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  1. //
  2. // Lol Engine
  3. //
  4. // Copyright: (c) 2010-2011 Sam Hocevar <sam@hocevar.net>
  5. // This program is free software; you can redistribute it and/or
  6. // modify it under the terms of the Do What The Fuck You Want To
  7. // Public License, Version 2, as published by Sam Hocevar. See
  8. // http://sam.zoy.org/projects/COPYING.WTFPL for more details.
  9. //
  10. #if defined HAVE_CONFIG_H
  11. # include "config.h"
  12. #endif
  13. #include <cstdlib>
  14. #include <cmath>
  15. #ifdef WIN32
  16. # define WIN32_LEAN_AND_MEAN
  17. # include <windows.h>
  18. #endif
  19. #include "core.h"
  20. #include "lolgl.h"
  21. namespace lol
  22. {
  23. struct Tile
  24. {
  25. TileSet *tileset;
  26. uint32_t prio;
  27. vec3 pos;
  28. int id, o;
  29. };
  30. static Shader *stdshader = NULL;
  31. /*
  32. * Scene implementation class
  33. */
  34. class SceneData
  35. {
  36. friend class Scene;
  37. private:
  38. static int Compare(void const *p1, void const *p2)
  39. {
  40. Tile const *t1 = (Tile const *)p1;
  41. Tile const *t2 = (Tile const *)p2;
  42. return t2->prio - t1->prio;
  43. }
  44. mat4 model_matrix;
  45. Tile *tiles;
  46. int ntiles;
  47. float angle;
  48. #if defined _XBOX
  49. # define STR0(x) #x
  50. # define STR(x) STR0(x)
  51. # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene not implemented")
  52. # undef STR
  53. # undef STR0
  54. #else
  55. #if defined HAVE_GL_2X && !defined __APPLE__
  56. GLuint vao;
  57. #endif
  58. GLuint *bufs;
  59. int nbufs;
  60. #endif
  61. static Scene *scene;
  62. };
  63. Scene *SceneData::scene = NULL;
  64. /*
  65. * Public Scene class
  66. */
  67. Scene::Scene(float angle)
  68. : data(new SceneData())
  69. {
  70. data->tiles = 0;
  71. data->ntiles = 0;
  72. data->angle = angle;
  73. #if defined _XBOX
  74. # define STR0(x) #x
  75. # define STR(x) STR0(x)
  76. # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Scene() not implemented")
  77. # undef STR
  78. # undef STR0
  79. #else
  80. data->bufs = 0;
  81. data->nbufs = 0;
  82. #endif
  83. #if defined HAVE_GL_2X && !defined __APPLE__
  84. glGenVertexArrays(1, &data->vao);
  85. #endif
  86. }
  87. Scene::~Scene()
  88. {
  89. #if defined _XBOX
  90. # define STR0(x) #x
  91. # define STR(x) STR0(x)
  92. # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::~Scene() not implemented")
  93. # undef STR
  94. # undef STR0
  95. #else
  96. /* FIXME: this must be done while the GL context is still active.
