// // Lol Engine // // Copyright: (c) 2010-2011 Sam Hocevar // 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 #ifdef WIN32 # define WIN32_LEAN_AND_MEAN # include #endif #include "core.h" #include "lolgl.h" using namespace std; namespace lol { #if defined ANDROID_NDK vec2i saved_viewport; #endif Shader *stdshader; mat4 proj_matrix, view_matrix, model_matrix; static char const *vertexshader = #if defined HAVE_GL_2X "#version 130\n" #endif "\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 //"in vec3 in_Color;\n" //"out vec3 pass_Color;\n" "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" //" pass_Color = in_Color;\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 = #if !defined HAVE_GLES_2X "#version 130\n" #endif "\n" "uniform sampler2D in_Texture;\n" //"in vec3 pass_Color;\n" //"out vec4 out_Color;\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"; /* * Public Video class */ void Video::Setup(vec2i size) { /* Initialise OpenGL */ glViewport(0, 0, size.x, size.y); #if defined ANDROID_NDK saved_viewport = vec2i(size.x, size.y); #endif glClearColor(0.1f, 0.2f, 0.3f, 0.0f); glClearDepthf(1.0); #if defined HAVE_GL_2X 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; #if defined ANDROID_NDK size = vec(640.0f, 480.0f); #endif /* Set the projection matrix */ if (theta < 1e-4f) { /* The easy way: purely orthogonal projection. */ proj_matrix = mat4::ortho(0, size.x, 0, size.y, near, far); } else { /* Compute a view that approximates the glOrtho view when theta * approaches zero. This view ensures that the z=0 plane fills * the screen. */ float t1 = tanf(theta / 2); float t2 = t1 * size.y / size.y; float dist = size.x / (2.0f * t1); near += dist; far += dist; if (near <= 0.0f) { far -= (near - 1.0f); 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); } 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 } void Video::SetDepth(bool set) { if (set) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } void Video::Clear() { vec2i size = GetSize(); glViewport(0, 0, size.x, size.y); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); SetFov(0.0f); } void Video::Destroy() { Shader::Destroy(stdshader); } void Video::Capture(uint32_t *buffer) { GLint v[4]; #if defined __CELLOS_LV2__ // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions v[2] = 1920; v[3] = 1080; #else glGetIntegerv(GL_VIEWPORT, v); #endif int width = v[2], height = v[3]; #if defined HAVE_GL_2X glPixelStorei(GL_PACK_ROW_LENGTH, 0); #endif glPixelStorei(GL_PACK_ALIGNMENT, 1); #if defined GL_BGRA glReadPixels(0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, buffer); #else glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); #endif for (int j = 0; j < height / 2; j++) for (int i = 0; i < width; i++) { uint32_t tmp = buffer[j * width + i]; buffer[j * width + i] = buffer[(height - j - 1) * width + i]; buffer[(height - j - 1) * width + i] = tmp; } } vec2i Video::GetSize() { #if defined ANDROID_NDK return saved_viewport; #elif defined __CELLOS_LV2__ // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions return vec2i(1920, 1080); #else GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); return vec2i(v[2], v[3]); #endif } } /* namespace lol */