Kaynağa Gözat

win32: add a lot of DirectX stubs.

legacy
Sam Hocevar sam 12 yıl önce
ebeveyn
işleme
43e152053a
6 değiştirilmiş dosya ile 213 ekleme ve 19 silme
  1. +66
    -4
      src/scene.cpp
  2. +91
    -15
      src/shader/shader.cpp
  3. +48
    -0
      src/tileset.cpp
  4. +6
    -0
      src/video.cpp
  5. +1
    -0
      test/tutorial/tut01.cpp
  6. +1
    -0
      test/tutorial/tut02.cpp

+ 66
- 4
src/scene.cpp Dosyayı Görüntüle

@@ -59,11 +59,19 @@ private:
int ntiles;
float angle;

#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene not implemented")
# undef STR
# undef STR0
#else
#if defined HAVE_GL_2X && !defined __APPLE__
GLuint vao;
#endif
GLuint *bufs;
int nbufs;
#endif

static Scene *scene;
};
@@ -81,8 +89,16 @@ Scene::Scene(float angle)
data->ntiles = 0;
data->angle = angle;

#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Scene() not implemented")
# undef STR
# undef STR0
#else
data->bufs = 0;
data->nbufs = 0;
#endif

#if defined HAVE_GL_2X && !defined __APPLE__
glGenVertexArrays(1, &data->vao);
@@ -91,6 +107,13 @@ Scene::Scene(float angle)

Scene::~Scene()
{
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::~Scene() not implemented")
# undef STR
# undef STR0
#else
/* FIXME: this must be done while the GL context is still active.
* Change the code architecture to make sure of that. */
/* XXX: The test is necessary because of a crash with PSGL. */
@@ -100,6 +123,7 @@ Scene::~Scene()
glDeleteVertexArrays(1, &data->vao);
#endif
free(data->bufs);
#endif
delete data;
}

@@ -135,7 +159,7 @@ void Scene::Render() // XXX: rename to Blit()
{
if (!stdshader)
{
#if !defined __CELLOS_LV2__
#if !defined _XBOX && !defined __CELLOS_LV2__
stdshader = Shader::Create(
#if !defined HAVE_GLES_2X
"#version 130\n"
@@ -299,7 +323,7 @@ void Scene::Render() // XXX: rename to Blit()
data->model_matrix *= mat4::translate(-320.0f, -240.0f, 0.0f);
// XXX: end of debug stuff

GLuint uni_mat, uni_tex, attr_pos, attr_tex;
int uni_mat, uni_tex, attr_pos, attr_tex;
#if !defined __CELLOS_LV2__
attr_pos = stdshader->GetAttribLocation("in_Position");
attr_tex = stdshader->GetAttribLocation("in_TexCoord");
@@ -314,7 +338,13 @@ void Scene::Render() // XXX: rename to Blit()
uni_mat = stdshader->GetUniformLocation("model_matrix");
stdshader->SetUniform(uni_mat, data->model_matrix);

#if !defined __CELLOS_LV2__
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
# undef STR
# undef STR0
#elif !defined __CELLOS_LV2__
uni_tex = stdshader->GetUniformLocation("in_Texture");
glUniform1i(uni_tex, 0);
#else
@@ -323,6 +353,13 @@ void Scene::Render() // XXX: rename to Blit()
//cgGLSetParameter1i((CGparameter)(intptr_t)uni_tex, 0);
#endif

#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
# undef STR
# undef STR0
#else
#if !defined HAVE_GLES_2X
glEnable(GL_TEXTURE_2D);
#endif
@@ -334,16 +371,25 @@ void Scene::Render() // XXX: rename to Blit()
#endif
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#endif

for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2)
{
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
# undef STR
# undef STR0
#else
/* Generate new vertex / texture coord buffers if necessary */
if (buf + 2 > data->nbufs)
{
data->bufs = (GLuint *)realloc(data->bufs, (buf + 2) * sizeof(GLuint));
data->bufs = (uint32_t *)realloc(data->bufs, (buf + 2) * sizeof(uint32_t));
glGenBuffers(buf + 2 - data->nbufs, data->bufs + data->nbufs);
data->nbufs = buf + 2;
}
#endif