  97. * Change the code architecture to make sure of that. */
  98. /* XXX: The test is necessary because of a crash with PSGL. */
  99. if (data->nbufs > 0)
  100. glDeleteBuffers(data->nbufs, data->bufs);
  101. #if defined HAVE_GL_2X && !defined __APPLE__
  102. glDeleteVertexArrays(1, &data->vao);
  103. #endif
  104. free(data->bufs);
  105. #endif
  106. delete data;
  107. }
  108. Scene *Scene::GetDefault()
  109. {
  110. if (!SceneData::scene)
  111. SceneData::scene = new Scene(0.0f);
  112. return SceneData::scene;
  113. }
  114. void Scene::Reset()
  115. {
  116. if (SceneData::scene)
  117. delete SceneData::scene;
  118. SceneData::scene = NULL;
  119. }
  120. void Scene::AddTile(TileSet *tileset, int id, vec3 pos, int o)
  121. {
  122. if ((data->ntiles % 1024) == 0)
  123. data->tiles = (Tile *)realloc(data->tiles,
  124. (data->ntiles + 1024) * sizeof(Tile));
  125. /* FIXME: this sorting only works for a 45-degree camera */
  126. data->tiles[data->ntiles].prio = -pos.y - 2 * 32 * pos.z + (o ? 0 : 32);
  127. data->tiles[data->ntiles].tileset = tileset;
  128. data->tiles[data->ntiles].id = id;
  129. data->tiles[data->ntiles].pos = pos;
  130. data->tiles[data->ntiles].o = o;
  131. data->ntiles++;
  132. }
  133. void Scene::Render() // XXX: rename to Blit()
  134. {
  135. if (!stdshader)
  136. {
  137. #if !defined _XBOX && !defined __CELLOS_LV2__
  138. stdshader = Shader::Create(
  139. #if !defined HAVE_GLES_2X
  140. "#version 130\n"
  141. #endif
  142. "\n"
  143. #if defined HAVE_GLES_2X
  144. "attribute vec3 in_Position;\n"
  145. "attribute vec2 in_TexCoord;\n"
  146. "varying vec2 pass_TexCoord;\n"
  147. #else
  148. "in vec3 in_Position;\n"
  149. "in vec2 in_TexCoord;\n"
  150. #endif
  151. "uniform mat4 proj_matrix;\n"
  152. "uniform mat4 view_matrix;\n"
  153. "uniform mat4 model_matrix;\n"
  154. "\n"
  155. "void main()\n"
  156. "{\n"
  157. " gl_Position = proj_matrix * view_matrix * model_matrix"
  158. " * vec4(in_Position, 1.0);\n"
  159. #if defined HAVE_GLES_2X
  160. " pass_TexCoord = in_TexCoord;\n"
  161. #else
  162. " gl_TexCoord[0] = vec4(in_TexCoord, 0.0, 0.0);\n"
  163. #endif
  164. "}\n",
  165. #if !defined HAVE_GLES_2X
  166. "#version 130\n"
  167. #else
  168. "precision mediump float;\n"
  169. #endif
  170. "\n"
  171. "uniform sampler2D in_Texture;\n"
  172. #if defined HAVE_GLES_2X
  173. "varying vec2 pass_TexCoord;\n"
  174. #endif
  175. "\n"
  176. "void main()\n"
  177. "{\n"
  178. #if defined HAVE_GLES_2X
  179. " vec4 col = texture2D(in_Texture, pass_TexCoord);\n"
  180. //" vec4 col = vec4(0.5, 1.0, 0.0, 0.5);\n"
  181. //" vec4 col = vec4(pass_TexCoord * 4.0, 0.0, 0.25);\n"
  182. #else
  183. " vec4 col = texture2D(in_Texture, vec2(gl_TexCoord[0]));\n"
  184. #endif
  185. #if 0
  186. " float mul = 2.0;\n"
  187. #if 1
  188. " vec2 d1 = mod(vec2(gl_FragCoord), vec2(2.0, 2.0));\n"
  189. " float t1 = mod(3.0 * d1.x + 2.0 * d1.y, 4.0);\n"
  190. " float dx2 = mod(floor(gl_FragCoord.x * 0.5), 2.0);\n"
  191. " float dy2 = mod(floor(gl_FragCoord.y * 0.5), 2.0);\n"
  192. " float t2 = mod(3.0 * dx2 + 2.0 * dy2, 4.0);\n"
  193. " float dx3 = mod(floor(gl_FragCoord.x * 0.25), 2.0);\n"
  194. " float dy3 = mod(floor(gl_FragCoord.y * 0.25), 2.0);\n"
