//
// Lol Engine
//
// Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
// http://sam.zoy.org/projects/COPYING.WTFPL for more details.
//
#if defined HAVE_CONFIG_H
# include "config.h"
#endif
#include <cmath>
#include <cstdio>
#include "core.h"
#include "lolgl.h"
#include "loldebug.h"
using namespace std;
namespace lol
{
/*
* DebugQuad implementation class
*/
static int const NUM_ARRAYS = 2;
static int const NUM_BUFFERS = 6;
static int const NUM_ATTRS = 6;
static int const NUM_SHADERS = 6;
static int const NUM_TEXTURES = 1;
static int const TEX_SIZE = 32;
class DebugQuadData
{
friend class DebugQuad;
private:
vec2 orig, step, aa, bb;
int initialised;
float time;
GLuint array[NUM_ARRAYS];
GLuint buffer[NUM_BUFFERS];
Shader *shader[NUM_SHADERS];
GLuint attr[NUM_ATTRS];
GLuint texture[NUM_TEXTURES];
uint8_t image[1][TEX_SIZE * TEX_SIZE * 4];
};
/*
* Public DebugQuad class
*/
DebugQuad::DebugQuad()
: data(new DebugQuadData())
{
data->initialised = 0;
data->time = RandF(10000.0f);
drawgroup = DRAWGROUP_HUD;
}
void DebugQuad::TickGame(float deltams)
{
Entity::TickGame(deltams);
data->time += deltams;
}
void DebugQuad::TickDraw(float deltams)
{
Entity::TickDraw(deltams);
if (!data->initialised && !IsDestroying())
{
glGenVertexArrays(NUM_ARRAYS, data->array);
glGenBuffers(NUM_BUFFERS, data->buffer);
glGenTextures(NUM_TEXTURES, data->texture);
for (int i = 0; i < NUM_SHADERS; i++)
data->shader[i] = NULL;
/* Checkerboard texture */
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, data->texture[0]);
for (int j = 0; j < TEX_SIZE; j++)
for (int i = 0; i < TEX_SIZE; i++)
{
uint8_t wb = (((i / 2) ^ (j / 2)) & 1) * 0xff;
data->image[0][(j * TEX_SIZE + i) * 4 + 0] = wb;
data->image[0][(j * TEX_SIZE + i) * 4 + 1] = wb;
data->image[0][(j * TEX_SIZE + i) * 4 + 2] = wb;
data->image[0][(j * TEX_SIZE + i) * 4 + 3] = 0xff;
}
/* Use GL_RGBA instead of 4 for the internal format (Android) */
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data->image[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->initialised = 1;
}
else if (data->initialised && IsDestroying())
{
glDeleteVertexArrays(NUM_ARRAYS, data->array);
glDeleteBuffers(NUM_BUFFERS, data->buffer);
glDeleteTextures(NUM_TEXTURES, data->texture);
for (int i = 0; i < NUM_SHADERS; i++)
if (data->shader[i])
Shader::Destroy(data->shader[i]);
data->initialised = 0;
}
/* Reset GL states to something reasonably safe */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_TEXTURE_2D);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glUseProgram(0);
/* Prepare our quad coordinates */
vec2i const layout(4, 3);
data->step = vec2(2.0f, -2.0f) / (3 * layout + vec2i(1));
data->orig = vec2(-1.0f, 1.0f) + data->step;
data->aa = data->orig;
data->bb = data->orig + 2.0f * data->step;
/* Generate a few random numbers */
float f1 = 0.5f + 0.5f * sinf(0.00034f * data->time);
float f2 = 0.5f + 0.5f * sinf(0.00053f * data->time + 1.0f);
float f3 = 0.5f + 0.5f * sinf(0.00072f * data->time + 4.0f);
float f4 = 0.5f + 0.5f * sinf(0.00091f * data->time + 8.0f);
GLfloat const colors[] = { f1, f2, f3, f4, f2, f1, f3, f1, f4,
f3, f1, f4, f4, f3, f2, f1, f2, f3 };
GLfloat const texcoords[] = { f1, f3, f3, f2, f2, f4,
f2, f4, f4, f1, f1, f3 };
#if defined HAVE_GLBEGIN || defined USE_GLEW
/*
* Test #1: simple glBegin code
* Renders an orange square.
