | |
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205 | { 1.0f, 1.0f, 0.2f, 1.0f }, |
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206 | { 0.2f, 0.2f, 1.0f, 1.0f }, |
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207 | { 0.2f, 1.0f, 0.2f, 1.0f }, |
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208 | }; |
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209 | |
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210 | static GLfloat const tcs[6][2] = |
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211 | { |
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212 | { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f }, |
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213 | { 0.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, |
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214 | }; |
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215 | |
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216 | #if defined __CELLOS_LV2__ |
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217 | glEnableClientState(GL_VERTEX_ARRAY); |
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218 | glEnableClientState(GL_COLOR_ARRAY); |
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219 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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220 | |
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221 | glActiveTexture(GL_TEXTURE0); |
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222 | glBindTexture(GL_TEXTURE_2D, data->texlist[0]); |
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223 | |
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224 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); |
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225 | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); |
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226 | glVertexPointer(2, GL_FLOAT, GL_FALSE, 0); |
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227 | |
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228 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); |
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229 | glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); |
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230 | glColorPointer(4, GL_FLOAT, GL_FALSE, 0); |
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231 | |
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232 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); |
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233 | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); |
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234 | glTexCoordPointer(2, GL_FLOAT, GL_FALSE, 0); |
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235 | |
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236 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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237 | |
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238 | glDisableClientState(GL_VERTEX_ARRAY); |
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239 | glDisableClientState(GL_COLOR_ARRAY); |
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240 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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241 | #else |
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242 | data->shader[0]->Bind(); |
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243 | GLuint attr_pos, attr_col, attr_tex; |
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244 | attr_pos = data->shader[0]->GetAttribLocation("in_Position"); |
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245 | attr_col = data->shader[0]->GetAttribLocation("in_Color"); |
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246 | attr_tex = data->shader[0]->GetAttribLocation("in_TexCoord"); |
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247 | |
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248 | glEnableVertexAttribArray(attr_pos); |
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249 | glEnableVertexAttribArray(attr_col); |
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250 | glEnableVertexAttribArray(attr_tex); |
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251 | |
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252 | /* Bind texture */ |
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253 | glActiveTexture(GL_TEXTURE0); |
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254 | glBindTexture(GL_TEXTURE_2D, data->texlist[0]); |
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255 | |
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256 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); |
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257 | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); |
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258 | glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, 0); |
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259 | |
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260 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); |
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261 | glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); |
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262 | glVertexAttribPointer(attr_col, 4, GL_FLOAT, GL_FALSE, 0, 0); |
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263 | |
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264 | glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); |
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265 | glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); |
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266 | glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0); |
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267 | |
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268 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
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269 | |
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270 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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271 | |
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272 | glDisableVertexAttribArray(attr_pos); |
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273 | glDisableVertexAttribArray(attr_col); |
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274 | glDisableVertexAttribArray(attr_tex); |
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275 | #endif |
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276 | |
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277 | /* Reset GL states */ |
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278 | glMatrixMode(GL_PROJECTION); |
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279 | glLoadIdentity(); |
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280 | glMatrixMode(GL_MODELVIEW); |
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281 | glLoadIdentity(); |
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282 | glDisable(GL_TEXTURE_2D); |
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283 | glBindBuffer(GL_ARRAY_BUFFER, 0); |
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284 | glUseProgram(0); |
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285 | |
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286 | /* Prepare our quad coordinates */ |
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287 | vec2i const layout(4, 3); |
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288 | data->step = vec2(2.0f, -2.0f) / (3 * layout + vec2i(1)); |
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289 | data->orig = vec2(-1.0f, 1.0f) + data->step; |
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290 | data->aa = data->orig; |
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291 | data->bb = data->orig + 2.0f * data->step; |
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292 | |
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293 | /* Generate a few random numbers */ |
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294 | float f1 = 0.5f + 0.5f * sinf(0.00034f * data->time); |
