// // 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 #include #include "core.h" #include "lolgl.h" #include "loldebug.h" using namespace std; namespace lol { /* * DebugQuad implementation class */ static int const NUM_ARRAYS = 2; static int const NUM_BUFFERS = 6; static int const NUM_ATTRS = 6; static int const NUM_SHADERS = 6; static int const NUM_TEXTURES = 1; static int const TEX_SIZE = 32; class DebugQuadData { friend class DebugQuad; private: vec2 orig, step, aa, bb; int initialised; float time; #if !defined __CELLOS_LV2__ GLuint array[NUM_ARRAYS]; #endif GLuint buffer[NUM_BUFFERS]; Shader *shader[NUM_SHADERS]; GLuint attr[NUM_ATTRS]; GLuint texture[NUM_TEXTURES]; uint8_t image[1][TEX_SIZE * TEX_SIZE * 4]; }; /* * Public DebugQuad class */ DebugQuad::DebugQuad() : data(new DebugQuadData()) { data->initialised = 0; data->time = RandF(10000.0f); drawgroup = DRAWGROUP_HUD; } void DebugQuad::TickGame(float deltams) { Entity::TickGame(deltams); data->time += deltams; } void DebugQuad::TickDraw(float deltams) { Entity::TickDraw(deltams); if (!data->initialised && !IsDestroying()) { #if !defined __CELLOS_LV2__ glGenVertexArrays(NUM_ARRAYS, data->array); #endif glGenBuffers(NUM_BUFFERS, data->buffer); glGenTextures(NUM_TEXTURES, data->texture); for (int i = 0; i < NUM_SHADERS; i++) data->shader[i] = NULL; /* Checkerboard texture */ glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, data->texture[0]); for (int j = 0; j < TEX_SIZE; j++) for (int i = 0; i < TEX_SIZE; i++) { uint8_t wb = (((i / 2) ^ (j / 2)) & 1) * 0xff; data->image[0][(j * TEX_SIZE + i) * 4 + 0] = wb; data->image[0][(j * TEX_SIZE + i) * 4 + 1] = wb; data->image[0][(j * TEX_SIZE + i) * 4 + 2] = wb; data->image[0][(j * TEX_SIZE + i) * 4 + 3] = 0xff; } /* Use GL_RGBA instead of 4 for the internal format (Android) */ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEX_SIZE, TEX_SIZE, 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; } else if (data->initialised && IsDestroying()) { #if !defined __CELLOS_LV2__ glDeleteVertexArrays(NUM_ARRAYS, data->array); #endif glDeleteBuffers(NUM_BUFFERS, data->buffer); glDeleteTextures(NUM_TEXTURES, data->texture); for (int i = 0; i < NUM_SHADERS; i++) if (data->shader[i]) Shader::Destroy(data->shader[i]); data->initialised = 0; } /* Prepare our quad coordinates */ vec2i const layout(4, 3); data->step = vec2(2.0f, -2.0f) / (3 * layout + vec2i(1)); data->orig = vec2(-1.0f, 1.0f) + data->step; data->aa = data->orig; data->bb = data->orig + 2.0f * data->step; /* Generate a few random numbers */ float f1 = 0.5f + 0.5f * sinf(0.00034f * data->time); float f2 = 0.5f + 0.5f * sinf(0.00053f * data->time + 1.0f); float f3 = 0.5f + 0.5f * sinf(0.00072f * data->time + 4.0f); float f4 = 0.5f + 0.5f * sinf(0.00091f * data->time + 8.0f); GLfloat const colors[] = { f1, f2, f3, f4, f2, f1, f3, f1, f4, f3, f1, f4, f4, f3, f2, f1, f2, f3 }; GLfloat const texcoords[] = { f1, f3, f3, f2, f2, f4, f2, f4, f4, f1, f1, f3 }; ResetState(); #if defined HAVE_GLBEGIN || defined USE_GLEW /* * Test #1: simple glBegin code * * Renders an orange square. */ glColor3f(0.8f, 0.5f, 0.2f); glBegin(GL_TRIANGLES); glVertex3f(data->aa.x, data->bb.y, 0.0f); glVertex3f(data->bb.x, data->bb.y, 0.0f); glVertex3f(data->bb.x, data->aa.y, 0.0f); glVertex3f(data->bb.x, data->aa.y, 0.0f); glVertex3f(data->aa.x, data->aa.y, 0.0f); glVertex3f(data->aa.x, data->bb.y, 0.0f); glEnd(); Advance(); ResetState(); /* * Test #2: glBegin + per-vertex coloring * * Renders a multicolored square with varying colors. */ glBegin(GL_TRIANGLES); glColor3f(f1, f2, f3); glVertex3f(data->aa.x, data->bb.y, 0.0f); glColor3f(f4, f2, f1); glVertex3f(data->bb.x, data->bb.y, 0.0f); glColor3f(f3, f1, f4); glVertex3f(data->bb.x, data->aa.y, 0.0f); glVertex3f(data->bb.x, data->aa.y, 