*/
glColor3f(0.8f, 0.5f, 0.2f);
glBegin(GL_TRIANGLES);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glVertex3f(data->bb.x, data->bb.y, 0.0f);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glVertex3f(data->aa.x, data->aa.y, 0.0f);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glEnd();
Advance();
/*
* Test #2: glBegin + per-vertex coloring
* Renders a multicolored square with varying colors.
*/
glBegin(GL_TRIANGLES);
glColor3f(f1, f2, f3);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glColor3f(f4, f2, f1);
glVertex3f(data->bb.x, data->bb.y, 0.0f);
glColor3f(f3, f1, f4);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glColor3f(f4, f3, f2);
glVertex3f(data->aa.x, data->aa.y, 0.0f);
glColor3f(f1, f2, f3);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glEnd();
Advance();
/*
* Test #3: glBegin + texture
* Renders an animated black-and-white distorted checkerboard.
*/
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, data->texture[0]);
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES);
glTexCoord2f(f1, f3);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glTexCoord2f(f3, f2);
glVertex3f(data->bb.x, data->bb.y, 0.0f);
glTexCoord2f(f2, f4);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glTexCoord2f(f2, f4);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glTexCoord2f(f4, f1);
glVertex3f(data->aa.x, data->aa.y, 0.0f);
glTexCoord2f(f1, f3);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glEnd();
glDisable(GL_TEXTURE_2D);
Advance();
/*
* Test #4: glBegin + color in fragment shader
* Renders a static, coloured and tiled pattern.
*/
if (!data->shader[0])
data->shader[0] = Shader::Create(
"#version 110\n"
"void main()"
"{"
" gl_Position = gl_Vertex;"
"}",
"#version 110\n"
"void main()"
"{"
" float dx = mod(gl_FragCoord.x * gl_FragCoord.y, 2.0);"
" float dy = mod(gl_FragCoord.x * 0.125, 1.0);"
" float dz = mod(gl_FragCoord.y * 0.125, 1.0);"
" gl_FragColor = vec4(dx, dy, dz, 1.0);"
"}");
data->shader[0]->Bind();
glColor3f(0.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glVertex3f(data->bb.x, data->bb.y, 0.0f);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glVertex3f(data->aa.x, data->aa.y, 0.0f);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glEnd();
glUseProgram(0);
Advance();
/*
* Test #5: glBegin + pass color from vertex shader to fragment shader
* Renders a multicolored square with varying colors.
*/
if (!data->shader[1])
data->shader[1] = Shader::Create(
"#version 110\n"
"varying vec4 pass_Color;"
"void main()"
"{"
" float r = gl_MultiTexCoord0.x;"
" float g = gl_MultiTexCoord0.y;"
" pass_Color = vec4(1.0 - r, 1.0 - g, r, 1.0);"
" gl_Position = gl_Vertex;"
"}",
"#version 110\n"
"varying vec4 pass_Color;"
"void main()"
"{"
" gl_FragColor = pass_Color;"
"}");
data->shader[1]->Bind();
glColor3f(0.0f, 1.0f, 1.0f);
glBegin(GL_TRIANGLES);
glTexCoord2f(f1, f3);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glTexCoord2f(f3, f2);
glVertex3f(data->bb.x, data->bb.y, 0.0f);
glTexCoord2f(f2, f4);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glTexCoord2f(f2, f4);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glTexCoord2f(f4, f1);
glVertex3f(data->aa.x, data->aa.y, 0.0f);
glTexCoord2f(f1, f3);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glEnd();
glUseProgram(0);
Advance();
/*
* Test #6: glBegin + apply texture in fragment shader
* Renders an animated black-and-white distorted checkerboard with a
* zoom ratio twice the one in test #3.
