hyperrogue/shaders.cpp

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// Hyperbolic Rogue -- basic GL transformations
// If CAP_SHADER is 0, OpenGL 1.0 is used.
// If CAP_SHADER is 1, GLSL is used.
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
2018-02-08 23:29:20 +00:00
// #undef CAP_SHADER
// #define CAP_SHADER 0
namespace glhr {
enum mode { gmColored, gmTextured, gmMAX};
struct glmatrix {
GLfloat a[4][4];
GLfloat* operator[] (int i) { return a[i]; }
GLfloat* as_array() { return a[0]; }
const GLfloat* as_array() const { return a[0]; }
};
glmatrix operator * (glmatrix m1, glmatrix m2) {
glmatrix res;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++) {
res[i][j] = 0;
for(int k=0; k<4; k++)
res[i][j] += m1[i][k] * m2[k][j];
}
return res;
}
glmatrix id() {
glmatrix M;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
M[i][j] = (i == j);
return M;
}
glmatrix scale(ld x, ld y, ld z) {
glmatrix tmp;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
tmp[i][j] = (i==j);
tmp[0][0] = x;
tmp[1][1] = y;
tmp[2][2] = z;
return tmp;
}
glmatrix translate(ld x, ld y, ld z) {
glmatrix tmp;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
tmp[i][j] = (i==j);
tmp[3][0] = x;
tmp[3][1] = y;
tmp[3][2] = z;
return tmp;
}
glmatrix& as_glmatrix(GLfloat o[16]) {
glmatrix& tmp = (glmatrix&) (o[0]);
return tmp;
}
// ** legacy **
#if !CAP_SHADER
void new_projection() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
void projection_multiply(const glmatrix& m) {
glMultMatrixf(m.as_array());
}
void set_modelview(const glmatrix& m) {
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(m.as_array());
}
void be_nontextured() { }
void be_textured() { }
void init() { }
#endif
// /* shaders */
#if CAP_SHADER
glmatrix projection;
void new_projection() {
projection = id();
}
void projection_multiply(const glmatrix& m) {
projection = m * projection;
}
#define glMatrixMode DISABLED
#define glLoadIdentity DISABLED
#define glMultMatrixf DISABLED
#define glScalef DISABLED
#define glTranslatef DISABLED
#define glPushMatrix DISABLED
#define glPopMatrix DISABLED
void init();
int compileShader(int type, const char* s) {
GLint status;
GLint shader = glCreateShader(type);
glShaderSource(shader, 1, &s, NULL);
glCompileShader(shader);
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
char log[logLength];
glGetShaderInfoLog(shader, logLength, &logLength, log);
if(logLength > 0)
printf("compiler log (%d): '%s'\n", logLength, log);
}
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(shader);
printf("failed to compile shader\n");
shader = 0;
}
return shader;
}
// https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php
struct GLprogram *current = NULL;
enum {
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
NUM_UNIFORMS
};
struct GLprogram {
GLuint _program;
GLuint vertShader, fragShader;
GLint uniforms[NUM_UNIFORMS];
GLprogram(string vsh, string fsh) {
_program = glCreateProgram();
printf("creating program %d\n", _program);
vertShader = compileShader(GL_VERTEX_SHADER, vsh.c_str());
fragShader = compileShader(GL_FRAGMENT_SHADER, fsh.c_str());
// Attach vertex shader to program.
glAttachShader(_program, vertShader);
// Attach fragment shader to program.
glAttachShader(_program, fragShader);
GLint status;
glLinkProgram(_program);
GLint logLength;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
char log[logLength];
glGetProgramInfoLog(_program, logLength, &logLength, log);
if(logLength > 0)
printf("linking log (%d): %s\n", logLength, log);
}
glGetProgramiv(_program, GL_LINK_STATUS, &status);
if (status == 0) {
printf("failed to link shader\n");
exit(1);
}
// glBindAttribLocation(_program, GLKVertexAttribPosition, "position"); ??
// glBindAttribLocation(_program, GLKVertexAttribNormal, "normal"); ??
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
printf("uniforms: %d %d\n", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], uniforms[UNIFORM_NORMAL_MATRIX]);
}
~GLprogram() {
glDeleteProgram(_program);
if(vertShader) glDeleteShader(vertShader), vertShader = 0;
if(fragShader) glDeleteShader(fragShader), fragShader = 0;
current = NULL;
}
void enable() {
if(this != current) {
glUseProgram(_program);
current = this;
}
}
};
GLprogram *textured, *nontextured;
void init() {
projection = id();
for(int i=0; i<2; i++) {
auto texture_only = [=] (string s) -> string { if(i) return s; else return ""; };
auto not_texture_only = [=] (string s) -> string { if(!i) return s; else return ""; };
(i==1?textured:nontextured) = new GLprogram(
// "attribute vec4 position;"
// "attribute vec3 normal;"
"varying vec4 vColor;"
+ texture_only( "varying vec2 vTexCoord;" ) +
"uniform mat4 modelViewProjectionMatrix;"
"uniform mat3 normalMatrix;"
"void main() {"
// "vec3 eyeNormal = normalize(normalMatrix * normal);"
// "vec3 lightPosition = vec3(0.0, 0.0, 1.0);"
// "vec4 diffuseColor = vec4(0.4, 0.4, 1.0, 1.0);"
// "float nDotVP = max(0.0, dot(eyeNormal, normalize(lightPosition)));"
// "vColor = diffuseColor * nDotVP;"
+ texture_only("vTexCoord = gl_MultiTexCoord0.xy;") +
"vColor = gl_Color;"
"gl_Position = modelViewProjectionMatrix * gl_Vertex;"
"}",
"uniform sampler2D myTexture;"
"varying vec4 vColor;"
+ texture_only( "varying vec2 vTexCoord;" ) +
"void main() {"
+ texture_only(" gl_FragColor = vColor * texture2D(myTexture, vTexCoord);")
+ not_texture_only(" gl_FragColor = vColor;") +
" }"
);
}
nontextured->enable();
}
void set_modelview(const glmatrix& modelview) {
glmatrix mvp = modelview * projection;
glUniformMatrix4fv(current->uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, mvp.as_array());
// glmatrix nm = modelview;
// glUniformMatrix3fv(current->uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, nm[0]);
}
void be_nontextured() { nontextured->enable(); }
void be_textured() { textured->enable(); }
#endif
}