1
0
mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-12-21 08:00:25 +00:00
hyperrogue/shaders.cpp

728 lines
20 KiB
C++
Raw Normal View History

// Hyperbolic Rogue -- basic GL transformations
// If CAP_SHADER is 0, OpenGL 1.0 is used.
// If CAP_SHADER is 1, GLSL is used.
namespace hr {
2018-02-12 12:12:48 +00:00
#ifndef DEBUG_GL
#define DEBUG_GL 0
#endif
2018-02-10 17:21:19 +00:00
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
2018-02-08 23:29:20 +00:00
void glError(const char* GLcall, const char* file, const int line) {
GLenum errCode = glGetError();
if(errCode!=GL_NO_ERROR) {
fprintf(stderr, "OPENGL ERROR #%i: in file %s on line %i :: %s\n",errCode,file, line, GLcall);
}
}
2018-02-12 12:12:48 +00:00
#ifndef CAP_VERTEXBUFFER
#define CAP_VERTEXBUFFER (ISWEB)
2018-02-12 12:12:48 +00:00
#endif
2018-02-11 18:08:17 +00:00
2018-02-08 23:29:20 +00:00
namespace glhr {
2018-02-10 14:18:44 +00:00
bool glew = false;
2018-02-11 18:08:17 +00:00
typedef const void *constvoidptr;
constvoidptr current_vertices, buffered_vertices;
GLuint buf_current, buf_buffered;
2018-02-09 00:46:14 +00:00
enum eMode { gmColored, gmTextured, gmVarColored, gmLightFog, gmMAX};
static const flagtype GF_TEXTURE = 1;
static const flagtype GF_VARCOLOR = 2;
static const flagtype GF_LIGHTFOG = 4;
2018-03-02 12:08:14 +00:00
flagtype flags[gmMAX] = { 0, GF_TEXTURE, GF_VARCOLOR, GF_TEXTURE | GF_LIGHTFOG | GF_VARCOLOR
};
2018-02-09 00:46:14 +00:00
eMode mode;
2018-11-17 16:59:57 +00:00
shader_projection current_shader_projection, new_shader_projection;
void switch_mode(eMode m, shader_projection sp);
2018-02-08 23:29:20 +00:00
void display(const glmatrix& m) {
for(int i=0; i<4; i++) {
for(int j=0; j<4; j++)
printf("%10.5f", m[i][j]);
printf("\n");
}
printf("\n");
}
2018-02-08 23:29:20 +00:00
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 = {{{1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1}}};
2018-02-08 23:29:20 +00:00
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 ortho(ld x, ld y, ld z) {
return scale(1/x, 1/y, 1/z);
}
glmatrix& as_glmatrix(GLfloat o[16]) {
glmatrix& tmp = (glmatrix&) (o[0]);
return tmp;
}
glmatrix frustum(ld x, ld y, ld vnear = 1e-3, ld vfar = 1e9) {
GLfloat frustum[16] = {
GLfloat(1 / x), 0, 0, 0,
0, GLfloat(1 / y), 0, 0,
0, 0, GLfloat(-(vnear+vfar)/(vfar-vnear)), -1,
0, 0, GLfloat(-2*vnear*vfar/(vfar-vnear)), 0};
return as_glmatrix(frustum);
}
2018-02-08 23:29:20 +00:00
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;
}
// ** 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 id_modelview() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
2018-02-08 23:29:20 +00:00
#endif
// /* shaders */
#if CAP_SHADER
glmatrix projection;
void new_projection() {
projection = id;
2018-02-08 23:29:20 +00:00
}
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 string& s) {
2018-02-08 23:29:20 +00:00
GLint status;
2018-02-10 17:21:19 +00:00
#if DEBUG_GL
printf("===\n%s\n===\n", s.c_str());
#endif
2018-02-08 23:29:20 +00:00
GLint shader = glCreateShader(type);
const char *ss = s.c_str();
glShaderSource(shader, 1, &ss, NULL);
2018-02-08 23:29:20 +00:00
glCompileShader(shader);
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
std::vector<char> log(logLength);
glGetShaderInfoLog(shader, logLength, &logLength, log.data());
2018-02-08 23:29:20 +00:00
if(logLength > 0)
