mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-12-19 07:20:25 +00:00
Further OpenGL cleanup. Also fixed the problems with incorrect mouse control.
This commit is contained in:
parent
120797d7ce
commit
660af7827f
@ -199,31 +199,16 @@ void stereo::set_projection(int ed) {
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if(pmodel && !stereo::active()) {
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// simulate glOrtho
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GLfloat ortho[16] = {
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GLfloat(2. / vid.xres), 0, 0, 0,
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0, GLfloat(-2. / vid.yres), 0, 0,
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0, 0, GLfloat(.4 / stereo::scrdist), 0,
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0, 0, 0, 1};
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glhr::projection_multiply(glhr::as_glmatrix(ortho));
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glhr::projection_multiply(glhr::ortho(vid.xres/2, -vid.yres/2, stereo::scrdist/.4));
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}
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else if(pmodel) {
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float lowdepth = .1, hidepth = 1e9;
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ld right = vid.xres/2 * lowdepth / stereo::scrdist;
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ld right = vid.xres/2 / stereo::scrdist;
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ld left = -right;
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ld top = -vid.yres/2 * lowdepth / stereo::scrdist;
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ld top = -vid.yres/2 / stereo::scrdist;
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ld bottom = -top;
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GLfloat frustum[16] = {
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GLfloat(2 * lowdepth / (right-left)), 0, 0, 0,
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0, GLfloat(2 * lowdepth / (top-bottom)), 0, 0,
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0, 0, -(hidepth+lowdepth)/(hidepth-lowdepth), -1,
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0, 0, -2*lowdepth*hidepth/(hidepth-lowdepth), 0};
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glhr::projection_multiply(glhr::as_glmatrix(frustum));
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glhr::projection_multiply(glhr::frustum((right-left)/2, (top-bottom)/2));
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if(ed) glhr::projection_multiply(glhr::translate(stereo::ipd * vid.radius * ed/2, 0, 0));
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@ -233,22 +218,11 @@ void stereo::set_projection(int ed) {
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stereo::scrdist_text = 0;
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}
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else {
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float lowdepth = .1;
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float hidepth = 1e9;
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// simulate glFrustum
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GLfloat frustum[16] = {
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GLfloat(vid.yres * 1./vid.xres), 0, 0, 0,
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0, 1, 0, 0,
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0, 0, -(hidepth+lowdepth)/(hidepth-lowdepth), -1,
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0, 0, -2*lowdepth*hidepth/(hidepth-lowdepth), 0};
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glhr::projection_multiply(glhr::as_glmatrix(frustum));
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glhr::projection_multiply(glhr::frustum(vid.xres * 1. / vid.yres, 1));
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GLfloat sc = vid.radius / (vid.yres/2.);
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GLfloat mat[16] = {sc,0,0,0, 0,-sc,0,0, 0,0,-1,0, 0,0, 0,1};
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glhr::projection_multiply(glhr::as_glmatrix(mat));
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glhr::projection_multiply(glhr::scale(sc, -sc, -1));
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if(ed) glhr::projection_multiply(glhr::translate(stereo::ipd * ed/2, 0, 0));
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@ -328,13 +302,6 @@ inline int next_p2 (int a )
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return rval;
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}
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void glError(const char* GLcall, const char* file, const int line) {
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GLenum errCode = glGetError();
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if(errCode!=GL_NO_ERROR) {
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fprintf(stderr, "OPENGL ERROR #%i: in file %s on line %i :: %s\n",errCode,file, line, GLcall);
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}
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}
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#if CAP_GLFONT
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struct glfont_t {
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54
rug.cpp
54
rug.cpp
@ -995,7 +995,7 @@ bool project_ods(hyperpoint azeq, hyperpoint& h1, hyperpoint& h2, bool eye) {
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}
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#endif
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vector<GLfloat> vertex_array, tvertex_array;
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vector<GLfloat> vertex_array, tvertex_array, color_array;
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void drawTriangle(triangle& t) {
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using namespace hyperpoint_vec;
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@ -1013,6 +1013,7 @@ void drawTriangle(triangle& t) {
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hyperpoint hc = (pts[1] - pts[0]) ^ (pts[2] - pts[0]);
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double hch = hypot3(hc);
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glNormal3f(hc[0]/hch,hc[1]/hch,hc[2]/hch);
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bool ok = true;
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@ -1067,13 +1068,22 @@ void drawTriangle(triangle& t) {
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hyperpoint hc = (h[1] - h[0]) ^ (h[2] - h[0]);
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double hch = hypot3(hc);
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ld col = (2 + hc[0]/hch) / 3;
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#if !CAP_SHADER
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glNormal3f(hc[0]/hch,hc[1]/hch,hc[2]/hch);
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#endif
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for(int i: {0,1,2}) {
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tvertex_array.push_back(t.m[i]->x1);
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tvertex_array.push_back(t.m[i]->y1);
