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gles2.cpp
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gles2.cpp
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#include "asserts.hpp"
#include "filesystem.hpp"
#include "graphics.hpp"
#include "gles2.hpp"
#include "json_parser.hpp"
#include "level.hpp"
#include "module.hpp"
namespace {
typedef std::stack<mat4> projection_mat_stack;
typedef std::stack<mat4> modelview_mat_stack;
GLenum matrix_mode = GL_PROJECTION;
projection_mat_stack p_mat_stack;
modelview_mat_stack mv_mat_stack;
// Current project/modelview matricies
mat4 proj_matrix = mat4::identity();
mat4 modelview_matrix = mat4::identity();
float colors[4] = {1.0f, 1.0f, 1.0f, 1.0f};
GLenum shade_model = GL_FLAT;
}
#if defined(GL_ES_VERSION_2_0)
extern "C" {
void glMatrixMode(GLenum mode)
{
ASSERT_LOG(mode == GL_MODELVIEW || mode == GL_PROJECTION, "Unrecognised matrix mode: " << mode)
matrix_mode = mode;
}
void glPushMatrix()
{
if(matrix_mode == GL_MODELVIEW) {
mv_mat_stack.push(modelview_matrix);
} else if(matrix_mode == GL_PROJECTION) {
p_mat_stack.push(proj_matrix);
}
}
void glPopMatrix()
{
if(matrix_mode == GL_MODELVIEW) {
modelview_matrix = mv_mat_stack.top();
mv_mat_stack.pop();
} else if(matrix_mode == GL_PROJECTION) {
proj_matrix = p_mat_stack.top();
p_mat_stack.pop();
}
}
void glLoadIdentity()
{
if(matrix_mode == GL_MODELVIEW) {
modelview_matrix = mat4::identity();
} else if(matrix_mode == GL_PROJECTION) {
proj_matrix = mat4::identity();
}
}
void glTranslatef(GLfloat x, GLfloat y, GLfloat z)
{
if(matrix_mode == GL_MODELVIEW) {
modelview_matrix.translate(x, y, z);
} else if(matrix_mode == GL_PROJECTION) {
proj_matrix.translate(x, y, z);
}
}
void glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)
{
if(matrix_mode == GL_MODELVIEW) {
modelview_matrix.rotate(angle, x, y, z);
} else if(matrix_mode == GL_PROJECTION) {
proj_matrix.rotate(angle, x, y, z);
}
}
void glScalef (GLfloat x, GLfloat y, GLfloat z)
{
if(matrix_mode == GL_MODELVIEW) {
modelview_matrix.scale(x, y, z);
} else if(matrix_mode == GL_PROJECTION) {
proj_matrix.scale(x, y, z);
}
}
void glColor4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
colors[0] = red;
colors[1] = green;
colors[2] = blue;
colors[3] = alpha;
}
void glColor4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
colors[0] = float(red)/255.0f;
colors[1] = float(green)/255.0f;
colors[2] = float(blue)/255.0f;
colors[3] = float(alpha)/255.0f;
}
void glGetFloatv_1(GLenum pname, GLfloat* params)
{
ASSERT_LOG(params != NULL, "params must not be null");
if(pname == GL_CURRENT_COLOR) {
memcpy(params, colors, sizeof(colors));
} else if(pname == GL_MODELVIEW_MATRIX) {
memcpy(params, &modelview_matrix.x.x, sizeof(modelview_matrix));
} else if(pname == GL_PROJECTION_MATRIX) {
memcpy(params, &proj_matrix.x.x, sizeof(proj_matrix));
} else {
ASSERT_LOG(false, "Unsupported mode in the call: " << pname);
}
}
void glShadeModel(GLenum mode)
{
ASSERT_LOG(mode == GL_FLAT || mode == GL_SMOOTH, "Unrecognised shade mode: " << mode)
shade_model = mode;
}
void glOrthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar)
{
float dx = right - left;
float dy = top - bottom;
float dz = zFar - zNear;
mat4 ortho = mat4::identity();
if((dx == 0.0f) || (dy == 0.0f) || (dz == 0.0f)) {
return;
}
ortho.x.x = 2.0f / dx;
ortho.w.x = -(right + left) / dx;
ortho.y.y = 2.0f / dy;
ortho.w.y = -(top + bottom) / dy;
ortho.z.z = -2.0f / dz;
ortho.w.z = -(zNear + zFar) / dz;
if(matrix_mode == GL_MODELVIEW) {
modelview_matrix = ortho * modelview_matrix;
} else if(matrix_mode == GL_PROJECTION) {