printf("compiler log (%d): '%s'\n", logLength, log.data());
2018-02-08 23:29:20 +00:00
}
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;
2018-02-10 17:21:19 +00:00
static const int aPosition = 0;
static const int aColor = 3;
static const int aTexture = 8;
2018-02-08 23:29:20 +00:00
struct GLprogram {
GLuint _program;
GLuint vertShader, fragShader;
2018-02-10 17:21:19 +00:00
2018-11-17 16:59:57 +00:00
GLint uMVP, uFog, uColor, tTexture, uMV, uProjection;
2018-02-08 23:29:20 +00:00
GLprogram(string vsh, string fsh) {
_program = glCreateProgram();
2018-02-11 01:19:49 +00:00
#ifndef GLES_ONLY
while(vsh.find("mediump ") != string::npos)
vsh.replace(vsh.find("mediump "), 7, "");
while(fsh.find("mediump ") != string::npos)
fsh.replace(fsh.find("mediump "), 7, "");
#endif
2018-02-10 14:18:44 +00:00
// printf("creating program %d\n", _program);
2018-02-08 23:29:20 +00:00
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);
2018-02-10 17:21:19 +00:00
glBindAttribLocation(_program, aPosition, "aPosition");
glBindAttribLocation(_program, aTexture, "aTexture");
glBindAttribLocation(_program, aColor, "aColor");
2018-02-08 23:29:20 +00:00
GLint status;
glLinkProgram(_program);
GLint logLength;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
std::vector<char> log(logLength);
glGetProgramInfoLog(_program, logLength, &logLength, log.data());
2018-02-08 23:29:20 +00:00
if(logLength > 0)
printf("linking log (%d): %s\n", logLength, log.data());
2018-02-08 23:29:20 +00:00
}
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"); ??
2018-11-17 16:59:57 +00:00
uMV = glGetUniformLocation(_program, "uMV");
uProjection = glGetUniformLocation(_program, "uP");
2018-02-10 17:21:19 +00:00
uMVP = glGetUniformLocation(_program, "uMVP");
uFog = glGetUniformLocation(_program, "uFog");
uColor = glGetUniformLocation(_program, "uColor");
tTexture = glGetUniformLocation(_program, "tTexture");
#if DEBUG_GL
printf("uniforms: %d %d %d %d\n", uMVP, uFog, uColor, tTexture);
#endif
// printf("attributes: %d\n", position_index);
2018-02-08 23:29:20 +00:00
}
~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;
}
}
};
2018-11-17 16:59:57 +00:00
GLprogram *programs[gmMAX][int(shader_projection::MAX)];
2018-02-08 23:29:20 +00:00
2018-02-09 03:18:39 +00:00
string stringbuilder() { return ""; }
2018-02-09 03:18:39 +00:00
template<class... T> string stringbuilder(bool i, const string& s, T... t) {
2018-02-10 17:21:19 +00:00
if(i) return s +
#if DEBUG_GL
"\n" +
#endif
stringbuilder(t...);
2018-02-09 03:18:39 +00:00
else return stringbuilder(t...);
}
2018-11-17 16:59:57 +00:00
glmatrix current_matrix, current_modelview, current_projection;
2018-09-04 21:27:27 +00:00
bool operator == (const glmatrix& m1, const glmatrix& m2) {
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
if(m1[i][j] != m2[i][j]) return false;
return true;
}
2018-11-17 16:59:57 +00:00
bool operator != (const glmatrix& m1, const glmatrix& m2) {
return !(m1 == m2);
}
2018-02-08 23:29:20 +00:00
void set_modelview(const glmatrix& modelview) {
2018-11-17 16:59:57 +00:00
if(current_shader_projection != shader_projection::standard) {
if(modelview != current_modelview) {
current_modelview = modelview;
glUniformMatrix4fv(current->uMV, 1, 0, modelview.as_array());
}
if(projection != current_projection) {
current_projection = projection;