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for(int j: {0,1,2})
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vertex_array.push_back(h[i][j]);
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#if CAP_SHADER
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for(int a=0; a<3; a++) color_array.push_back(col);
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color_array.push_back(1);
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#endif
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}
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}
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@ -1123,7 +1133,7 @@ void drawRugScene() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glDisable(GL_BLEND);
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glhr::switch_mode(glhr::gmVarColored);
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glhr::switch_mode(glhr::gmLightFog);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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@ -1131,32 +1141,22 @@ void drawRugScene() {
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use_precompute = false;
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vertex_array.clear();
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tvertex_array.clear();
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color_array.clear();
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stereo::set_mask(ed), stereo::set_viewport(ed);
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if(ed == 1 && stereo::mode == stereo::sAnaglyph)
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glClear(GL_DEPTH_BUFFER_BIT);
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start_projection(ed);
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if(stereo::mode == stereo::sODS) {
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#ifndef GLES_ONLY
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glOrtho(-M_PI, M_PI, -M_PI, M_PI, 0, -M_PI * 2);
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#endif
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glhr::projection_multiply(glhr::ortho(M_PI, M_PI, 2*M_PI));
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}
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else if(rug_perspective || stereo::active()) {
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ld vnear = .001;
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ld vfar = 1000;
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ld sca = vnear * stereo::tanfov / vid.xres;
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xview = stereo::tanfov;
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yview = stereo::tanfov * vid.yres / vid.xres;
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//glFrustum(-sca * vid.xres, sca * vid.xres, -sca * vid.yres, sca * vid.yres, vnear, vfar);
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GLfloat frustum[16] = {
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GLfloat(vnear / sca / vid.xres), 0, 0, 0,
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0, GLfloat(vnear / sca / vid.yres), 0, 0,
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0, 0, GLfloat(-(vnear+vfar)/(vfar-vnear)), -1,
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0, 0, GLfloat(-2*vnear*vfar/(vfar-vnear)), 1};
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glhr::projection_multiply(glhr::as_glmatrix(frustum));
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glhr::projection_multiply(glhr::frustum(xview, yview, .01, 100));
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xview = -xview; yview = -yview;
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if(!rug_perspective)
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glhr::projection_multiply(glhr::translate(0, 0, -model_distance));
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@ -1177,28 +1177,26 @@ void drawRugScene() {
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yview = stereo::tanfov * model_distance * vid.yres / vid.xres;
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// glOrtho(-xview, xview, yview, -yview, -1000, 1000);
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GLfloat ortho[16] = {
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GLfloat(1/xview), 0, 0, 0,
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0, GLfloat(1/yview), 0, 0,
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0, 0, GLfloat(.001), 0,
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0, 0, 0, 1};
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glhr::projection_multiply(glhr::as_glmatrix(ortho));
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glhr::projection_multiply(glhr::ortho(xview, yview, -1000));
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}
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glColor4f(1.f, 1.f, 1.f, 1.f);
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fog_max(
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gwhere == gSphere ? 10 :
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gwhere == gElliptic ? 4 :
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glhr::fog_max(
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gwhere == gSphere && rug_perspective ? 10 :
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gwhere == gElliptic && rug_perspective ? 4 :
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100
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);
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glhr::set_modelview(glhr::id());
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for(int t=0; t<size(triangles); t++)
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drawTriangle(triangles[t]);
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glhr::vertices(&vertex_array[0], 0);
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glhr::texture_vertices(&tvertex_array[0], 0);
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#if CAP_SHADER
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glhr::color_vertices(&color_array[0], 0);
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#endif
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glDrawArrays(GL_TRIANGLES, 0, size(vertex_array)/3);
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stereo::set_mask(0);
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@ -1458,8 +1456,8 @@ static const ld RADAR_INF = 1e12;
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ld radar_distance = RADAR_INF;
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hyperpoint gethyper(ld x, ld y) {
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double mx = ((x*2 / vid.xres)-1) * xview;
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double my = (1-(y*2 / vid.yres)) * yview;
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double mx = (x - vid.xcenter)/vid.xres * 2 * xview;
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double my = (vid.ycenter - y)/vid.yres * 2 * yview;
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radar_distance = RADAR_INF;
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double rx1=0, ry1=0;
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100
shaders.cpp
100
shaders.cpp
@ -7,6 +7,13 @@
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// #undef CAP_SHADER