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295 | float f2 = 0.5f + 0.5f * sinf(0.00053f * data->time + 1.0f); |
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296 | float f3 = 0.5f + 0.5f * sinf(0.00072f * data->time + 4.0f); |
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297 | float f4 = 0.5f + 0.5f * sinf(0.00091f * data->time + 8.0f); |
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298 | |
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299 | /* Quad #1: simple glBegin program */ |
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300 | glColor3f(0.8f, 0.5f, 0.2f); |
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301 | glBegin(GL_TRIANGLES); |
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302 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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303 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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304 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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305 | |
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306 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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307 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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308 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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309 | glEnd(); |
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310 | |
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311 | Advance(); |
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312 | |
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313 | /* Quad #2: glBegin program with varying color */ |
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314 | glBegin(GL_TRIANGLES); |
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315 | glColor3f(f1, f2, f3); |
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316 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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317 | glColor3f(f4, f2, f1); |
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318 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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319 | glColor3f(f3, f1, f4); |
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320 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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321 | |
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322 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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323 | glColor3f(f4, f3, f2); |
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324 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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325 | glColor3f(f1, f2, f3); |
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326 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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327 | glEnd(); |
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328 | |
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329 | Advance(); |
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330 | |
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331 | /* Quad #3: textured quad */ |
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332 | glEnable(GL_TEXTURE_2D); |
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333 | glBindTexture(GL_TEXTURE_2D, data->texlist[0]); |
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334 | glColor3f(1.0f, 1.0f, 1.0f); |
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335 | glBegin(GL_TRIANGLES); |
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336 | glTexCoord2f(f1, f3); |
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337 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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338 | glTexCoord2f(f3, f2); |
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339 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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340 | glTexCoord2f(f2, f4); |
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341 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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342 | |
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343 | glTexCoord2f(f2, f4); |
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344 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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345 | glTexCoord2f(f4, f1); |
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346 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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347 | glTexCoord2f(f1, f3); |
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348 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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349 | glEnd(); |
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350 | glDisable(GL_TEXTURE_2D); |
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351 | |
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352 | Advance(); |
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353 | |
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354 | /* Quad #4: set color in fragment shader */ |
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355 | data->shader[0]->Bind(); |
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356 | glColor3f(0.0f, 1.0f, 1.0f); |
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357 | glBegin(GL_TRIANGLES); |
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358 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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359 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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360 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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361 | |
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362 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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363 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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364 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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365 | glEnd(); |
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366 | glUseProgram(0); |
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367 | |
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368 | Advance(); |
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369 | |
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370 | /* Quad #5: pass color from vertex shader to fragment shader */ |
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371 | data->shader[1]->Bind(); |
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372 | glColor3f(0.0f, 1.0f, 1.0f); |
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373 | glBegin(GL_TRIANGLES); |
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374 | glTexCoord2f(f1, f3); |
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375 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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376 | glTexCoord2f(f3, f2); |
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377 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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378 | glTexCoord2f(f2, f4); |
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379 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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380 | |
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381 | glTexCoord2f(f2, f4); |
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382 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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383 | glTexCoord2f(f4, f1); |
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384 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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385 | glTexCoord2f(f1, f3); |
