diff --git a/src/debugquad.cpp b/src/debugquad.cpp index deae9b00..8a0d32bc 100644 --- a/src/debugquad.cpp +++ b/src/debugquad.cpp @@ -23,39 +23,41 @@ namespace lol { /* - * DebugTri implementation class + * DebugQuad implementation class */ -class DebugTriData +class DebugQuadData { - friend class DebugTri; + friend class DebugQuad; private: int initialised; #if defined HAVE_GL_2X || defined HAVE_GLES_2X - GLuint buflist[2]; + GLuint buflist[3]; Shader *shader; #elif defined HAVE_GL_1X || defined HAVE_GLES_1X - GLuint buflist[2]; + GLuint buflist[3]; #endif + GLuint texlist[1]; + uint8_t image[1][32 * 32 * 4]; }; /* - * Public DebugTri class + * Public DebugQuad class */ -DebugTri::DebugTri() - : data(new DebugTriData()) +DebugQuad::DebugQuad() + : data(new DebugQuadData()) { data->initialised = 0; } -void DebugTri::TickGame(float deltams) +void DebugQuad::TickGame(float deltams) { Entity::TickGame(deltams); } -void DebugTri::TickDraw(float deltams) +void DebugQuad::TickDraw(float deltams) { Entity::TickDraw(deltams); @@ -64,40 +66,64 @@ void DebugTri::TickDraw(float deltams) if (data->initialised) { #if defined HAVE_GL_2X || defined HAVE_GLES_2X - glDeleteBuffers(2, data->buflist); + glDeleteBuffers(3, data->buflist); Shader::Destroy(data->shader); #elif defined HAVE_GL_1X || defined HAVE_GLES_1X - glDeleteBuffers(2, data->buflist); + glDeleteBuffers(3, data->buflist); #endif + glDeleteTextures(1, data->texlist); data->initialised = 0; } } else if (!data->initialised) { #if defined HAVE_GL_2X || defined HAVE_GLES_2X - glGenBuffers(2, data->buflist); + glGenBuffers(3, data->buflist); static char const *vertexshader = "#version 130\n" "in vec2 in_Position;\n" - "in vec3 in_Color;\n" - "out vec3 pass_Color;\n" + "in vec4 in_Color;\n" + "in vec2 in_TexCoord;\n" + "out vec4 pass_Color;\n" "void main()\n" "{\n" " gl_Position = vec4(in_Position, 0.0f, 1.0f);\n" + " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n" " pass_Color = in_Color;\n" "}\n"; static char const *fragmentshader = "#version 130\n" - "in vec3 pass_Color;\n" + "in vec4 pass_Color;\n" + "uniform sampler2D in_Texture;\n" "void main()\n" "{\n" - " gl_FragColor = vec4(pass_Color, 1.0);\n" + " vec4 col = pass_Color;\n" + " vec4 tex = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n" + " gl_FragColor = col * tex;\n" "}\n"; data->shader = Shader::Create(vertexshader, fragmentshader); #elif defined HAVE_GL_1X || defined HAVE_GLES_1X - glGenBuffers(2, data->buflist); + glGenBuffers(3, data->buflist); #endif + glGenTextures(1, data->texlist); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, data->texlist[0]); + for (int j = 0; j < 32; j++) + for (int i = 0; i < 32; i++) + { + uint8_t wb = (((i / 2) ^ (j / 2)) & 1) * 0xff; + data->image[0][(j * 32 + i) * 4 + 0] = wb; + data->image[0][(j * 32 + i) * 4 + 1] = wb; + data->image[0][(j * 32 + i) * 4 + 2] = wb; + data->image[0][(j * 32 + i) * 4 + 3] = 255; + } + /* Use GL_RGBA instead of 4 for the internal format (Android) */ + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 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; } @@ -108,20 +134,34 @@ void DebugTri::TickDraw(float deltams) { -0.9f, -0.9f }, { 0.9f, 0.9f }, { 0.9f, -0.9f }, }; + /* Using only 3 components breaks on Android for some reason. */ static GLfloat const cols[6][4] = { - { 0.8f, 0.2f, 0.2f, 1.0f }, { 0.2f, 0.2f, 0.8f, 1.0f }, { 0.8f, 0.8f, 0.2f, 1.0f }, - { 0.8f, 0.8f, 0.2f, 1.0f }, { 0.2f, 0.2f, 0.8f, 1.0f }, { 0.2f, 0.8f, 0.2f, 1.0f }, + { 0.8f, 0.2f, 0.2f, 1.0f }, + { 0.2f, 0.2f, 0.8f, 1.0f }, + { 0.8f, 0.8f, 0.2f, 