glUniformMatrix4fv(current->uProjection, 1, 0, projection.as_array());
}
}
else {
glmatrix mvp = modelview * projection;
#if MINIMIZE_GL_CALLS
if(mvp == current_matrix) return;
current_matrix = mvp;
#endif
glUniformMatrix4fv(current->uMVP, 1, 0, mvp.as_array());
}
2018-02-08 23:29:20 +00:00
// glmatrix nm = modelview;
// glUniformMatrix3fv(current->uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, nm[0]);
}
void id_modelview() {
2018-11-17 16:59:57 +00:00
if(current_shader_projection != shader_projection::standard) { set_modelview(id); return; }
2018-09-04 21:27:27 +00:00
#if MINIMIZE_GL_CALLS
if(projection == current_matrix) return;
current_matrix = projection;
#endif
glUniformMatrix4fv(current->uMVP, 1, 0, projection.as_array());
}
2018-02-08 23:29:20 +00:00
#endif
2018-02-09 00:46:14 +00:00
void color2(color_t color, ld part) {
unsigned char *c = (unsigned char*) (&color);
2018-02-10 17:21:19 +00:00
GLfloat cols[4];
for(int i=0; i<4; i++) cols[i] = c[3-i] / 255.0 * part;
#if CAP_SHADER
// glUniform4fv(current->uFog, 4, cols);
glUniform4f(current->uColor, cols[0], cols[1], cols[2], cols[3]);
#else
glColor4f(cols[0], cols[1], cols[2], cols[3]);
#endif
}
void colorClear(color_t color) {
2018-02-09 00:46:14 +00:00
unsigned char *c = (unsigned char*) (&color);
glClearColor(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
}
2018-11-17 16:59:57 +00:00
void be_nontextured(shader_projection sp) { switch_mode(gmColored, sp); }
void be_textured(shader_projection sp) { switch_mode(gmTextured, sp); }
2018-02-09 00:46:14 +00:00
2018-11-17 16:59:57 +00:00
void switch_mode(eMode m, shader_projection sp) {
if(m == mode && current_shader_projection == sp) return;
2018-02-11 01:19:49 +00:00
GLERR("pre_switch_mode");
2018-02-09 00:46:14 +00:00
#if CAP_SHADER
2018-11-17 16:59:57 +00:00
programs[m][int(sp)]->enable();
2018-02-11 01:19:49 +00:00
GLERR("after_enable");
2018-02-09 00:46:14 +00:00
#endif
flagtype newflags = flags[m] &~ flags[mode];
flagtype oldflags = flags[mode] &~ flags[m];
if(newflags & GF_TEXTURE) {
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#if CAP_SHADER
glEnableVertexAttribArray(aTexture);
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#else
2018-02-11 01:19:49 +00:00
glEnable(GL_TEXTURE_2D);
2018-02-09 00:46:14 +00:00
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#endif
2018-02-09 00:46:14 +00:00
}
if(oldflags & GF_TEXTURE) {
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#if CAP_SHADER
glDisableVertexAttribArray(aTexture);
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#else
2018-02-09 00:46:14 +00:00
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
2018-02-11 01:19:49 +00:00
glDisable(GL_TEXTURE_2D);
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#endif
2018-02-09 00:46:14 +00:00
}
2018-02-10 17:21:19 +00:00
if(newflags & GF_VARCOLOR) {
#if CAP_SHADER
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
glEnableVertexAttribArray(aColor);
#else
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-09 00:46:14 +00:00
glEnableClientState(GL_COLOR_ARRAY);
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#endif
}
if(oldflags & GF_VARCOLOR) {
#if CAP_SHADER
glDisableVertexAttribArray(aColor);
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#else
2018-02-09 00:46:14 +00:00
glDisableClientState(GL_COLOR_ARRAY);
2018-02-11 01:19:49 +00:00
GLERR("xsm");
