From d1270bf691307c9400dbcca0e991a2ce364f2d69 Mon Sep 17 00:00:00 2001 From: Sam Hocevar Date: Tue, 21 Jun 2011 22:36:47 +0000 Subject: [PATCH] video: move the last shader from the Video class to Scene itself. --- src/scene.cpp | 102 +++++++++++++++++++++++++++++++++++--- src/video.cpp | 132 ++++++++++++-------------------------------------- src/video.h | 2 + 3 files changed, 127 insertions(+), 109 deletions(-) diff --git a/src/scene.cpp b/src/scene.cpp index 8935ce6e..933ce258 100644 --- a/src/scene.cpp +++ b/src/scene.cpp @@ -32,8 +32,7 @@ struct Tile int x, y, z, o; }; -extern Shader *stdshader; -extern mat4 model_matrix; +static Shader *stdshader = NULL; /* * Scene implementation class @@ -52,6 +51,8 @@ private: return t2->prio - t1->prio; } + mat4 model_matrix; + Tile *tiles; int ntiles; float angle; @@ -129,6 +130,85 @@ void Scene::AddTile(uint32_t code, int x, int y, int z, int o) void Scene::Render() // XXX: rename to Blit() { + if (!stdshader) + { + stdshader = Shader::Create( + "#version 130\n" + "\n" +#if defined HAVE_GLES_2X + "attribute vec3 in_Position;\n" + "attribute vec2 in_TexCoord;\n" + "varying vec2 pass_TexCoord;\n" +#else + "in vec3 in_Position;\n" + "in vec2 in_TexCoord;\n" +#endif + "uniform mat4 proj_matrix;\n" + "uniform mat4 view_matrix;\n" + "uniform mat4 model_matrix;\n" + "\n" + "void main()\n" + "{\n" + " gl_Position = proj_matrix * view_matrix * model_matrix" + " * vec4(in_Position, 1.0);\n" +#if defined HAVE_GLES_2X + " pass_TexCoord = in_TexCoord;\n" +#else + " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" +#endif + "}\n", + + "#version 130\n" + "\n" + "uniform sampler2D in_Texture;\n" +#if defined HAVE_GLES_2X + "varying vec2 pass_TexCoord;\n" +#endif + "\n" + "void main()\n" + "{\n" +#if defined HAVE_GLES_2X + " vec4 col = texture2D(in_Texture, pass_TexCoord);\n" + //" vec4 col = vec4(0.5, 1.0, 0.0, 0.5);\n" + //" vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n" +#else + " vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" +#endif +#if 0 + " float mul = 2.0;\n" +#if 0 + " vec2 d1 = mod(vec2(gl_FragCoord), vec2(2.0, 2.0));\n" + " float t1 = mod(3.0 * d1.x + 2.0 * d1.y, 4.0);\n" + " float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0);\n" + " float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0);\n" + " float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0);\n" + " float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0);\n" + " float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0);\n" + " float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0);\n" + " float t1 = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0;\n" + " float t2 = t1;\n" + " float t3 = t1;\n" +#else + " float rand = sin(gl_FragCoord.x * 1.23456) * 123.456\n" + " + cos(gl_FragCoord.y * 2.34567) * 789.012;\n" + " float t1 = mod(sin(rand) * 17.13043, 1.0);\n" + " float t2 = mod(sin(rand) * 27.13043, 1.0);\n" + " float t3 = mod(sin(rand) * 37.13043, 1.0);\n" +#endif + " float fracx = fract(col.x * mul);\n" + " float fracy = fract(col.y * mul);\n" + " float fracz = fract(col.z * mul);\n" + " fracx = fracx > t1 ? 1.0 : 0.0;\n" + " fracy = fracy > t2 ? 1.0 : 0.0;\n" + " fracz = fracz > t3 ? 