1.0f }, + + { 0.8f, 0.8f, 0.2f, 1.0f }, + { 0.2f, 0.2f, 0.8f, 1.0f }, + { 0.2f, 0.8f, 0.2f, 1.0f }, + }; + + static GLfloat const tcs[6][2] = + { + { 0.0f, 1.0f }, { 1.0f, 1.0f }, { 0.0f, 0.0f }, + { 0.0f, 0.0f }, { 1.0f, 1.0f }, { 1.0f, 0.0f }, }; #if defined HAVE_GL_2X || defined HAVE_GLES_2X data->shader->Bind(); - GLuint attr_pos, attr_col; + GLuint attr_pos, attr_col, attr_tex; attr_pos = data->shader->GetAttribLocation("in_Position"); attr_col = data->shader->GetAttribLocation("in_Color"); + attr_tex = data->shader->GetAttribLocation("in_TexCoord"); glEnableVertexAttribArray(attr_pos); glEnableVertexAttribArray(attr_col); + glEnableVertexAttribArray(attr_tex); glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); @@ -131,11 +171,17 @@ void DebugTri::TickDraw(float deltams) glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); glVertexAttribPointer(attr_col, 4, GL_FLOAT, GL_FALSE, 0, 0); + glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); + glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); + glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0); + glDrawArrays(GL_TRIANGLES, 0, 6); glDisableVertexAttribArray(attr_pos); glDisableVertexAttribArray(attr_col); + glDisableVertexAttribArray(attr_tex); #elif defined HAVE_GL_1X || defined HAVE_GLES_1X + /* Reset all model-view-projection matrices */ glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); @@ -143,12 +189,16 @@ void DebugTri::TickDraw(float deltams) glPushMatrix(); glLoadIdentity(); - glDisableClientState(GL_NORMAL_ARRAY); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisable(GL_TEXTURE_2D); + /* Set up state machine */ + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnable(GL_TEXTURE_2D); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, data->texlist[0]); + + /* Bind vertex, color and texture coordinate buffers */ #if defined HAVE_GL_1X glBindBuffer(GL_ARRAY_BUFFER, data->buflist[0]); glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), verts, GL_STATIC_DRAW); @@ -157,16 +207,25 @@ void DebugTri::TickDraw(float deltams) glBindBuffer(GL_ARRAY_BUFFER, data->buflist[1]); glBufferData(GL_ARRAY_BUFFER, 24 * sizeof(GLfloat), cols, GL_STATIC_DRAW); glColorPointer(4, GL_FLOAT, 0, NULL); + + glBindBuffer(GL_ARRAY_BUFFER, data->buflist[2]); + glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(GLfloat), tcs, GL_STATIC_DRAW); + glTexCoordPointer(2, GL_FLOAT, 0, NULL); #else glVertexPointer(2, GL_FLOAT, 0, verts); glColorPointer(4, GL_FLOAT, 0, cols); + glTexCoordPointer(2, GL_FLOAT, 0, tcs); #endif + /* Draw arrays */ glDrawArrays(GL_TRIANGLES, 0, 6); + /* Disable state machine features */ glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + /* Restore matrices */ glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); @@ -174,7 +233,7 @@ void DebugTri::TickDraw(float deltams) #endif } -DebugTri::~DebugTri() +DebugQuad::~DebugQuad() { delete data; } diff --git a/src/debugquad.h b/src/debugquad.h index 64180367..c26a1232 100644 --- a/src/debugquad.h +++ b/src/debugquad.h @@ -9,8 +9,8 @@ // // -// The DebugTri class -// ------------------ +// The DebugQuad class +// ------------------- // #if !defined __DH_DEBUGTRI_H__ @@ -21,20 +21,20 @@ namespace lol { -class DebugTriData; +class DebugQuadData; -class DebugTri : public Entity +class DebugQuad : public Entity { public: - DebugTri(); - virtual ~DebugTri(); + DebugQuad(); + virtual ~DebugQuad(); protected: virtual void TickGame(float deltams); virtual void TickDraw(float deltams); private: - DebugTriData *data; + DebugQuadData *data; }; } /* namespace lol */