2018-02-10 17:21:19 +00:00
#endif
}
2018-02-09 00:46:14 +00:00
if(newflags & GF_LIGHTFOG) {
#if !CAP_SHADER
2018-02-12 15:21:42 +00:00
/*GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
2018-02-09 00:46:14 +00:00
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
GLERR("lighting");
glEnable(GL_LIGHTING);
2018-02-12 15:21:42 +00:00
glEnable(GL_LIGHT0); */
2018-02-09 00:46:14 +00:00
glEnable(GL_FOG);
2018-02-12 15:21:42 +00:00
#ifdef GLES_ONLY
glFogx(GL_FOG_MODE, GL_LINEAR);
#else
2018-02-09 00:46:14 +00:00
glFogi(GL_FOG_MODE, GL_LINEAR);
2018-02-12 15:21:42 +00:00
#endif
2018-02-09 00:46:14 +00:00
glFogf(GL_FOG_START, 0);
#endif
2018-02-09 00:46:14 +00:00
}
if(oldflags & GF_LIGHTFOG) {
#if !CAP_SHADER
2018-02-09 00:46:14 +00:00
glDisable(GL_FOG);
2018-03-02 12:08:14 +00:00
2018-02-12 15:21:42 +00:00
/*
glDisable(GL_LIGHTING); */
#endif
2018-02-09 00:46:14 +00:00
}
mode = m;
2018-11-17 16:59:57 +00:00
current_shader_projection = sp;
2018-02-11 01:19:49 +00:00
GLERR("after_switch_mode");
2018-02-11 18:08:17 +00:00
current_vertices = NULL;
2018-09-04 21:27:27 +00:00
current_matrix[0][0] = -1e8; // invalid
2018-11-17 16:59:57 +00:00
current_modelview[0][0] = -1e8;
current_projection[0][0] = -1e8;
id_modelview();
2018-02-09 00:46:14 +00:00
}
void fog_max(ld fogmax) {
#if CAP_SHADER
2018-02-10 17:21:19 +00:00
glUniform1f(current->uFog, 1 / fogmax);
#else
2018-02-09 00:46:14 +00:00
glFogf(GL_FOG_END, fogmax);
#endif
2018-02-09 00:46:14 +00:00
}
2018-02-10 14:18:44 +00:00
void init() {
#if CAP_GLEW
if(!glew) {
glew = true;
printf("Initializing GLEW\n");
GLenum err = glewInit();
if (GLEW_OK != err) {
addMessage("Failed to initialize GLEW");
printf("Failed to initialize GLEW\n");
return;
}
}
#endif
#if CAP_SHADER
projection = id;
2018-02-10 14:18:44 +00:00
2018-11-17 16:59:57 +00:00
for(int i=0; i<gmMAX; i++)
for(int j=0; j<int(shader_projection::MAX); j++) {
2018-02-10 14:18:44 +00:00
flagtype f = flags[i];
bool texture = f & GF_TEXTURE;
2018-02-10 17:21:19 +00:00
bool lfog = f & GF_LIGHTFOG;
bool varcol = f & GF_VARCOLOR;
2018-02-10 14:18:44 +00:00
2018-11-17 16:59:57 +00:00
shader_projection sp = shader_projection(j);
bool mps = j != 0;
bool band = (sp == shader_projection::band);
programs[i][j] = new GLprogram(stringbuilder(
2018-02-11 01:19:49 +00:00
1, "attribute mediump vec4 aPosition;",
texture, "attribute mediump vec2 aTexture;",
varcol, "attribute mediump vec4 aColor;",
2018-02-10 14:18:44 +00:00
// "attribute vec3 normal;"
2018-02-11 01:19:49 +00:00
1, "varying mediump vec4 vColor;",
texture, "varying mediump vec2 vTexCoord;",
2018-02-10 14:18:44 +00:00
2018-11-17 16:59:57 +00:00
!mps, "uniform mediump mat4 uMVP;",
mps, "uniform mediump mat4 uMV;",
mps, "uniform mediump mat4 uP;",
2018-02-11 01:19:49 +00:00
1, "uniform mediump float uFog;",
!varcol, "uniform mediump vec4 uColor;",
2018-11-17 16:59:57 +00:00
1, "float sinh(float x) {",
1, " return (exp(x) - exp(-x)) / 2.0;",
1, " }",
1, "float cosh(float x) {",
1, " return (exp(x) + exp(-x)) / 2.0;",
1, " }",
1, "float tanh(float x) {",
1, " return sinh(x) / cosh(x);",
1, " }",
1, "float asinh(float x) {",
1, " return log(sqrt(1.0 + x*x) + x);",
1, " }",
2018-02-10 14:18:44 +00:00
1, "float zlevel(vec4 h) {",
1, " return (h[2] < 0.0 ? -1.0 : 1.0) * sqrt(h[2]*h[2] - h[0]*h[0] - h[1]*h[1]);",
1, " }",
2018-02-10 14:18:44 +00:00