1.0 : 0.0;\n" + " col.x = (floor(col.x * mul) + fracx) / mul;\n" + " col.y = (floor(col.y * mul) + fracy) / mul;\n" + " col.z = (floor(col.z * mul) + fracz) / mul;\n" +#endif + " gl_FragColor = col;\n" + "}\n"); + } + #if 0 // Randomise, then sort. for (int i = 0; i < data->ntiles; i++) @@ -142,15 +222,15 @@ void Scene::Render() // XXX: rename to Blit() qsort(data->tiles, data->ntiles, sizeof(Tile), SceneData::Compare); // XXX: debug stuff - model_matrix = mat4::translate(320.0f, 240.0f, 0.0f); - model_matrix *= mat4::rotate(-data->angle, 1.0f, 0.0f, 0.0f); + data->model_matrix = mat4::translate(320.0f, 240.0f, 0.0f); + data->model_matrix *= mat4::rotate(-data->angle, 1.0f, 0.0f, 0.0f); #if 0 static float f = 0.0f; f += 0.01f; - model_matrix *= mat4::rotate(0.1f * sinf(f), 1.0f, 0.0f, 0.0f); - model_matrix *= mat4::rotate(0.3f * cosf(f), 0.0f, 0.0f, 1.0f); + data->model_matrix *= mat4::rotate(0.1f * sinf(f), 1.0f, 0.0f, 0.0f); + data->model_matrix *= mat4::rotate(0.3f * cosf(f), 0.0f, 0.0f, 1.0f); #endif - model_matrix *= mat4::translate(-320.0f, -240.0f, 0.0f); + 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; @@ -159,8 +239,14 @@ void Scene::Render() // XXX: rename to Blit() #if !defined __CELLOS_LV2__ // Use cgGetNamedParameter etc. stdshader->Bind(); + + uni_mat = stdshader->GetUniformLocation("proj_matrix"); + glUniformMatrix4fv(uni_mat, 1, GL_FALSE, &Video::GetProjMatrix()[0][0]); + uni_mat = stdshader->GetUniformLocation("view_matrix"); + glUniformMatrix4fv(uni_mat, 1, GL_FALSE, &Video::GetViewMatrix()[0][0]); uni_mat = stdshader->GetUniformLocation("model_matrix"); - glUniformMatrix4fv(uni_mat, 1, GL_FALSE, &model_matrix[0][0]); + glUniformMatrix4fv(uni_mat, 1, GL_FALSE, &data->model_matrix[0][0]); + uni_tex = stdshader->GetUniformLocation("in_Texture"); glUniform1i(uni_tex, 0); #endif diff --git a/src/video.cpp b/src/video.cpp index 649a7510..94592015 100644 --- a/src/video.cpp +++ b/src/video.cpp @@ -27,91 +27,23 @@ using namespace std; namespace lol { +class VideoData +{ + friend class Video; + +private: + static mat4 proj_matrix, view_matrix; #if defined ANDROID_NDK -vec2i saved_viewport; + static vec2i saved_viewport; #endif +}; -Shader *stdshader; -mat4 proj_matrix, view_matrix, model_matrix; - -#define OLD +mat4 VideoData::proj_matrix; +mat4 VideoData::view_matrix; -static char const *vertexshader = - "#version 130\n" - "\n" -#if defined HAVE_GLES_2X - "attribute vec3 in_Position;\n" - "attribute vec2 in_TexCoord;\n" - "varying vec2 pass_TexCoord;\n" -#else - "in vec3 in_Position;\n" - "in vec2 in_TexCoord;\n" -#endif - "uniform mat4 proj_matrix;\n" - "uniform mat4 view_matrix;\n" - "uniform mat4 model_matrix;\n" - "\n" - "void main()\n" - "{\n" - " gl_Position = proj_matrix * view_matrix * model_matrix" - " * vec4(in_Position, 1.0);\n" -#if defined HAVE_GLES_2X - " pass_TexCoord = in_TexCoord;\n" -#else - " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" -#endif - "}\n"; - -static char const *fragmentshader = - "#version 130\n" - "\n" - "uniform sampler2D in_Texture;\n" -#if defined HAVE_GLES_2X - "varying vec2 pass_TexCoord;\n" -#endif - "\n" - "void main()\n" - "{\n" -#if defined HAVE_GLES_2X - " vec4 col = texture2D(in_Texture, pass_TexCoord);\n" - //" vec4 col = vec4(0.5, 1.0, 0.0, 0.5);\n" - //" vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n" -#else - " vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" -#endif -#if 0 - " float mul = 2.0;\n" -#if 0 - " vec2 d1 = mod(vec2(gl_FragCoord), vec2(2.0, 2.0));\n" - " float t1 = mod(3.0 * d1.x + 2.0 * d1.y, 4.0);\n" - " float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0);\n" - " float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0);\n" - " float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0);\n" - " float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0);\n" - " float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0);\n" - " float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0);\n" - " float t1 = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0;\n" - " float t2 = t1;\n" - " float t3 = t1;\n" -#else - " float rand = sin(gl_FragCoord.x * 1.23456) * 123.456\n" - " + cos(gl_FragCoord.y * 2.34567) * 789.012;\n" - " float t1 = mod(sin(rand) * 17.13043, 1.0);\n" - " float t2 = mod(sin(rand) * 27.13043, 1.0);\n" - " float t3 = mod(sin(rand) * 37.13043, 1.0);\n" -#endif - " float fracx = fract(col.x * mul);\n" - " float fracy = fract(col.y * mul);\n" - " float fracz = fract(col.z * mul);\n" - " fracx = fracx > t1 ? 