0.0f); glColor3f(f4, f3, f2); glVertex3f(data->aa.x, data->aa.y, 0.0f); glColor3f(f1, f2, f3); glVertex3f(data->aa.x, data->bb.y, 0.0f); glEnd(); Advance(); ResetState(); /* * Test #3: glBegin + texture * * Renders an animated black-and-white distorted checkerboard. */ glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, data->texture[0]); glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); glTexCoord2f(f1, f3); glVertex3f(data->aa.x, data->bb.y, 0.0f); glTexCoord2f(f3, f2); glVertex3f(data->bb.x, data->bb.y, 0.0f); glTexCoord2f(f2, f4); glVertex3f(data->bb.x, data->aa.y, 0.0f); glTexCoord2f(f2, f4); glVertex3f(data->bb.x, data->aa.y, 0.0f); glTexCoord2f(f4, f1); glVertex3f(data->aa.x, data->aa.y, 0.0f); glTexCoord2f(f1, f3); glVertex3f(data->aa.x, data->bb.y, 0.0f); glEnd(); glDisable(GL_TEXTURE_2D); Advance(); ResetState(); /* * Test #4: glBegin + color in fragment shader * * Renders a static, coloured and tiled pattern. */ #if !defined __CELLOS_LV2__ if (!data->shader[0]) data->shader[0] = Shader::Create( "#version 110\n" "void main()" "{" " gl_Position = gl_Vertex;" "}", "#version 110\n" "void main()" "{" " float dx = mod(gl_FragCoord.x * gl_FragCoord.y, 2.0);" " float dy = mod(gl_FragCoord.x * 0.125, 1.0);" " float dz = mod(gl_FragCoord.y * 0.125, 1.0);" " gl_FragColor = vec4(dx, dy, dz, 1.0);" "}"); data->shader[0]->Bind(); glColor3f(0.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); glVertex3f(data->aa.x, data->bb.y, 0.0f); glVertex3f(data->bb.x, data->bb.y, 0.0f); glVertex3f(data->bb.x, data->aa.y, 0.0f); glVertex3f(data->bb.x, data->aa.y, 0.0f); glVertex3f(data->aa.x, data->aa.y, 0.0f); glVertex3f(data->aa.x, data->bb.y, 0.0f); glEnd(); glUseProgram(0); Advance(); ResetState(); #endif /* * Test #5: glBegin + pass vertex coord from vertex shader to fragment * shader for use as color information. * * Renders a multicolored square with varying colors. */ #if !defined __CELLOS_LV2__ if (!data->shader[1]) data->shader[1] = Shader::Create( "#version 110\n" "varying vec4 pass_Color;" "void main()" "{" " float r = gl_MultiTexCoord0.x;" " float g = gl_MultiTexCoord0.y;" " float b = gl_MultiTexCoord0.z;" " pass_Color = vec4(r, g, b, 1.0);" " gl_Position = gl_Vertex;" "}", "#version 110\n" "varying vec4 pass_Color;" "void main()" "{" " gl_FragColor = pass_Color;" "}"); data->shader[1]->Bind(); glColor3f(0.0f, 1.0f, 1.0f); glBegin(GL_TRIANGLES); glTexCoord3f(f1, f2, f3); glVertex3f(data->aa.x, data->bb.y, 0.0f); glTexCoord3f(f4, f2, f1); glVertex3f(data->bb.x, data->bb.y, 0.0f); glTexCoord3f(f3, f1, f4); glVertex3f(data->bb.x, data->aa.y, 0.0f); glVertex3f(data->bb.x, data->aa.y, 0.0f); glTexCoord3f(f4, f3, f2); glVertex3f(data->aa.x, data->aa.y, 0.0f); glTexCoord3f(f1, f2, f3); glVertex3f(data->aa.x, data->bb.y, 0.0f); glEnd(); glUseProgram(0); Advance(); ResetState(); #endif /* * Test #6: glBegin + apply texture in fragment shader * * Renders an animated black-and-white distorted checkerboard with a * zoom ratio twice the one in test #3. * * Note: there is no need to glEnable(GL_TEXTURE_2D) when the * texture lookup is done in a shader. */ #if !defined __CELLOS_LV2__ if (!data->shader[2]) data->shader[2] = Shader::Create( "#version 110\n" "void main()" "{" " gl_TexCoord[0] = gl_MultiTexCoord0;" " gl_Position = gl_Vertex;" "}", "#version 110\n" "uniform sampler2D tex;" "void main()" "{" " gl_FragColor = texture2D(tex, gl_TexCoord[0].xy * 0.25);" "}"); data->shader[2]->Bind(); glColor3f(0.0f, 1.0f, 1.0f); glBindTexture(GL_TEXTURE_2D, data->texture[0]); glBegin(GL_TRIANGLES); glTexCoord2f(f1, f3); glVertex3f(data->aa.x, data->bb.y, 0.0f); glTexCoord2f(f3, f2); glVertex3f(data->bb.x, data->bb.y, 0.0f); glTexCoord2f(f2, f4); glVertex3f(data->bb.x, data->aa.y, 0.0f); glTexCoord2f(f2, f4); glVertex3f(data->bb.x, data->aa.y, 0.0f); glTexCoord2f(f4, f1); glVertex3f(data->aa.x, data->aa.y, 0.0f); glTexCoord2f(f1, f3); glVertex3f(data->aa.x, data->bb.y, 0.0f); glEnd(); glUseProgram(0); Advance(); ResetState(); #endif #endif /* * Test #7: vertex buffer + per-vertex coloring * * Renders a multicolored square with varying colors. */ GLfloat const vertices1[] = { data->aa.x, data->bb.y, 0.0f, data->bb.x, data->bb.