1, "void main() {",
2018-02-10 17:21:19 +00:00
texture, "vTexCoord = aTexture;",
varcol, "vColor = aColor;",
!varcol, "vColor = uColor;",
lfog, "vColor = vColor * clamp(1.0 + aPosition.z * uFog, 0.0, 1.0);",
2018-11-17 16:59:57 +00:00
!mps, "gl_Position = uMVP * aPosition;",
mps&&!band,"gl_Position = uP * (uMV * aPosition);",
band, "vec4 t = uMV * aPosition;",
band, "float zlev = zlevel(t);",
band, "t /= zlev;",
2018-11-17 16:59:57 +00:00
band, "float ty = asinh(t.y);",
band, "float tx = asinh(t.x / cosh(ty));",
band, "ty = 2.0 * atan(tanh(ty/2.0));",
band, "t[0] = tx; t[1] = ty; t[2] = 1.0; t[3] = 1.0;",
band, "gl_Position = uP * t;",
2018-02-10 14:18:44 +00:00
1, "}"),
stringbuilder(
2018-02-11 01:19:49 +00:00
1, "uniform mediump sampler2D tTexture;",
1, "varying mediump vec4 vColor;",
texture, "varying mediump vec2 vTexCoord;",
2018-02-10 14:18:44 +00:00
1, "void main() {",
2018-02-10 17:21:19 +00:00
texture, "gl_FragColor = vColor * texture2D(tTexture, vTexCoord);",
2018-02-10 14:18:44 +00:00
!texture, "gl_FragColor = vColor;",
1, "}"
2018-11-17 16:59:57 +00:00
));
2018-02-10 14:18:44 +00:00
}
2018-11-17 16:59:57 +00:00
switch_mode(gmColored, shader_projection::standard);
programs[gmColored][0]->enable();
2018-02-10 14:18:44 +00:00
#endif
#if !CAP_SHADER
2018-11-17 16:59:57 +00:00
switch_mode(gmColored, 0);
2018-02-10 14:18:44 +00:00
#endif
2018-02-10 17:21:19 +00:00
#if CAP_SHADER
glEnableVertexAttribArray(aPosition);
#else
glEnableClientState(GL_VERTEX_ARRAY);
#endif
// #endif
2018-02-11 18:08:17 +00:00
#if CAP_VERTEXBUFFER
glGenBuffers(1, &buf_current);
glGenBuffers(1, &buf_buffered);
current_vertices = NULL;
buffered_vertices = (void*) &buffered_vertices; // point to nothing
glBindBuffer(GL_ARRAY_BUFFER, buf_current);
#endif
}
hyperpoint gltopoint(const glvertex& t) {
hyperpoint h;
h[0] = t[0]; h[1] = t[1]; h[2] = t[2];
return h;
}
glvertex pointtogl(const hyperpoint& t) {
glvertex h;
h[0] = t[0]; h[1] = t[1]; h[2] = t[2];
return h;
}
#if CAP_VERTEXBUFFER
template<class T> void bindbuffer(T& v) {
2018-02-20 20:11:32 +00:00
if(current_vertices == buffered_vertices || current_vertices == nullptr) {
2018-02-11 18:08:17 +00:00
glBindBuffer(GL_ARRAY_BUFFER, buf_current);
}
current_vertices = &v[0];
2018-06-22 12:47:24 +00:00
glBufferData(GL_ARRAY_BUFFER, isize(v) * sizeof(v[0]), &v[0], GL_DYNAMIC_DRAW);
2018-02-11 18:08:17 +00:00
}
#define PTR(attrib, q, field) \
glVertexAttribPointer(attrib, q, GL_FLOAT, GL_FALSE, sizeof(v[0]), (void*) ((char*) &v[0].field - (char*) &v[0]));
#endif
void vertices(const vector<glvertex>& v) {
#if CAP_VERTEXBUFFER
if(&v[0] == buffered_vertices) {
if(&v[0] == current_vertices) return;
current_vertices = buffered_vertices;
glBindBuffer(GL_ARRAY_BUFFER, buf_buffered);
glVertexAttribPointer(glhr::aPosition, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
return;
}
bindbuffer(v);
glVertexAttribPointer(glhr::aPosition, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
#else
if(current_vertices == &v[0]) return;
current_vertices = &v[0];
#if CAP_SHADER
glVertexAttribPointer(aPosition, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), &v[0]);
#else
glVertexPointer(3, GL_FLOAT, sizeof(glvertex), &v[0]);
#endif
#endif
}
void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t) {
2018-02-12 15:21:42 +00:00
#if CAP_VERTEXBUFFER
// not implemented!
