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- //
- // Lol Engine
- //
- // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
- // 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 <cmath>
-
- #ifdef WIN32
- # define WIN32_LEAN_AND_MEAN
- # include <windows.h>
- #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 */
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