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386 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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387 | glEnd(); |
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388 | glUseProgram(0); |
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389 | |
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390 | Advance(); |
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391 | |
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392 | /* Quad #6: apply texture in fragment shader */ |
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393 | data->shader[2]->Bind(); |
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394 | glColor3f(0.0f, 1.0f, 1.0f); |
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395 | glEnable(GL_TEXTURE_2D); |
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396 | glBindTexture(GL_TEXTURE_2D, data->texlist[0]); |
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397 | glBegin(GL_TRIANGLES); |
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398 | glTexCoord2f(f1, f3); |
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399 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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400 | glTexCoord2f(f3, f2); |
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401 | glVertex3f(data->bb.x, data->bb.y, 0.0f); |
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402 | glTexCoord2f(f2, f4); |
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403 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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404 | |
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405 | glTexCoord2f(f2, f4); |
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406 | glVertex3f(data->bb.x, data->aa.y, 0.0f); |
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407 | glTexCoord2f(f4, f1); |
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408 | glVertex3f(data->aa.x, data->aa.y, 0.0f); |
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409 | glTexCoord2f(f1, f3); |
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410 | glVertex3f(data->aa.x, data->bb.y, 0.0f); |
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411 | glEnd(); |
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412 | glUseProgram(0); |
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413 | glDisable(GL_TEXTURE_2D); |
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414 | |
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415 | Advance(); |
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416 | |
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417 | /* Quad #7: simple vertex buffer */ |
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418 | GLfloat const v1[] = { data->aa.x, data->bb.y, 0.0f, |
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419 | data->bb.x, data->bb.y, 0.0f, |
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420 | data->bb.x, data->aa.y, 0.0f, |
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421 | data->bb.x, data->aa.y, 0.0f, |
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422 | data->aa.x, data->aa.y, 0.0f, |
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423 | data->aa.x, data->bb.y, 0.0f }; |
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424 | GLfloat const c1[] = { f1, f2, f3, f4, f2, f1, f3, f1, f4, |
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425 | f3, f1, f4, f4, f3, f2, f1, f2, f3 }; |
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426 | |
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427 | glEnableClientState(GL_COLOR_ARRAY); |
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428 | glEnableClientState(GL_VERTEX_ARRAY); |
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429 | |
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430 | glColorPointer(3, GL_FLOAT, 0, c1); |
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431 | glVertexPointer(3, GL_FLOAT, 0, v1); |
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432 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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433 | |
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434 | glDisableClientState(GL_VERTEX_ARRAY); |
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435 | glDisableClientState(GL_COLOR_ARRAY); |
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436 | |
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437 | Advance(); |
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438 | |
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439 | /* Quad #8: vertex buffer, apply texture in fragment shader */ |
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440 | data->shader[2]->Bind(); |
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441 | GLfloat const v2[] = { data->aa.x, data->bb.y, 0.0f, |
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442 | data->bb.x, data->bb.y, 0.0f, |
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443 | data->bb.x, data->aa.y, 0.0f, |
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444 | data->bb.x, data->aa.y, 0.0f, |
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445 | data->aa.x, data->aa.y, 0.0f, |
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446 | data->aa.x, data->bb.y, 0.0f }; |
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447 | GLfloat const t2[] = { f1, f3, f3, f2, f2, f4, f2, f4, f4, f1, f1, f3 }; |
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448 | |
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449 | glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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450 | glEnableClientState(GL_VERTEX_ARRAY); |
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451 | |
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452 | glTexCoordPointer(2, GL_FLOAT, 0, t2); |
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453 | glVertexPointer(3, GL_FLOAT, 0, v2); |
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454 | glDrawArrays(GL_TRIANGLES, 0, 6); |
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455 | |
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456 | glDisableClientState(GL_VERTEX_ARRAY); |
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457 | glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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458 | |
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459 | Advance(); |
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460 | |
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461 | } |
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462 | |
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463 | void DebugQuad::Advance() |
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464 | { |
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465 | data->aa.x += 3.0f * data->step.x; |
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466 | data->bb.x += 3.0f * data->step.x; |
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467 | if (data->bb.x > 1.0f) |
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468 | { |
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469 | data->aa.x = data->orig.x; |
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470 | data->bb.x = data->orig.x + 2.0f * data->step.x; |
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471 | data->aa.y += 3.0f * data->step.y; |
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472 | data->bb.y += 3.0f * data->step.y; |
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473 | } |
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474 | } |
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475 | |
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476 | DebugQuad::~DebugQuad() |
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477 | { |
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478 | delete data; |
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479 | } |
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480 | |
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481 | } /* namespace lol */ |
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482 | |
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