  195. " float t3 = mod(3.0 * dx3 + 2.0 * dy3, 4.0);\n"
  196. " t1 = (1.0 + 16.0 * t1 + 4.0 * t2 + t3) / 65.0;\n"
  197. " t2 = t1;\n"
  198. " t3 = t1;\n"
  199. #else
  200. " float rand = sin(gl_FragCoord.x * 1.23456) * 123.456\n"
  201. " + cos(gl_FragCoord.y * 2.34567) * 789.012;\n"
  202. " float t1 = mod(sin(rand) * 17.13043, 1.0);\n"
  203. " float t2 = mod(sin(rand) * 27.13043, 1.0);\n"
  204. " float t3 = mod(sin(rand) * 37.13043, 1.0);\n"
  205. #endif
  206. " float fracx = fract(col.x * mul);\n"
  207. " float fracy = fract(col.y * mul);\n"
  208. " float fracz = fract(col.z * mul);\n"
  209. " fracx = fracx > t1 ? 1.0 : 0.0;\n"
  210. " fracy = fracy > t2 ? 1.0 : 0.0;\n"
  211. " fracz = fracz > t3 ? 1.0 : 0.0;\n"
  212. " col.x = (floor(col.x * mul) + fracx) / mul;\n"
  213. " col.y = (floor(col.y * mul) + fracy) / mul;\n"
  214. " col.z = (floor(col.z * mul) + fracz) / mul;\n"
  215. #endif
  216. " gl_FragColor = col;\n"
  217. "}\n");
  218. #else
  219. stdshader = Shader::Create(
  220. "void main(float4 in_Position : POSITION,"
  221. " float2 in_TexCoord : TEXCOORD0,"
  222. " uniform float4x4 proj_matrix,"
  223. " uniform float4x4 view_matrix,"
  224. " uniform float4x4 model_matrix,"
  225. " out float2 out_TexCoord : TEXCOORD0,"
  226. " out float4 out_Position : POSITION)"
  227. "{"
  228. " out_Position = mul(proj_matrix, mul(view_matrix, mul(model_matrix, in_Position)));"
  229. " out_TexCoord = in_TexCoord;"
  230. "}",
  231. "void main(float2 in_TexCoord : TEXCOORD0,"
  232. " float4 in_FragCoord : WPOS,"
  233. " uniform sampler2D tex,"
  234. " out float4 out_FragColor : COLOR)"
  235. "{"
  236. " float4 col = tex2D(tex, in_TexCoord);"
  237. #if 0
  238. " float mul = 2.0;\n"
  239. " float t1, t2, t3;\n"
  240. #if 1
  241. " float dx1 = frac(in_FragCoord.x * 0.5) * 2.0;\n"
  242. " float dy1 = frac(in_FragCoord.y * 0.5) * 2.0;\n"
  243. " t1 = frac((3.0 * dx1 + 2.0 * dy1) / 4.0) * 4.0;\n"
  244. " float dx2 = frac(floor(in_FragCoord.x * 0.5) * 0.5) * 2.0;\n"
  245. " float dy2 = frac(floor(in_FragCoord.y * 0.5) * 0.5) * 2.0;\n"
  246. " t2 = frac((3.0 * dx2 + 2.0 * dy2) / 4.0) * 4.0;\n"
  247. " float dx3 = frac(floor(in_FragCoord.x * 0.25) * 0.5) * 2.0;\n"
  248. " float dy3 = frac(floor(in_FragCoord.y * 0.25) * 0.5) * 2.0;\n"
  249. " t3 = frac((3.0 * dx3 + 2.0 * dy3) / 4.0) * 4.0;\n"
  250. " t1 = (1.0 + 4.0 * t1 + t2) / 17.0;\n"
  251. " t2 = t1;\n"
  252. " t3 = t1;\n"
  253. #else
  254. " float rand = sin(in_FragCoord.x * 1.23456) * 123.456\n"
  255. " + cos(in_FragCoord.y * 2.34567) * 789.012;\n"
  256. " t1 = frac(sin(rand) * 17.13043);\n"
  257. " t2 = frac(sin(rand) * 27.13043);\n"
  258. " t3 = frac(sin(rand) * 37.13043);\n"
  259. #endif
  260. " float fracx = frac(col.x * mul);\n"
  261. " float fracy = frac(col.y * mul);\n"
  262. " float fracz = frac(col.z * mul);\n"
  263. " fracx = fracx > t1 ? 1.0 : 0.0;\n"
  264. " fracy = fracy > t2 ? 1.0 : 0.0;\n"
  265. " fracz = fracz > t3 ? 1.0 : 0.0;\n"
  266. " col.x = (floor(col.x * mul) + fracx) / mul;\n"
  267. " col.y = (floor(col.y * mul) + fracy) / mul;\n"
  268. " col.z = (floor(col.z * mul) + fracz) / mul;\n"
  269. #endif
  270. " out_FragColor = col;"
  271. "}");
  272. #endif
  273. }
  274. #if 0
  275. // Randomise, then sort.