proj_matrix = ortho * proj_matrix;
}
}
}
#else
void glColor4f_1(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha)
{
colors[0] = red;
colors[1] = green;
colors[2] = blue;
colors[3] = alpha;
}
void glColor4ub_1(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha)
{
colors[0] = float(red)/255.0f;
colors[1] = float(green)/255.0f;
colors[2] = float(blue)/255.0f;
colors[3] = float(alpha)/255.0f;
}
#endif
/////////////////////////////////////////////////////
namespace {
const std::string fs1 =
"uniform vec4 u_color;\n"
"void main()\n"
"{\n"
" gl_FragColor = u_color;\n"
"}\n";
const std::string vs1 =
"uniform mat4 mvp_matrix;\n"
"uniform float u_point_size;\n"
"attribute vec4 a_position;\n"
"void main()\n"
"{\n"
" gl_PointSize = u_point_size;\n"
" gl_Position = mvp_matrix * a_position;\n"
"}\n";
const std::string simple_shader_info =
"{\"shader\": {\n"
" \"program\": \"simple_shader\",\n"
" \"create\": \"\",\n"
" \"draw\": \"[set(uniforms.mvp_matrix, mvp_matrix), set(uniforms.u_color,color), set(uniforms.u_point_size, point_size)]\",\n"
"}}\n";
const std::string simple_attribute_info =
"{\n"
" \"attributes\": {\n"
" \"vertex\": \"a_position\",\n"
" },\n"
"}\n";
const std::string fs_col =
"varying vec4 v_color;\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}\n";
const std::string vs_col =
"uniform mat4 mvp_matrix;\n"
"uniform float u_point_size;\n"
"attribute vec4 a_position;\n"
"attribute vec4 a_color;\n"
"varying vec4 v_color;\n"
"void main()\n"
"{\n"
" v_color = a_color;\n"
" gl_PointSize = u_point_size;\n"
" gl_Position = mvp_matrix * a_position;\n"
"}\n";
const std::string simple_col_shader_info =
"{\"shader\": {\n"
" \"program\": \"simple_col_shader\",\n"
" \"create\": \"\",\n"
" \"draw\": \"[set(uniforms.mvp_matrix, mvp_matrix),set(uniforms.u_point_size,point_size)]\",\n"
"}}\n";
const std::string simple_col_attribute_info =
"{\n"
" \"attributes\": {\n"
" \"vertex\": \"a_position\",\n"
" \"color\": \"a_color\",\n"
" },\n"
"}\n";
const std::string fs_tex =
"uniform sampler2D u_tex_map;\n"
"uniform vec4 u_color;\n"
"varying vec2 v_texcoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(u_tex_map, v_texcoord) * u_color;\n"
"}\n";
const std::string vs_tex =
"uniform mat4 mvp_matrix;\n"
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
"varying vec2 v_texcoord;\n"
"void main()\n"
"{\n"
" v_texcoord = a_texcoord;\n"
" gl_Position = mvp_matrix * a_position;\n"
"}\n";
const std::string tex_shader_info =
"{\"shader\": {\n"
" \"program\": \"tex_shader\",\n"
" \"create\": \"[set(uniforms.u_tex_map, 0)]\",\n"
" \"draw\": \"[set(uniforms.mvp_matrix,mvp_matrix),set(uniforms.u_color,color)]\",\n"
"}}\n";
const std::string tex_attribute_info =
"{\n"
" \"attributes\": {\n"
" \"vertex\": \"a_position\",\n"
" \"texcoord\": \"a_texcoord\",\n"
" },\n"
"}\n";
const std::string fs_texcol =
"uniform sampler2D u_tex_map;\n"
"varying vec4 v_color;\n"
"varying vec2 v_texcoord;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(u_tex_map, v_texcoord) * v_color;\n"
"}\n";
const std::string vs_texcol =
"uniform mat4 mvp_matrix;\n"
"attribute vec4 a_position;\n"
"attribute vec4 a_color;\n"
"attribute vec2 a_texcoord;\n"
"varying vec2 v_texcoord;\n"
"varying vec4 v_color;\n"
"void main()\n"
"{\n"
" v_color = a_color;\n"
" v_texcoord = a_texcoord;\n"
" gl_Position = mvp_matrix * a_position;\n"
"}\n";
const std::string texcol_shader_info =
"{\"shader\": {\n"
" \"program\": \"texcol_shader\",\n"
" \"create\": \"[set(uniforms.u_tex_map, 0)]\",\n"
" \"draw\": \"[set(uniforms.mvp_matrix,mvp_matrix),set(attributes.a_color,color)]\",\n"
"}}\n";