/* Count how many quads will be needed */
for (n = i + 1; n < data->ntiles; n++)
@@ -370,6 +416,13 @@ void Scene::Render() // XXX: rename to Blit()
#if defined HAVE_GL_2X && !defined __APPLE__
glBindVertexArray(data->vao);
#endif
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
# undef STR
# undef STR0
#else
#if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc.
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_tex);
@@ -403,6 +456,7 @@ void Scene::Render() // XXX: rename to Blit()
#else
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
#endif

free(vertex);
@@ -413,6 +467,13 @@ void Scene::Render() // XXX: rename to Blit()
data->tiles = 0;
data->ntiles = 0;

#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
# undef STR
# undef STR0
#else
#if !defined HAVE_GLES_2X
glDisable(GL_TEXTURE_2D);
#endif
@@ -421,6 +482,7 @@ void Scene::Render() // XXX: rename to Blit()
glDisable(GL_ALPHA_TEST);
#endif
glDisable(GL_BLEND);
#endif
}

} /* namespace lol */


+ 91
- 15
src/shader/shader.cpp Dosyayı Görüntüle

@@ -39,7 +39,9 @@ class ShaderData

private:
#if defined _XBOX

D3DVertexShader *vert_shader;
D3DPixelShader *frag_shader;
ID3DXConstantTable *vert_table, *frag_table;
#elif !defined __CELLOS_LV2__
GLuint prog_id, vert_id, frag_id;
#else
@@ -90,7 +92,11 @@ void Shader::Destroy(Shader *shader)
Shader::Shader(char const *vert, char const *frag)
: data(new ShaderData())
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
extern D3DDevice *g_d3ddevice;
ID3DXBuffer *shader_code, *error_msg;
HRESULT hr;
#elif !defined __CELLOS_LV2__
char buf[4096], errbuf[4096];
char const *shader = buf;
GLint status;
@@ -103,7 +109,20 @@ Shader::Shader(char const *vert, char const *frag)

/* Compile vertex shader */
data->vert_crc = Hash::Crc32(vert);
#if !defined __CELLOS_LV2__
#if defined _XBOX
hr = D3DXCompileShader(vert, (UINT)strlen(vert), NULL, NULL, "main",
"vs_2_0", 0, &shader_code, &error_msg,
&data->vert_table);
if (FAILED(hr))
{
Log::Error("failed to compile vertex shader: %s",
error_msg ? error_msg->GetBufferPointer() : "error");
Log::Error("shader source:\n%s\n", vert);
}
g_d3ddevice->CreateVertexShader((DWORD *)shader_code->GetBufferPointer(),
&data->vert_shader);
shader_code->Release();
#elif !defined __CELLOS_LV2__
ShaderData::Patch(buf, vert, NULL);
data->vert_id = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(data->vert_id, 1, &shader, NULL);
@@ -129,7 +148,20 @@ Shader::Shader(char const *vert, char const *frag)

/* Compile fragment shader */
data->frag_crc = Hash::Crc32(frag);
#if !defined __CELLOS_LV2__
#if defined _XBOX
hr = D3DXCompileShader(frag, (UINT)strlen(frag), NULL, NULL, "main",
"vs_2_0", 0, &shader_code, &error_msg,
&data->frag_table);
if (FAILED(hr))
{
Log::Error("failed to compile fragment shader: %s",
error_msg ? error_msg->GetBufferPointer() : "error");
Log::Error("shader source:\n%s\n", frag);
}
g_d3ddevice->CreatePixelShader((DWORD *)shader_code->GetBufferPointer(),
&data->frag_shader);
shader_code->Release();
#elif !defined __CELLOS_LV2__
ShaderData::Patch(buf, NULL, frag);
data->frag_id = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(data->frag_id, 1, &shader, NULL);
@@ -153,7 +185,7 @@ Shader::Shader(char const *vert, char const *frag)
}
#endif

