// // 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 { class VideoData { friend class Video; private: static mat4 proj_matrix, view_matrix; #if defined ANDROID_NDK || defined __CELLOS_LV2__ static ivec2 saved_viewport; #endif }; mat4 VideoData::proj_matrix; mat4 VideoData::view_matrix; #if defined ANDROID_NDK || defined __CELLOS_LV2__ ivec2 VideoData::saved_viewport = 0; #endif /* * Public Video class */ void Video::Setup(ivec2 size) { #if defined USE_GLEW /* Initialise GLEW if necessary */ GLenum glerr = glewInit(); if (glerr != GLEW_OK) { Log::Error("cannot initialise GLEW: %s\n", glewGetErrorString(glerr)); exit(EXIT_FAILURE); } #endif /* Initialise OpenGL */ glViewport(0, 0, size.x, size.y); #if defined ANDROID_NDK || defined __CELLOS_LV2__ VideoData::saved_viewport = size; #endif glClearColor(0.1f, 0.2f, 0.3f, 0.0f); glClearDepth(1.0); #if defined HAVE_GL_2X glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); #endif } void Video::SetFov(float theta) { #undef near /* Fuck Microsoft */ #undef far /* Fuck Microsoft again */ vec2 size = GetSize(); float near = -size.x - size.y; float far = size.x + size.y; #if defined ANDROID_NDK size = vec2(640.0f, 480.0f); #endif /* Set the projection matrix */ if (theta < 1e-4f) { /* The easy way: purely orthogonal projection. */ VideoData::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; } 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; } VideoData::view_matrix = mat4(1.0f); } void Video::SetDepth(bool set) { if (set) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); } void Video::Clear() { ivec2 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() { ; } 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; } } ivec2 Video::GetSize() { #if defined ANDROID_NDK return VideoData::saved_viewport; #elif defined __CELLOS_LV2__ // FIXME: use psglCreateDeviceAuto && psglGetDeviceDimensions return VideoData::saved_viewport; #else GLint v[4]; glGetIntegerv(GL_VIEWPORT, v); return ivec2(v[2], v[3]); #endif } mat4 const & Video::GetProjMatrix() { return VideoData::proj_matrix; } mat4 const & Video::GetViewMatrix() { return VideoData::view_matrix; } } /* namespace lol */