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->aa.x, data->aa.y, 0.0f, data->aa.x, data->bb.y, 0.0f }; glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glColorPointer(3, GL_FLOAT, 0, colors); glVertexPointer(3, GL_FLOAT, 0, vertices1); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); Advance(); ResetState(); /* * Test #8: vertex buffer + per-vertex coloring + texture * * Renders a multicolored square with varying colors multiplied with an * animated distorted checkerboard. */ GLfloat const vertices2[] = { data->aa.x, data->bb.y, 0.0f, data->bb.x, data->bb.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->aa.x, data->aa.y, 0.0f, data->aa.x, data->bb.y, 0.0f }; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, data->texture[0]); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); glColorPointer(3, GL_FLOAT, 0, colors); glTexCoordPointer(2, GL_FLOAT, 0, texcoords); glVertexPointer(3, GL_FLOAT, 0, vertices2); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisable(GL_TEXTURE_2D); Advance(); ResetState(); /* * Test #9: vertex buffer + texture & color in 1.10 fragment shader * * Renders a multicolored square with varying colors xored with an * animated distorted checkerboard. */ #if !defined __CELLOS_LV2__ if (!data->shader[3]) data->shader[3] = Shader::Create( "#version 110\n" "varying vec4 pass_Color;" "void main()" "{" " gl_TexCoord[0] = gl_MultiTexCoord0;" " pass_Color = gl_Color;" " gl_Position = gl_Vertex;" "}", "#version 110\n" "varying vec4 pass_Color;" "uniform sampler2D tex;" "void main()" "{" " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" "}"); data->shader[3]->Bind(); GLfloat const vertices3[] = { data->aa.x, data->bb.y, 0.0f, data->bb.x, data->bb.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->aa.x, data->aa.y, 0.0f, data->aa.x, data->bb.y, 0.0f }; glBindTexture(GL_TEXTURE_2D, data->texture[0]); glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertices3); glColorPointer(3, GL_FLOAT, 0, colors); glTexCoordPointer(2, GL_FLOAT, 0, texcoords); glDrawArrays(GL_TRIANGLES, 0, 6); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glUseProgram(0); Advance(); ResetState(); #endif /* * Test #10: vertex buffer + texture & color in 1.20 fragment shader * * Renders a multicolored square with varying colors xored with an * animated distorted checkerboard. */ #if !defined __CELLOS_LV2__ if (!data->shader[4]) { data->shader[4] = Shader::Create( "#version 120\n" "attribute vec3 in_Vertex;" "attribute vec3 in_Color;" "attribute vec2 in_MultiTexCoord0;" "varying vec4 pass_Color;" "void main()" "{" " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);" " pass_Color = vec4(in_Color, 1.0);" " gl_Position = vec4(in_Vertex, 1.0);" "}", "#version 120\n" "varying vec4 pass_Color;" "uniform sampler2D tex;" "void main()" "{" " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" "}"); data->attr[0] = data->shader[4]->GetAttribLocation("in_Vertex"); data->attr[1] = data->shader[4]->GetAttribLocation("in_Color"); data->attr[2] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0"); } data->shader[4]->Bind(); GLfloat const vertices4[] = { data->aa.x, data->bb.y, 0.0f, data->bb.x, data->bb.