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mirror of https://github.com/zenorogue/hyperrogue.git synced 2025-11-14 20:57:10 +00:00

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

@@ -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
}
}