*/
if (!data->shader[2])
data->shader[2] = Shader::Create(
"#version 110\n"
"void main()"
"{"
" gl_TexCoord[0] = gl_MultiTexCoord0;"
" gl_Position = gl_Vertex;"
"}",
"#version 110\n"
"uniform sampler2D tex;"
"void main()"
"{"
" gl_FragColor = texture2D(tex, gl_TexCoord[0].xy * 0.25);"
"}");
data->shader[2]->Bind();
glColor3f(0.0f, 1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, data->texture[0]);
glBegin(GL_TRIANGLES);
glTexCoord2f(f1, f3);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glTexCoord2f(f3, f2);
glVertex3f(data->bb.x, data->bb.y, 0.0f);
glTexCoord2f(f2, f4);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glTexCoord2f(f2, f4);
glVertex3f(data->bb.x, data->aa.y, 0.0f);
glTexCoord2f(f4, f1);
glVertex3f(data->aa.x, data->aa.y, 0.0f);
glTexCoord2f(f1, f3);
glVertex3f(data->aa.x, data->bb.y, 0.0f);
glEnd();
glUseProgram(0);
glDisable(GL_TEXTURE_2D);
Advance();
#endif
/*
* Test #7: vertex buffer
* Renders a multicolored square with varying colors.
*/
GLfloat const vertices1[] = { data->aa.x, data->bb.y, 0.0f,
data->bb.x, data->bb.y, 0.0f,
data->bb.x, data->aa.y, 0.0f,
data->bb.x, data->aa.y, 0.0f,
data->aa.x, data->aa.y, 0.0f,
data->aa.x, data->bb.y, 0.0f };
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(3, GL_FLOAT, 0, colors);
glVertexPointer(3, GL_FLOAT, 0, vertices1);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glUseProgram(0);
Advance();
/*
* Test #8: vertex buffer + texture & color in 1.10 fragment shader
* Renders a multicolored square with varying colors xored with an
* animated distorted checkerboard.
*/
if (!data->shader[3])
data->shader[3] = Shader::Create(
"#version 110\n"
"varying vec4 pass_Color;"
"void main()"
"{"
" gl_TexCoord[0] = gl_MultiTexCoord0;"
" pass_Color = gl_Color;"
" gl_Position = gl_Vertex;"
"}",
"#version 110\n"
"varying vec4 pass_Color;"
"uniform sampler2D tex;"
"void main()"
"{"
" vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);"
" gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);"
"}");
data->shader[3]->Bind();
GLfloat const vertices2[] = { data->aa.x, data->bb.y, 0.0f,
data->bb.x, data->bb.y, 0.0f,
data->bb.x, data->aa.y, 0.0f,
data->bb.x, data->aa.y, 0.0f,
data->aa.x, data->aa.y, 0.0f,
data->aa.x, data->bb.y, 0.0f };
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices2);
glColorPointer(3, GL_FLOAT, 0, colors);
glTexCoordPointer(2, GL_FLOAT, 0, texcoords);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glUseProgram(0);
Advance();
/*
* Test #8: vertex buffer + texture & color in 1.20 fragment shader
* Renders a multicolored square with varying colors xored with an
* animated distorted checkerboard.
