Further OpenGL cleanup. Also fixed the problems with incorrect mouse control.

This commit is contained in:
Zeno Rogue 2018-02-09 03:40:46 +01:00
parent 120797d7ce
commit 660af7827f
3 changed files with 112 additions and 87 deletions

View File

@ -199,31 +199,16 @@ void stereo::set_projection(int ed) {
if(pmodel && !stereo::active()) {
// simulate glOrtho
GLfloat ortho[16] = {
GLfloat(2. / vid.xres), 0, 0, 0,
0, GLfloat(-2. / vid.yres), 0, 0,
0, 0, GLfloat(.4 / stereo::scrdist), 0,
0, 0, 0, 1};
glhr::projection_multiply(glhr::as_glmatrix(ortho));
glhr::projection_multiply(glhr::ortho(vid.xres/2, -vid.yres/2, stereo::scrdist/.4));
}
else if(pmodel) {
float lowdepth = .1, hidepth = 1e9;
ld right = vid.xres/2 * lowdepth / stereo::scrdist;
ld right = vid.xres/2 / stereo::scrdist;
ld left = -right;
ld top = -vid.yres/2 * lowdepth / stereo::scrdist;
ld top = -vid.yres/2 / stereo::scrdist;
ld bottom = -top;
GLfloat frustum[16] = {
GLfloat(2 * lowdepth / (right-left)), 0, 0, 0,
0, GLfloat(2 * lowdepth / (top-bottom)), 0, 0,
0, 0, -(hidepth+lowdepth)/(hidepth-lowdepth), -1,
0, 0, -2*lowdepth*hidepth/(hidepth-lowdepth), 0};
glhr::projection_multiply(glhr::as_glmatrix(frustum));
glhr::projection_multiply(glhr::frustum((right-left)/2, (top-bottom)/2));
if(ed) glhr::projection_multiply(glhr::translate(stereo::ipd * vid.radius * ed/2, 0, 0));
@ -233,22 +218,11 @@ void stereo::set_projection(int ed) {
stereo::scrdist_text = 0;
}
else {
float lowdepth = .1;
float hidepth = 1e9;
// simulate glFrustum
GLfloat frustum[16] = {
GLfloat(vid.yres * 1./vid.xres), 0, 0, 0,
0, 1, 0, 0,
0, 0, -(hidepth+lowdepth)/(hidepth-lowdepth), -1,
0, 0, -2*lowdepth*hidepth/(hidepth-lowdepth), 0};
glhr::projection_multiply(glhr::as_glmatrix(frustum));
glhr::projection_multiply(glhr::frustum(vid.xres * 1. / vid.yres, 1));
GLfloat sc = vid.radius / (vid.yres/2.);
GLfloat mat[16] = {sc,0,0,0, 0,-sc,0,0, 0,0,-1,0, 0,0, 0,1};
glhr::projection_multiply(glhr::as_glmatrix(mat));
glhr::projection_multiply(glhr::scale(sc, -sc, -1));
if(ed) glhr::projection_multiply(glhr::translate(stereo::ipd * ed/2, 0, 0));
@ -328,13 +302,6 @@ inline int next_p2 (int a )
return rval;
}
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);
}
}
#if CAP_GLFONT
struct glfont_t {

