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Add texturing support to DebugQuad. Works with OpenGL (fixed pipeline

and programmable pipeline versions) and OpenGL ES 1.x for now.
legacy
Sam Hocevar sam 13 년 전
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df21968ce2
2개의 변경된 파일91개의 추가작업 그리고 32개의 파일을 삭제
  1. +84
    -25
      src/debugquad.cpp
  2. +7
    -7
      src/debugquad.h

+ 84
- 25
src/debugquad.cpp 파일 보기

@@ -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;
}


+ 7
- 7
src/debugquad.h 파일 보기

@@ -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 */


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