  276. for (int i = 0; i < data->ntiles; i++)
  277. {
  278. Tile tmp = data->tiles[i];
  279. int j = rand() % data->ntiles;
  280. data->tiles[i] = data->tiles[j];
  281. data->tiles[j] = tmp;
  282. }
  283. #endif
  284. qsort(data->tiles, data->ntiles, sizeof(Tile), SceneData::Compare);
  285. // XXX: debug stuff
  286. data->model_matrix = mat4::translate(320.0f, 240.0f, 0.0f);
  287. data->model_matrix *= mat4::rotate(-data->angle, 1.0f, 0.0f, 0.0f);
  288. #if 0
  289. static float f = 0.0f;
  290. f += 0.01f;
  291. data->model_matrix *= mat4::rotate(6.0f * sinf(f), 1.0f, 0.0f, 0.0f);
  292. data->model_matrix *= mat4::rotate(17.0f * cosf(f), 0.0f, 0.0f, 1.0f);
  293. #endif
  294. data->model_matrix *= mat4::translate(-320.0f, -240.0f, 0.0f);
  295. // XXX: end of debug stuff
  296. int uni_mat, uni_tex, attr_pos, attr_tex;
  297. #if !defined __CELLOS_LV2__
  298. attr_pos = stdshader->GetAttribLocation("in_Position");
  299. attr_tex = stdshader->GetAttribLocation("in_TexCoord");
  300. #endif
  301. stdshader->Bind();
  302. uni_mat = stdshader->GetUniformLocation("proj_matrix");
  303. stdshader->SetUniform(uni_mat, Video::GetProjMatrix());
  304. uni_mat = stdshader->GetUniformLocation("view_matrix");
  305. stdshader->SetUniform(uni_mat, Video::GetViewMatrix());
  306. uni_mat = stdshader->GetUniformLocation("model_matrix");
  307. stdshader->SetUniform(uni_mat, data->model_matrix);
  308. #if defined _XBOX
  309. # define STR0(x) #x
  310. # define STR(x) STR0(x)
  311. # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
  312. # undef STR
  313. # undef STR0
  314. #elif !defined __CELLOS_LV2__
  315. uni_tex = stdshader->GetUniformLocation("in_Texture");
  316. glUniform1i(uni_tex, 0);
  317. #else
  318. // WTF? this doesn't exist
  319. //uni_tex = stdshader->GetUniformLocation("in_Texture");
  320. //cgGLSetParameter1i((CGparameter)(intptr_t)uni_tex, 0);
  321. #endif
  322. #if defined _XBOX
  323. # define STR0(x) #x
  324. # define STR(x) STR0(x)
  325. # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
  326. # undef STR
  327. # undef STR0
  328. #else
  329. #if !defined HAVE_GLES_2X
  330. glEnable(GL_TEXTURE_2D);
  331. #endif
  332. glEnable(GL_DEPTH_TEST);
  333. glDepthFunc(GL_LEQUAL);
  334. #if defined HAVE_GL_2X && !defined __APPLE__
  335. glEnable(GL_ALPHA_TEST);
  336. glAlphaFunc(GL_GEQUAL, 0.01f);
  337. #endif
  338. glEnable(GL_BLEND);
  339. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  340. #endif
  341. for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2)
  342. {
  343. #if defined _XBOX
  344. # define STR0(x) #x
  345. # define STR(x) STR0(x)
  346. # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
  347. # undef STR
  348. # undef STR0
  349. #else
  350. /* Generate new vertex / texture coord buffers if necessary */
  351. if (buf + 2 > data->nbufs)
  352. {
  353. data->bufs = (uint32_t *)realloc(data->bufs, (buf + 2) * sizeof(uint32_t));
  354. glGenBuffers(buf + 2 - data->nbufs, data->bufs + data->nbufs);