54
rug.cpp
View File

@ -995,7 +995,7 @@ bool project_ods(hyperpoint azeq, hyperpoint& h1, hyperpoint& h2, bool eye) {
}
#endif
vector<GLfloat> vertex_array, tvertex_array;
vector<GLfloat> vertex_array, tvertex_array, color_array;
void drawTriangle(triangle& t) {
using namespace hyperpoint_vec;
@ -1013,6 +1013,7 @@ void drawTriangle(triangle& t) {
hyperpoint hc = (pts[1] - pts[0]) ^ (pts[2] - pts[0]);
double hch = hypot3(hc);
glNormal3f(hc[0]/hch,hc[1]/hch,hc[2]/hch);
bool ok = true;
@ -1067,13 +1068,22 @@ void drawTriangle(triangle& t) {
hyperpoint hc = (h[1] - h[0]) ^ (h[2] - h[0]);
double hch = hypot3(hc);
ld col = (2 + hc[0]/hch) / 3;
#if !CAP_SHADER
glNormal3f(hc[0]/hch,hc[1]/hch,hc[2]/hch);
#endif
for(int i: {0,1,2}) {
tvertex_array.push_back(t.m[i]->x1);
tvertex_array.push_back(t.m[i]->y1);
for(int j: {0,1,2})
vertex_array.push_back(h[i][j]);
#if CAP_SHADER
for(int a=0; a<3; a++) color_array.push_back(col);
color_array.push_back(1);
#endif
}
}
@ -1123,7 +1133,7 @@ void drawRugScene() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_BLEND);
glhr::switch_mode(glhr::gmVarColored);
glhr::switch_mode(glhr::gmLightFog);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
@ -1131,32 +1141,22 @@ void drawRugScene() {
use_precompute = false;
vertex_array.clear();
tvertex_array.clear();
color_array.clear();
stereo::set_mask(ed), stereo::set_viewport(ed);
if(ed == 1 && stereo::mode == stereo::sAnaglyph)
glClear(GL_DEPTH_BUFFER_BIT);
start_projection(ed);
if(stereo::mode == stereo::sODS) {
#ifndef GLES_ONLY
glOrtho(-M_PI, M_PI, -M_PI, M_PI, 0, -M_PI * 2);
#endif
glhr::projection_multiply(glhr::ortho(M_PI, M_PI, 2*M_PI));
}
else if(rug_perspective || stereo::active()) {
ld vnear = .001;
ld vfar = 1000;
ld sca = vnear * stereo::tanfov / vid.xres;
xview = stereo::tanfov;
yview = stereo::tanfov * vid.yres / vid.xres;
//glFrustum(-sca * vid.xres, sca * vid.xres, -sca * vid.yres, sca * vid.yres, vnear, vfar);
GLfloat frustum[16] = {
GLfloat(vnear / sca / vid.xres), 0, 0, 0,
0, GLfloat(vnear / sca / vid.yres), 0, 0,
0, 0, GLfloat(-(vnear+vfar)/(vfar-vnear)), -1,
0, 0, GLfloat(-2*vnear*vfar/(vfar-vnear)), 1};
glhr::projection_multiply(glhr::as_glmatrix(frustum));
glhr::projection_multiply(glhr::frustum(xview, yview, .01, 100));
xview = -xview; yview = -yview;
if(!rug_perspective)
glhr::projection_multiply(glhr::translate(0, 0, -model_distance));
@ -1177,28 +1177,26 @@ void drawRugScene() {
yview = stereo::tanfov * model_distance * vid.yres / vid.xres;
// glOrtho(-xview, xview, yview, -yview, -1000, 1000);
GLfloat ortho[16] = {
GLfloat(1/xview), 0, 0, 0,
0, GLfloat(1/yview), 0, 0,
0, 0, GLfloat(.001), 0,
0, 0, 0, 1};
glhr::projection_multiply(glhr::as_glmatrix(ortho));
glhr::projection_multiply(glhr::ortho(xview, yview, -1000));
}
glColor4f(1.f, 1.f, 1.f, 1.f);
fog_max(
gwhere == gSphere ? 10 :
gwhere == gElliptic ? 4 :
glhr::fog_max(
gwhere == gSphere && rug_perspective ? 10 :
gwhere == gElliptic && rug_perspective ? 4 :
100
);
glhr::set_modelview(glhr::id());
for(int t=0; t<size(triangles); t++)
drawTriangle(triangles[t]);
glhr::vertices(&vertex_array[0], 0);
glhr::texture_vertices(&tvertex_array[0], 0);
#if CAP_SHADER
glhr::color_vertices(&color_array[0], 0);
#endif
glDrawArrays(GL_TRIANGLES, 0, size(vertex_array)/3);
stereo::set_mask(0);
@ -1458,8 +1456,8 @@ static const ld RADAR_INF = 1e12;
ld radar_distance = RADAR_INF;
hyperpoint gethyper(ld x, ld y) {
double mx = ((x*2 / vid.xres)-1) * xview;
double my = (1-(y*2 / vid.yres)) * yview;
double mx = (x - vid.xcenter)/vid.xres * 2 * xview;
double my = (vid.ycenter - y)/vid.yres * 2 * yview;
radar_distance = RADAR_INF;
double rx1=0, ry1=0;