const std::string texcol_attribute_info =
"{\n"
" \"attributes\": {\n"
" \"vertex\": \"a_position\",\n"
" \"texcoord\": \"a_texcoord\",\n"
" \"color\": \"a_color\",\n"
" },\n"
"}\n";
static gles2::shader_ptr tex_shader_program;
static gles2::shader_ptr texcol_shader_program;
static gles2::shader_ptr simple_shader_program;
static gles2::shader_ptr simple_col_shader_program;
std::stack<gles2::shader_ptr> shader_stack;
gles2::shader_ptr active_shader_program;
struct blend_mode
{
GLenum blend_src_mode;
GLenum blend_dst_mode;
bool blend_enabled;
blend_mode(GLenum src, GLenum dst, bool en)
: blend_src_mode(src), blend_dst_mode(dst), blend_enabled(en)
{}
};
std::stack<blend_mode> blend_stack;
}
namespace gles2 {
fixed_program::fixed_program() : program(), vtx_coord_(-1), col_coord_(-1)
{
tex_coord_[0] = tex_coord_[1] = -1;
}
fixed_program::fixed_program(const std::string& name, const shader& vs, const shader& fs)
: program(name, vs, fs), vtx_coord_(-1), col_coord_(-1)
{
tex_coord_[0] = tex_coord_[1] = -1;
}
void fixed_program::vertex_array(GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
{
vertex_attrib_array(vtx_coord_, size, type, normalized, stride, ptr);
}
void fixed_program::texture_array(GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
{
vertex_attrib_array(tex_coord_[0], size, type, normalized, stride, ptr);
}
void fixed_program::color_array(GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
{
vertex_attrib_array(col_coord_, size, type, normalized, stride, ptr);
}
void fixed_program::add_shader(const std::string& program_name,
const shader& v_shader,
const shader& f_shader,
const variant& prog)
{
std::map<std::string, gles2::program_ptr>::iterator it = program::get_shaders().find(program_name);
if(it == program::get_shaders().end()) {
program::get_shaders()[program_name] = fixed_program_ptr(new fixed_program(program_name, v_shader, f_shader));
} else {
it->second->init(program_name, v_shader, f_shader);
}
program::get_shaders()[program_name]->set_fixed_attributes(prog);
}
void fixed_program::set_fixed_attributes(const variant& node)
{
program::set_fixed_attributes(node);
std::cerr << "shader program: " << name() << "(" << get() << ")";
if(node.has_key("vertex")) {
vtx_coord_ = get_attribute(node["vertex"].as_string());
std::cerr << ", vtx_coord: " << vtx_coord_;
}
if(node.has_key("color")) {
col_coord_ = get_attribute(node["color"].as_string());
std::cerr << ", col_coord: " << col_coord_;
}
if(node.has_key("colour")) {
col_coord_ = get_attribute(node["colour"].as_string());
std::cerr << ", col_coord: " << col_coord_;
}
if(node.has_key("texcoord")) {
tex_coord_[0] = get_attribute(node["texcoord"].as_string());
std::cerr << ", tex_coord0: " << tex_coord_[0];
}
if(node.has_key("texcoord0")) {
tex_coord_[0] = get_attribute(node["texcoord0"].as_string());
std::cerr << ", tex_coord0: " << tex_coord_[0];
}
if(node.has_key("texcoord1")) {
tex_coord_[1] = get_attribute(node["texcoord1"].as_string());
std::cerr << ", tex_coord1: " << tex_coord_[1];
}
std::cerr << std::endl;
}
shader_ptr get_tex_shader()
{
return tex_shader_program;
}
shader_ptr get_texcol_shader()
{
return texcol_shader_program;
}
shader_ptr get_simple_shader()
{
return simple_shader_program;
}
shader_ptr get_simple_col_shader()
{
return simple_col_shader_program;
}
shader_ptr active_shader()
{
return active_shader_program;
}
const mat4& get_mvp_matrix()
{
static mat4 mvp = mat4::identity();
#if !defined(GL_ES_VERSION_2_0)
glGetFloatv(GL_MODELVIEW_MATRIX, &modelview_matrix.x.x);
glGetFloatv(GL_PROJECTION_MATRIX, &proj_matrix.x.x);
#endif
mvp = proj_matrix * modelview_matrix;