  355. data->nbufs = buf + 2;
  356. }
  357. #endif
  358. /* Count how many quads will be needed */
  359. for (n = i + 1; n < data->ntiles; n++)
  360. if (data->tiles[i].tileset != data->tiles[n].tileset)
  361. break;
  362. /* Create a vertex array object */
  363. float *vertex = (float *)malloc(6 * 3 * (n - i) * sizeof(float));
  364. float *texture = (float *)malloc(6 * 2 * (n - i) * sizeof(float));
  365. for (int j = i; j < n; j++)
  366. {
  367. data->tiles[i].tileset->BlitTile(data->tiles[j].id,
  368. data->tiles[j].pos, data->tiles[j].o,
  369. vertex + 18 * (j - i), texture + 12 * (j - i));
  370. }
  371. stdshader->Bind();
  372. /* Bind texture */
  373. data->tiles[i].tileset->Bind();
  374. /* Bind vertex, color and texture coordinate buffers */
  375. #if defined HAVE_GL_2X && !defined __APPLE__
  376. glBindVertexArray(data->vao);
  377. #endif
  378. #if defined _XBOX
  379. # define STR0(x) #x
  380. # define STR(x) STR0(x)
  381. # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
  382. # undef STR
  383. # undef STR0
  384. #else
  385. #if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc.
  386. glEnableVertexAttribArray(attr_pos);
  387. glEnableVertexAttribArray(attr_tex);
  388. glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]);
  389. glBufferData(GL_ARRAY_BUFFER, 18 * (n - i) * sizeof(GLfloat),
  390. vertex, GL_STATIC_DRAW);
  391. glVertexAttribPointer(attr_pos, 3, GL_FLOAT, GL_FALSE, 0, 0);
  392. glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]);
  393. glBufferData(GL_ARRAY_BUFFER, 12 * (n - i) * sizeof(GLfloat),
  394. texture, GL_STATIC_DRAW);
  395. glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, 0);
  396. #else
  397. glEnableClientState(GL_VERTEX_ARRAY);
  398. glEnableClientState(GL_TEXTURE_COORD_ARRAY);
  399. glVertexPointer(3, GL_FLOAT, 0, vertex);
  400. glTexCoordPointer(2, GL_FLOAT, 0, texture);
  401. #endif
  402. /* Draw arrays */
  403. glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6);
  404. #if defined HAVE_GL_2X && !defined __APPLE__
  405. glBindVertexArray(0);
  406. #endif
  407. #if !defined __CELLOS_LV2__ // Use cgGLEnableClientState etc.
  408. glDisableVertexAttribArray(attr_pos);
  409. glDisableVertexAttribArray(attr_tex);
  410. #else
  411. glDisableClientState(GL_VERTEX_ARRAY);
  412. glDisableClientState(GL_TEXTURE_COORD_ARRAY);
  413. #endif
  414. #endif
  415. free(vertex);
  416. free(texture);
  417. }
  418. free(data->tiles);
  419. data->tiles = 0;
  420. data->ntiles = 0;
  421. #if defined _XBOX
  422. # define STR0(x) #x
  423. # define STR(x) STR0(x)
  424. # pragma message(__FILE__ "(" STR(__LINE__) "): warning: Scene::Render() not implemented")
  425. # undef STR
  426. # undef STR0
  427. #else
  428. #if !defined HAVE_GLES_2X
  429. glDisable(GL_TEXTURE_2D);
  430. #endif
  431. glDisable(GL_DEPTH_TEST);
  432. #if defined HAVE_GL_2X && !defined __APPLE__
  433. glDisable(GL_ALPHA_TEST);
  434. #endif
  435. glDisable(GL_BLEND);
  436. #endif
  437. }
  438. } /* namespace lol */