1.0 : 0.0;\n" - " fracy = fracy > t2 ? 1.0 : 0.0;\n" - " fracz = fracz > t3 ? 1.0 : 0.0;\n" - " col.x = (floor(col.x * mul) + fracx) / mul;\n" - " col.y = (floor(col.y * mul) + fracy) / mul;\n" - " col.z = (floor(col.z * mul) + fracz) / mul;\n" +#if defined ANDROID_NDK +vec2i VideoData::saved_viewport = 0; #endif - " gl_FragColor = col;\n" - "}\n"; /* * Public Video class @@ -123,7 +55,7 @@ void Video::Setup(vec2i size) glViewport(0, 0, size.x, size.y); #if defined ANDROID_NDK - saved_viewport = vec2i(size.x, size.y); + VideoData::saved_viewport = size; #endif glClearColor(0.1f, 0.2f, 0.3f, 0.0f); @@ -133,16 +65,12 @@ void Video::Setup(vec2i size) glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); #endif - - stdshader = Shader::Create(vertexshader, fragmentshader); } void Video::SetFov(float theta) { #undef near /* Fuck Microsoft */ #undef far /* Fuck Microsoft again */ - mat4 proj; - vec2 size = GetSize(); float near = -size.x - size.y; float far = size.x + size.y; @@ -155,7 +83,7 @@ void Video::SetFov(float theta) if (theta < 1e-4f) { /* The easy way: purely orthogonal projection. */ - proj_matrix = mat4::ortho(0, size.x, 0, size.y, near, far); + VideoData::proj_matrix = mat4::ortho(0, size.x, 0, size.y, near, far); } else { @@ -175,21 +103,13 @@ void Video::SetFov(float theta) near = 1.0f; } - proj_matrix = mat4::frustum(-near * t1, near * t1, - -near * t2, near * t2, near, far) - * mat4::translate(-0.5f * size.x, -0.5f * size.y, -dist); + mat4 proj = mat4::frustum(-near * t1, near * t1, + -near * t2, near * t2, near, far); + mat4 trans = mat4::translate(-0.5f * size.x, -0.5f * size.y, -dist); + VideoData::proj_matrix = proj * trans; } - view_matrix = mat4(1.0f); - - stdshader->Bind(); /* Required on GLES 2.x? */ -#if !defined __CELLOS_LV2__ // Use cgGetNamedParameter etc. - GLuint uni; - uni = stdshader->GetUniformLocation("proj_matrix"); - glUniformMatrix4fv(uni, 1, GL_FALSE, &proj_matrix[0][0]); - uni = stdshader->GetUniformLocation("view_matrix"); - glUniformMatrix4fv(uni, 1, GL_FALSE, &view_matrix[0][0]); -#endif + VideoData::view_matrix = mat4(1.0f); } void Video::SetDepth(bool set) @@ -211,7 +131,7 @@ void Video::Clear() void Video::Destroy() { - Shader::Destroy(stdshader); + ; } void Video::Capture(uint32_t *buffer) @@ -249,7 +169,7 @@ void Video::Capture(uint32_t *buffer) vec2i Video::GetSize() { #if defined ANDROID_NDK - return saved_viewport; + return VideoData::saved_viewport; #elif defined __CELLOS_LV2__ // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions return vec2i(1920, 1080); @@ -260,5 +180,15 @@ vec2i Video::GetSize() #endif } +mat4 const & Video::GetProjMatrix() +{ + return VideoData::proj_matrix; +} + +mat4 const & Video::GetViewMatrix() +{ + return VideoData::view_matrix; +} + } /* namespace lol */ diff --git a/src/video.h b/src/video.h index 59f6d9bb..d464e22a 100644 --- a/src/video.h +++ b/src/video.h @@ -32,6 +32,8 @@ public: static void Clear(); static void Capture(uint32_t *buffer); static vec2i GetSize(); + static mat4 const & GetProjMatrix(); + static mat4 const & GetViewMatrix(); }; } /* namespace lol */