#if !defined __CELLOS_LV2__
#if !defined _XBOX && !defined __CELLOS_LV2__
/* Create program */
data->prog_id = glCreateProgram();
glAttachShader(data->prog_id, data->vert_id);
@@ -166,7 +198,15 @@ Shader::Shader(char const *vert, char const *frag)

int Shader::GetAttribLocation(char const *attr) const
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
D3DXHANDLE hr = data->frag_table->GetConstantByName(NULL, attr);
if (FAILED(hr))
return -1;
UINT count;
D3DXCONSTANT_DESC desc;
data->frag_table->GetConstantDesc(hr, &desc, &count);
return desc.RegisterIndex;
#elif !defined __CELLOS_LV2__
return glGetAttribLocation(data->prog_id, attr);
#else
/* FIXME: need to differentiate between vertex and fragment program */
@@ -176,7 +216,15 @@ int Shader::GetAttribLocation(char const *attr) const

int Shader::GetUniformLocation(char const *uni) const
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
D3DXHANDLE hr = data->frag_table->GetConstantByName(NULL, uni);
if (FAILED(hr))
return -1;
UINT count;
D3DXCONSTANT_DESC desc;
data->frag_table->GetConstantDesc(hr, &desc, &count);
return desc.RegisterIndex;
#elif !defined __CELLOS_LV2__
return glGetUniformLocation(data->prog_id, uni);
#else
/* FIXME: need to differentiate between vertex and fragment program,
@@ -190,7 +238,11 @@ int Shader::GetUniformLocation(char const *uni) const

void Shader::SetUniform(int uni, float f)
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
extern D3DDevice *g_d3ddevice;
vec4 tmp(f, 0.0f, 0.0f, 0.0f);
g_d3ddevice->SetPixelShaderConstantF(uni, &tmp[0], 1);
#elif !defined __CELLOS_LV2__
glUniform1f(uni, f);
#else
cgGLSetParameter1f((CGparameter)(intptr_t)uni, f);
@@ -199,7 +251,11 @@ void Shader::SetUniform(int uni, float f)

void Shader::SetUniform(int uni, vec2 const &v)
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
extern D3DDevice *g_d3ddevice;
vec4 tmp(v, 0.0f, 0.0f);
g_d3ddevice->SetPixelShaderConstantF(uni, &tmp[0], 1);
#elif !defined __CELLOS_LV2__
glUniform2f(uni, v.x, v.y);
#else
cgGLSetParameter2f((CGparameter)(intptr_t)uni, v.x, v.y);
@@ -208,7 +264,11 @@ void Shader::SetUniform(int uni, vec2 const &v)

void Shader::SetUniform(int uni, vec3 const &v)
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
extern D3DDevice *g_d3ddevice;
vec4 tmp(v, 0.0f);
g_d3ddevice->SetPixelShaderConstantF(uni, &tmp[0], 1);
#elif !defined __CELLOS_LV2__
glUniform3f(uni, v.x, v.y, v.z);
#else
cgGLSetParameter3f((CGparameter)(intptr_t)uni, v.x, v.y, v.z);
@@ -218,7 +278,10 @@ void Shader::SetUniform(int uni, vec3 const &v)
void Shader::SetUniform(int uni, vec4 const &v)
{
/* FIXME: use the array versions of these functions */
#if !defined __CELLOS_LV2__
#if defined _XBOX
extern D3DDevice *g_d3ddevice;
g_d3ddevice->SetPixelShaderConstantF(uni, &v[0], 1);
#elif !defined __CELLOS_LV2__
glUniform4f(uni, v.x, v.y, v.z, v.w);
#else
cgGLSetParameter4f((CGparameter)(intptr_t)uni, v.x, v.y, v.z, v.w);
@@ -227,7 +290,10 @@ void Shader::SetUniform(int uni, vec4 const &v)

void Shader::SetUniform(int uni, mat4 const &m)
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
extern D3DDevice *g_d3ddevice;
g_d3ddevice->SetPixelShaderConstantF(uni, &m[0][0], 4);
#elif !defined __CELLOS_LV2__
glUniformMatrix4fv(uni, 1, GL_FALSE, &m[0][0]);
#else
cgGLSetMatrixParameterfc((CGparameter)(intptr_t)uni, &m[0][0]);
@@ -236,7 +302,11 @@ void Shader::SetUniform(int uni, mat4 const &m)

void Shader::Bind() const
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
extern D3DDevice *g_d3ddevice;
g_d3ddevice->SetVertexShader(data->vert_shader);
g_d3ddevice->SetPixelShader(data->frag_shader);
#elif !defined __CELLOS_LV2__
glUseProgram(data->prog_id);
#else
cgGLEnableProfile(cgGLGetLatestProfile(CG_GL_VERTEX));
@@ -248,7 +318,13 @@ void Shader::Bind() const