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// #define CAP_SHADER 0
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void glError(const char* GLcall, const char* file, const int line) {
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GLenum errCode = glGetError();
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if(errCode!=GL_NO_ERROR) {
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fprintf(stderr, "OPENGL ERROR #%i: in file %s on line %i :: %s\n",errCode,file, line, GLcall);
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}
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}
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namespace glhr {
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enum eMode { gmColored, gmTextured, gmVarColored, gmLightFog, gmMAX};
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@ -15,7 +22,11 @@ static const flagtype GF_TEXTURE = 1;
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static const flagtype GF_VARCOLOR = 2;
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static const flagtype GF_LIGHTFOG = 4;
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flagtype flags[gmMAX] = { 0, GF_TEXTURE, GF_VARCOLOR, GF_TEXTURE | GF_LIGHTFOG };
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flagtype flags[gmMAX] = { 0, GF_TEXTURE, GF_VARCOLOR, GF_TEXTURE | GF_LIGHTFOG
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#if CAP_SHADER
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| GF_VARCOLOR
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#endif
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};
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eMode mode;
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@ -24,10 +35,20 @@ void switch_mode(eMode m);
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struct glmatrix {
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GLfloat a[4][4];
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GLfloat* operator[] (int i) { return a[i]; }
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const GLfloat* operator[] (int i) const { return a[i]; }
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GLfloat* as_array() { return a[0]; }
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const GLfloat* as_array() const { return a[0]; }
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};
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void display(const glmatrix& m) {
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for(int i=0; i<4; i++) {
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for(int j=0; j<4; j++)
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printf("%10.5f", m[i][j]);
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printf("\n");
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}
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printf("\n");
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}
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glmatrix operator * (glmatrix m1, glmatrix m2) {
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glmatrix res;
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for(int i=0; i<4; i++)
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@ -58,6 +79,24 @@ glmatrix scale(ld x, ld y, ld z) {
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return tmp;
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}
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glmatrix ortho(ld x, ld y, ld z) {
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return scale(1/x, 1/y, 1/z);
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}
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glmatrix& as_glmatrix(GLfloat o[16]) {
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glmatrix& tmp = (glmatrix&) (o[0]);
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return tmp;
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}
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glmatrix frustum(ld x, ld y, ld vnear = 1e-3, ld vfar = 1e9) {
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GLfloat frustum[16] = {
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GLfloat(1 / x), 0, 0, 0,
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0, GLfloat(1 / y), 0, 0,
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0, 0, GLfloat(-(vnear+vfar)/(vfar-vnear)), -1,
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0, 0, GLfloat(-2*vnear*vfar/(vfar-vnear)), 0};
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return as_glmatrix(frustum);
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}
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glmatrix translate(ld x, ld y, ld z) {
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glmatrix tmp;
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for(int i=0; i<4; i++)
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@ -69,11 +108,6 @@ glmatrix translate(ld x, ld y, ld z) {
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return tmp;
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}
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glmatrix& as_glmatrix(GLfloat o[16]) {
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glmatrix& tmp = (glmatrix&) (o[0]);
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return tmp;
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}
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// ** legacy **
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#if !CAP_SHADER
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@ -124,11 +158,14 @@ void projection_multiply(const glmatrix& m) {
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void init();
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int compileShader(int type, const char* s) {
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int compileShader(int type, const string& s) {
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GLint status;
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printf("===\ns%s\n===\n", s.c_str());
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GLint shader = glCreateShader(type);
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glShaderSource(shader, 1, &s, NULL);
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const char *ss = s.c_str();
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glShaderSource(shader, 1, &ss, NULL);
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glCompileShader(shader);
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GLint logLength;
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@ -156,7 +193,7 @@ struct GLprogram *current = NULL;
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enum {
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UNIFORM_MODELVIEWPROJECTION_MATRIX,
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UNIFORM_NORMAL_MATRIX,
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UNIFORM_FOGFACTOR,
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NUM_UNIFORMS
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};
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@ -200,8 +237,8 @@ struct GLprogram {
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// glBindAttribLocation(_program, GLKVertexAttribNormal, "normal"); ??