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->aa.x, data->aa.y, 0.0f, data->aa.x, data->bb.y, 0.0f }; glBindTexture(GL_TEXTURE_2D, data->texture[0]); glBindVertexArray(data->array[0]); glBindBuffer(GL_ARRAY_BUFFER, data->buffer[0]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices4), vertices4, GL_DYNAMIC_DRAW); glVertexAttribPointer(data->attr[0], 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(data->attr[0]); glBindBuffer(GL_ARRAY_BUFFER, data->buffer[1]); glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_DYNAMIC_DRAW); glVertexAttribPointer(data->attr[1], 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(data->attr[1]); glBindBuffer(GL_ARRAY_BUFFER, data->buffer[2]); glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_DYNAMIC_DRAW); glVertexAttribPointer(data->attr[2], 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(data->attr[2]); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); glDisableVertexAttribArray(data->attr[0]); glDisableVertexAttribArray(data->attr[1]); glDisableVertexAttribArray(data->attr[2]); glUseProgram(0); Advance(); ResetState(); #endif /* * Test #11: vertex buffer + texture & color in 1.30 fragment shader * * Renders a multicolored square with varying colors xored with an * animated distorted checkerboard. */ #if !defined __CELLOS_LV2__ if (!data->shader[5]) { data->shader[5] = Shader::Create( "#version 130\n" "in vec3 in_Vertex;" "in vec3 in_Color;" "in vec2 in_MultiTexCoord0;" "out vec4 pass_Color;" "void main()" "{" " gl_TexCoord[0] = vec4(in_MultiTexCoord0, 0.0, 0.0);" " pass_Color = vec4(in_Color, 1.0);" " gl_Position = vec4(in_Vertex, 1.0);" "}", "#version 130\n" "in vec4 pass_Color;" "uniform sampler2D tex;" "void main()" "{" " vec4 tmp = texture2D(tex, gl_TexCoord[0].xy * 0.25);" " gl_FragColor = vec4(abs(tmp.xyz - pass_Color.xyz), 1.0);" "}"); data->attr[3] = data->shader[4]->GetAttribLocation("in_Vertex"); data->attr[4] = data->shader[4]->GetAttribLocation("in_Color"); data->attr[5] = data->shader[4]->GetAttribLocation("in_MultiTexCoord0"); } data->shader[5]->Bind(); GLfloat const vertices5[] = { data->aa.x, data->bb.y, 0.0f, data->bb.x, data->bb.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->bb.x, data->aa.y, 0.0f, data->aa.x, data->aa.y, 0.0f, data->aa.x, data->bb.y, 0.0f }; glBindTexture(GL_TEXTURE_2D, data->texture[0]); glBindVertexArray(data->array[1]); glBindBuffer(GL_ARRAY_BUFFER, data->buffer[3]); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices5), vertices5, GL_DYNAMIC_DRAW); glVertexAttribPointer(data->attr[3], 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(data->attr[3]); glBindBuffer(GL_ARRAY_BUFFER, data->buffer[4]); glBufferData(GL_ARRAY_BUFFER, sizeof(colors), colors, GL_DYNAMIC_DRAW); glVertexAttribPointer(data->attr[4], 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(data->attr[4]); glBindBuffer(GL_ARRAY_BUFFER, data->buffer[5]); glBufferData(GL_ARRAY_BUFFER, sizeof(texcoords), texcoords, GL_DYNAMIC_DRAW); glVertexAttribPointer(data->attr[5], 2, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(data->attr[5]); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); glDisableVertexAttribArray(data->attr[3]); glDisableVertexAttribArray(data->attr[4]); glDisableVertexAttribArray(data->attr[5]); glUseProgram(0); Advance(); ResetState(); #endif } void DebugQuad::ResetState() { /* Reset GL states to something reasonably safe */ glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); glClientActiveTexture(GL_TEXTURE0); glDisable(GL_TEXTURE_2D); glBindBuffer(GL_ARRAY_BUFFER, 0); #if !defined __CELLOS_LV2__ glUseProgram(0); #endif } void DebugQuad::Advance() { data->aa.x += 3.0f * data->step.x; data->bb.x += 3.0f * data->step.x; if (data->bb.x > 1.0f) { data->aa.x = data->orig.x; data->bb.x = data->orig.x + 2.0f * data->step.x; data->aa.y += 3.0f * data->step.y; data->bb.y += 3.0f * data->step.y; } } DebugQuad::~DebugQuad() { delete data; } } /* namespace lol */