#else
2018-02-11 18:08:17 +00:00
vertices(v);
#if CAP_SHADER
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[0]);
#else
2018-02-12 15:21:42 +00:00
glTexCoordPointer(3, GL_FLOAT, 0, &v[0]);
2018-02-11 18:08:17 +00:00
#endif
#endif
}
void prepare(vector<colored_vertex>& v) {
#if CAP_VERTEXBUFFER
bindbuffer(v);
PTR(glhr::aPosition, 3, coords);
PTR(glhr::aColor, 4, color);
#else
if(current_vertices == &v[0]) return;
current_vertices = &v[0];
#if CAP_SHADER
glVertexAttribPointer(aPosition, 3, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].coords);
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
#else
glVertexPointer(3, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
2018-03-02 12:11:53 +00:00
glColorPointer(4, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
2018-02-11 18:08:17 +00:00
#endif
#endif
}
void prepare(vector<textured_vertex>& v) {
#if CAP_VERTEXBUFFER
bindbuffer(v);
PTR(glhr::aPosition, 3, coords);
PTR(glhr::aTexture, 2, texture);
#else
if(current_vertices == &v[0]) return;
current_vertices = &v[0];
#if CAP_SHADER
glVertexAttribPointer(aPosition, 3, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].coords);
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture);
#else
glVertexPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].coords);
2018-02-12 15:21:42 +00:00
glTexCoordPointer(3, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
2018-02-11 18:08:17 +00:00
#endif
#endif
// color2(col);
}
void prepare(vector<ct_vertex>& v) {
#if CAP_VERTEXBUFFER
bindbuffer(v);
PTR(glhr::aPosition, 3, coords);
PTR(glhr::aColor, 4, color);
PTR(glhr::aTexture, 2, texture);
#else
if(current_vertices == &v[0]) return;
current_vertices = &v[0];
#if CAP_SHADER
glVertexAttribPointer(aPosition, 3, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].coords);
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].color);
glVertexAttribPointer(aTexture, 3, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture);
#else
glVertexPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].coords);
2018-02-12 15:21:42 +00:00
glTexCoordPointer(3, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
2018-03-02 12:08:14 +00:00
glColorPointer(4, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
2018-02-11 18:08:17 +00:00
#endif
#endif
}
void store_in_buffer(vector<glvertex>& v) {
#if CAP_VERTEXBUFFER
if(!buf_buffered) {
printf("no buffer yet\n");
return;
}
2018-06-22 12:47:24 +00:00
printf("storing %d in buffer: %p\n", isize(v), &v[0]);
2018-02-11 18:08:17 +00:00
current_vertices = buffered_vertices = &v[0];
glBindBuffer(GL_ARRAY_BUFFER, buf_buffered);
glVertexAttribPointer(glhr::aPosition, 3, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
2018-06-22 12:47:24 +00:00
glBufferData(GL_ARRAY_BUFFER, isize(v) * sizeof(glvertex), &v[0], GL_STATIC_DRAW);
2018-02-11 18:08:17 +00:00
printf("Stored.\n");
#endif
2018-02-10 17:21:19 +00:00
}
2018-02-10 14:18:44 +00:00
bool current_depthtest;
void set_depthtest(bool b) {
if(b != current_depthtest) {
current_depthtest = b;
if(b) glEnable(GL_DEPTH_TEST);
else glDisable(GL_DEPTH_TEST);
}
}
2018-02-08 23:29:20 +00:00
}
}