return mvp;
}
GLfloat get_alpha()
{
return colors[3];
}
GLfloat* get_color()
{
return colors;
}
GLfloat get_point_size()
{
GLfloat pt_size;
glGetFloatv(GL_POINT_SIZE, &pt_size);
return pt_size;
}
void init_default_shader()
{
gles2::shader v1(GL_VERTEX_SHADER, "simple_vertex_shader", vs1);
gles2::shader f1(GL_FRAGMENT_SHADER, "simple_fragment_shader", fs1);
fixed_program::add_shader("simple_shader", v1, f1, json::parse(simple_attribute_info)["attributes"]);
simple_shader_program.reset(new shader_program());
simple_shader_program->configure(json::parse(simple_shader_info)["shader"]);
simple_shader_program->init(0);
gles2::shader v1_col(GL_VERTEX_SHADER, "simple_col_vertex_shader", vs_col);
gles2::shader f1_col(GL_FRAGMENT_SHADER, "simple_col_fragment_shader", fs_col);
fixed_program::add_shader("simple_col_shader", v1_col, f1_col, json::parse(simple_col_attribute_info)["attributes"]);
simple_col_shader_program.reset(new shader_program());
simple_col_shader_program->configure(json::parse(simple_col_shader_info)["shader"]);
simple_col_shader_program->init(0);
gles2::shader v_tex(GL_VERTEX_SHADER, "tex_vertex_shader", vs_tex);
gles2::shader f_tex(GL_FRAGMENT_SHADER, "tex_fragment_shader", fs_tex);
fixed_program::add_shader("tex_shader", v_tex, f_tex, json::parse(tex_attribute_info)["attributes"]);
tex_shader_program.reset(new shader_program());
tex_shader_program->configure(json::parse(tex_shader_info)["shader"]);
tex_shader_program->init(0);
gles2::shader v_texcol(GL_VERTEX_SHADER, "texcol_vertex_shader", vs_texcol);
gles2::shader f_texcol(GL_FRAGMENT_SHADER, "texcol_fragment_shader", fs_texcol);
fixed_program::add_shader("texcol_shader", v_texcol, f_texcol, json::parse(texcol_attribute_info)["attributes"]);
texcol_shader_program.reset(new shader_program());
texcol_shader_program->configure(json::parse(texcol_shader_info)["shader"]);
texcol_shader_program->init(0);
matrix_mode = GL_PROJECTION;
p_mat_stack.empty();
mv_mat_stack.empty();
proj_matrix = mat4::identity();
modelview_matrix = mat4::identity();
colors[0] = 1.0f;
colors[1] = 1.0f;
colors[2] = 1.0f;
colors[3] = 1.0f;
glActiveTexture(GL_TEXTURE0);
std::string shader_file = module::map_file("data/shaders.cfg");
if(sys::file_exists(shader_file)) {
program::load_shaders(sys::read_file(shader_file));
}
active_shader_program = tex_shader_program;
}
manager::manager(shader_ptr shader)
{
// Reset errors, so we can track errors that happened here.
glGetError();
GLint blend_src_mode;
GLint blend_dst_mode;
// Save current blend mode
glGetIntegerv(GL_BLEND_SRC, &blend_src_mode);
glGetIntegerv(GL_BLEND_DST, &blend_dst_mode);
blend_stack.push(blend_mode(blend_src_mode, blend_dst_mode, glIsEnabled(GL_BLEND) != 0));
if(shader == NULL || active_shader_program == shader) {
return;
}
if(active_shader_program != shader) {
shader_stack.push(active_shader_program);
active_shader_program = shader;
}
ASSERT_LOG(active_shader_program != NULL, "Active shader was NULL");
active_shader_program->prepare_draw();
GLenum err = glGetError();
ASSERT_LOG(err == GL_NONE, "Error in shader code: " << shader->name() << " : 0x" << std::hex << err);
}
manager::~manager()
{
blend_mode bm(blend_stack.top());
blend_stack.pop();
if(bm.blend_enabled) {
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}
glBlendFunc(bm.blend_src_mode, bm.blend_dst_mode);
active_shader_program->shader()->disable_vertex_attrib(-1);
if(shader_stack.empty() == false) {
active_shader_program = shader_stack.top();
shader_stack.pop();
} else {
active_shader_program = tex_shader_program;
}
glUseProgram(active_shader_program->shader()->get());
}
}