View File

@ -7,6 +7,13 @@
// #undef CAP_SHADER
// #define CAP_SHADER 0
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);
}
}
namespace glhr {
enum eMode { gmColored, gmTextured, gmVarColored, gmLightFog, gmMAX};
@ -15,7 +22,11 @@ static const flagtype GF_TEXTURE = 1;
static const flagtype GF_VARCOLOR = 2;
static const flagtype GF_LIGHTFOG = 4;
flagtype flags[gmMAX] = { 0, GF_TEXTURE, GF_VARCOLOR, GF_TEXTURE | GF_LIGHTFOG };
flagtype flags[gmMAX] = { 0, GF_TEXTURE, GF_VARCOLOR, GF_TEXTURE | GF_LIGHTFOG
#if CAP_SHADER
| GF_VARCOLOR
#endif
};
eMode mode;
@ -24,10 +35,20 @@ void switch_mode(eMode m);
struct glmatrix {
GLfloat a[4][4];
GLfloat* operator[] (int i) { return a[i]; }
const GLfloat* operator[] (int i) const { return a[i]; }
GLfloat* as_array() { return a[0]; }
const GLfloat* as_array() const { return a[0]; }
};
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");
}
glmatrix operator * (glmatrix m1, glmatrix m2) {
glmatrix res;
for(int i=0; i<4; i++)
@ -58,6 +79,24 @@ glmatrix scale(ld x, ld y, ld 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);
}
glmatrix translate(ld x, ld y, ld z) {
glmatrix tmp;
for(int i=0; i<4; i++)
@ -69,11 +108,6 @@ glmatrix translate(ld x, ld y, ld z) {
return tmp;
}
glmatrix& as_glmatrix(GLfloat o[16]) {
glmatrix& tmp = (glmatrix&) (o[0]);
return tmp;
}
// ** legacy **
#if !CAP_SHADER
@ -124,11 +158,14 @@ void projection_multiply(const glmatrix& m) {
void init();
int compileShader(int type, const char* s) {
int compileShader(int type, const string& s) {
GLint status;
printf("===\ns%s\n===\n", s.c_str());
GLint shader = glCreateShader(type);
glShaderSource(shader, 1, &s, NULL);
const char *ss = s.c_str();
glShaderSource(shader, 1, &ss, NULL);
glCompileShader(shader);
GLint logLength;
@ -156,7 +193,7 @@ struct GLprogram *current = NULL;
enum {
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_NORMAL_MATRIX,
UNIFORM_FOGFACTOR,
NUM_UNIFORMS
};
@ -200,8 +237,8 @@ struct GLprogram {
// 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]);
uniforms[UNIFORM_FOGFACTOR] = glGetUniformLocation(_program, "fogfactor");
printf("uniforms: %d %d\n", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], uniforms[UNIFORM_FOGFACTOR]);
}
~GLprogram() {
@ -222,13 +259,24 @@ struct GLprogram {
GLprogram *programs[gmMAX];
/*
string stringbuilder(bool i) { return ""; }
template<class.. T> string stringbuilder(bool i, bool j, T... t) { return stringbuilder(j, t...); }
template<class.. T> string stringbuilder(bool i, const string& s, T... t) {
if(i) return s + stringbuilder(i, t...);
else return stringbuilder(i, t...);
} */
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 ""; };
for(int i=0; i<4; i++) {
flagtype f = flags[i];
flagtype nf = ~f;
auto texture_only = [=] (string s) -> string { if(f & GF_TEXTURE) return s; else return ""; };
auto not_texture_only = [=] (string s) -> string { if(nf & GF_TEXTURE) return s; else return ""; };
programs[i] = new GLprogram(
// "attribute vec4 position;"
// "attribute vec3 normal;"
@ -237,7 +285,7 @@ void init() {
+ texture_only( "varying vec2 vTexCoord;" ) +
"uniform mat4 modelViewProjectionMatrix;"
"uniform mat3 normalMatrix;"
"uniform float fogfactor;"
"void main() {"
// "vec3 eyeNormal = normalize(normalMatrix * normal);"
@ -248,7 +296,9 @@ void init() {
// "vColor = diffuseColor * nDotVP;"
+ texture_only("vTexCoord = gl_MultiTexCoord0.xy;") +
"vColor = gl_Color;"
+ ((f & GF_LIGHTFOG) ?
"vColor = gl_Color * clamp(1.0 + gl_Vertex.z * fogfactor, 0.0, 1.0);"
: "vColor = gl_Color;") +
"gl_Position = modelViewProjectionMatrix * gl_Vertex;"
"}",
@ -263,9 +313,6 @@ void init() {
);
}
programs[2] = programs[0];
programs[3] = programs[1];
glEnableClientState(GL_VERTEX_ARRAY);
switch_mode(gmColored);
programs[gmColored]->enable();
@ -300,6 +347,11 @@ void color2(int color) {
glColor4f(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
}
void color2(int color, ld part) {
unsigned char *c = (unsigned char*) (&color);
glColor4f(c[3] / 255.0 * part, c[2] / 255.0 * part, c[1]/255.0 * part, c[0] / 255.0);
}
void colorClear(int color) {
unsigned char *c = (unsigned char*) (&color);
glClearColor(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
@ -328,6 +380,7 @@ void switch_mode(eMode m) {
if(oldflags & GF_VARCOLOR)
glDisableClientState(GL_COLOR_ARRAY);
if(newflags & GF_LIGHTFOG) {
#if !CAP_SHADER
GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
@ -345,16 +398,23 @@ void switch_mode(eMode m) {
glEnable(GL_FOG);
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogf(GL_FOG_START, 0);
#endif
}
if(oldflags & GF_LIGHTFOG) {
#if !CAP_SHADER
glDisable(GL_FOG);
glDisable(GL_LIGHTING);
#endif
}
mode = m;
}
void fog_max(ld fogmax) {
#if CAP_SHADER
glUniform1f(current->uniforms[UNIFORM_FOGFACTOR], 1 / fogmax);
#else
glFogf(GL_FOG_END, fogmax);
#endif
}
}