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uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
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uniforms[UNIFORM_NORMAL_MATRIX] = glGetUniformLocation(_program, "normalMatrix");
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printf("uniforms: %d %d\n", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], uniforms[UNIFORM_NORMAL_MATRIX]);
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uniforms[UNIFORM_FOGFACTOR] = glGetUniformLocation(_program, "fogfactor");
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printf("uniforms: %d %d\n", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], uniforms[UNIFORM_FOGFACTOR]);
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}
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~GLprogram() {
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@ -222,13 +259,24 @@ struct GLprogram {
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GLprogram *programs[gmMAX];
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/*
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string stringbuilder(bool i) { return ""; }
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template<class.. T> string stringbuilder(bool i, bool j, T... t) { return stringbuilder(j, t...); }
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template<class.. T> string stringbuilder(bool i, const string& s, T... t) {
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if(i) return s + stringbuilder(i, t...);
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else return stringbuilder(i, t...);
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} */
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void init() {
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projection = id();
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for(int i=0; i<2; i++) {
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auto texture_only = [=] (string s) -> string { if(i) return s; else return ""; };
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auto not_texture_only = [=] (string s) -> string { if(!i) return s; else return ""; };
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for(int i=0; i<4; i++) {
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flagtype f = flags[i];
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flagtype nf = ~f;
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auto texture_only = [=] (string s) -> string { if(f & GF_TEXTURE) return s; else return ""; };
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auto not_texture_only = [=] (string s) -> string { if(nf & GF_TEXTURE) return s; else return ""; };
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programs[i] = new GLprogram(
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// "attribute vec4 position;"
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// "attribute vec3 normal;"
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@ -237,7 +285,7 @@ void init() {
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+ texture_only( "varying vec2 vTexCoord;" ) +
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"uniform mat4 modelViewProjectionMatrix;"
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"uniform mat3 normalMatrix;"
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"uniform float fogfactor;"
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"void main() {"
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// "vec3 eyeNormal = normalize(normalMatrix * normal);"
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@ -248,7 +296,9 @@ void init() {
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// "vColor = diffuseColor * nDotVP;"
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+ texture_only("vTexCoord = gl_MultiTexCoord0.xy;") +
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"vColor = gl_Color;"
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+ ((f & GF_LIGHTFOG) ?
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"vColor = gl_Color * clamp(1.0 + gl_Vertex.z * fogfactor, 0.0, 1.0);"
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: "vColor = gl_Color;") +
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"gl_Position = modelViewProjectionMatrix * gl_Vertex;"
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"}",
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@ -263,9 +313,6 @@ void init() {
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);
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}
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programs[2] = programs[0];
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programs[3] = programs[1];
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glEnableClientState(GL_VERTEX_ARRAY);
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switch_mode(gmColored);
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programs[gmColored]->enable();
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@ -300,6 +347,11 @@ void color2(int color) {
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glColor4f(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
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}
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void color2(int color, ld part) {
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unsigned char *c = (unsigned char*) (&color);
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glColor4f(c[3] / 255.0 * part, c[2] / 255.0 * part, c[1]/255.0 * part, c[0] / 255.0);
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}
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void colorClear(int color) {
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unsigned char *c = (unsigned char*) (&color);
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glClearColor(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
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@ -328,6 +380,7 @@ void switch_mode(eMode m) {
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if(oldflags & GF_VARCOLOR)
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glDisableClientState(GL_COLOR_ARRAY);
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if(newflags & GF_LIGHTFOG) {
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#if !CAP_SHADER
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GLfloat light_ambient[] = { 3.5, 3.5, 3.5, 1.0 };
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GLfloat light_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
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GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
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@ -345,16 +398,23 @@ void switch_mode(eMode m) {
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glEnable(GL_FOG);
|
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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
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user