Shader::~Shader()
{
#if !defined __CELLOS_LV2__
#if defined _XBOX
extern D3DDevice *g_d3ddevice;
data->vert_shader->Release();
data->vert_table->Release();
data->frag_shader->Release();
data->frag_table->Release();
#elif !defined __CELLOS_LV2__
glDetachShader(data->prog_id, data->vert_id);
glDetachShader(data->prog_id, data->frag_id);
glDeleteShader(data->vert_id);
@@ -266,7 +342,7 @@ int ShaderData::GetVersion()
{
static int version = 0;

#if !defined __CELLOS_LV2__
#if !defined _XBOX && !defined __CELLOS_LV2__
if (!version)
{
char buf[4096];


+ 48
- 0
src/tileset.cpp Dosyayı Görüntüle

@@ -45,7 +45,15 @@ private:
float dilate, tx, ty;

Image *img;
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: TileSet not implemented")
# undef STR
# undef STR0
#else
GLuint texture;
#endif
};

/*
@@ -60,7 +68,15 @@ TileSet::TileSet(char const *path, ivec2 size, ivec2 count, float dilate)
sprintf(data->name, "<tileset> %s", path);

data->tiles = NULL;
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: TileSet::TileSet() not implemented")
# undef STR
# undef STR0
#else
data->texture = 0;
#endif
data->img = new Image(path);
data->isize = data->img->GetSize();

@@ -102,11 +118,26 @@ void TileSet::TickDraw(float deltams)
{
if (data->img)
delete data->img;
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: TileSet::TickDraw() not implemented")
# undef STR
# undef STR0
#else
else
glDeleteTextures(1, &data->texture);
#endif
}
else if (data->img)
{
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: TileSet::TickDraw() not implemented")
# undef STR
# undef STR0
#else
GLuint format;
int planes;

@@ -149,6 +180,7 @@ void TileSet::TickDraw(float deltams)

if (pixels != data->img->GetData())
free(pixels);
#endif
delete data->img;
data->img = NULL;
}
@@ -171,11 +203,19 @@ ivec2 TileSet::GetSize(int tileid) const

void TileSet::Bind()
{
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: TileSet::Bind() not implemented")
# undef STR
# undef STR0
#else
if (!data->img && data->texture)
{
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, data->texture);
}
#endif
}

void TileSet::BlitTile(uint32_t id, vec3 pos, int o,
@@ -189,6 +229,13 @@ void TileSet::BlitTile(uint32_t id, vec3 pos, int o,
int dy = o ? 0 : data->size.y;
int dz = o ? data->size.y : 0;

#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: TileSet::TileSet() not implemented")
# undef STR
# undef STR0
#else
if (!data->img && data->texture)
{
float tmp[10];
@@ -234,6 +281,7 @@ void TileSet::BlitTile(uint32_t id, vec3 pos, int o,
memset(vertex, 0, 3 * sizeof(float));
memset(texture, 0, 2 * sizeof(float));
}
#endif
}

} /* namespace lol */


+ 6
- 0
src/video.cpp Dosyayı Görüntüle

@@ -166,10 +166,16 @@ void Video::SetFov(float theta)

void Video::SetDepth(bool set)
{
#if defined _XBOX
# define STR0(x) #x
# define STR(x) STR0(x)
# pragma message(__FILE__ "(" STR(__LINE__) "): warning: Video::SetDepth() not implemented")
#else
if (set)
glEnable(GL_DEPTH_TEST);
else
glDisable(GL_DEPTH_TEST);
#endif
}

void Video::Clear()


+ 1
- 0
test/tutorial/tut01.cpp Dosyayı Görüntüle

@@ -29,6 +29,7 @@ using namespace lol;

#if defined _WIN32
# undef main /* FIXME: still needed? */
# include <direct.h>
#endif

class Triangle : public WorldEntity


+ 1
- 0
test/tutorial/tut02.cpp Dosyayı Görüntüle

@@ -25,6 +25,7 @@ using namespace lol;

#if defined _WIN32
# undef main /* FIXME: still needed? */
# include <direct.h>
#endif

class Cube : public WorldEntity


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