*/
if (!data->shader[4])
{
data->shader[4] = Shader::Create(
"#version 120\n"
"attribute vec3 in_Vertex;"
"attribute vec3 in_Color;"
"attribute vec2 in_MultiTexCoord0;"
"varying vec4 pass_Color;"
"void main()"
"{"
" gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);"
" pass_Color = vec4(in_Color, 1.0);"
" gl_Position = vec4(in_Vertex, 1.0);"
"}",
"#version 120\n"
"varying vec4 pass_Color;"
"uniform sampler2D tex;"
"void main()"
"{"
" vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);"
" gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);"
"}");
data->attr[0] = data->shader[4]->GetAttribLocation("in_Vertex");
data->attr[1] = data->shader[4]->GetAttribLocation("in_Color");
data->attr[2] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0");
}
data->shader[4]->Bind();
GLfloat const vertices3[] = { data->aa.x, data->bb.y, 0.0f,
data->bb.x, data->bb.y, 0.0f,
data->bb.x, data->aa.y, 0.0f,
data->bb.x, data->aa.y, 0.0f,
data->aa.x, data->aa.y, 0.0f,
data->aa.x, data->bb.y, 0.0f };
glBindVertexArray(data->array[0]);
glBindBuffer(GL_ARRAY_BUFFER, data->buffer[0]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices3), vertices3,
GL_DYNAMIC_DRAW);
glVertexAttribPointer(data->attr[0], 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(data->attr[0]);
glBindBuffer(GL_ARRAY_BUFFER, data->buffer[1]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors,
GL_DYNAMIC_DRAW);
glVertexAttribPointer(data->attr[1], 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(data->attr[1]);
glBindBuffer(GL_ARRAY_BUFFER, data->buffer[2]);
glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
GL_DYNAMIC_DRAW);
glVertexAttribPointer(data->attr[2], 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(data->attr[2]);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glDisableVertexAttribArray(data->attr[0]);
glDisableVertexAttribArray(data->attr[1]);
glDisableVertexAttribArray(data->attr[2]);
glUseProgram(0);
Advance();
/*
* Test #8: vertex buffer + texture & color in 1.30 fragment shader
* Renders a multicolored square with varying colors xored with an
* animated distorted checkerboard.
*/
if (!data->shader[5])
{
data->shader[5] = Shader::Create(
"#version 130\n"
"in vec3 in_Vertex;"
"in vec3 in_Color;"
"in vec2 in_MultiTexCoord0;"
"out vec4 pass_Color;"
"void main()"
"{"
" gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);"
" pass_Color = vec4(in_Color, 1.0);"
" gl_Position = vec4(in_Vertex, 1.0);"
"}",
"#version 130\n"
"in vec4 pass_Color;"
"uniform sampler2D tex;"
"void main()"
"{"
" vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);"
" gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);"
"}");
data->attr[3] = data->shader[4]->GetAttribLocation("in_Vertex");
data->attr[4] = data->shader[4]->GetAttribLocation("in_Color");
data->attr[5] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0");
}
data->shader[5]->Bind();
GLfloat const vertices4[] = { data->aa.x, data->bb.y, 0.0f,
data->bb.x, data->bb.y, 0.0f,
data->bb.x, data->aa.y, 0.0f,
data->bb.x, data->aa.y, 0.0f,
data->aa.x, data->aa.y, 0.0f,
data->aa.x, data->bb.y, 0.0f };
glBindVertexArray(data->array[1]);
glBindBuffer(GL_ARRAY_BUFFER, data->buffer[3]);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices4), vertices4,
GL_DYNAMIC_DRAW);
glVertexAttribPointer(data->attr[3], 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(data->attr[3]);
glBindBuffer(GL_ARRAY_BUFFER, data->buffer[4]);
glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors,
GL_DYNAMIC_DRAW);
glVertexAttribPointer(data->attr[4], 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(data->attr[4]);
glBindBuffer(GL_ARRAY_BUFFER, data->buffer[5]);
glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords,
GL_DYNAMIC_DRAW);
glVertexAttribPointer(data->attr[5], 2, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(data->attr[5]);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glDisableVertexAttribArray(data->attr[3]);
glDisableVertexAttribArray(data->attr[4]);
glDisableVertexAttribArray(data->attr[5]);
glUseProgram(0);
Advance();
}
void DebugQuad::Advance()
{
data->aa.x += 3.0f * data->step.x;
data->bb.x += 3.0f * data->step.x;
if (data->bb.x > 1.0f)
{
data->aa.x = data->orig.x;
data->bb.x = data->orig.x + 2.0f * data->step.x;
data->aa.y += 3.0f * data->step.y;
data->bb.y += 3.0f * data->step.y;
}
}
DebugQuad::~DebugQuad()
{
delete data;
}
} /* namespace lol */