mirror of
https://github.com/zenorogue/hyperrogue.git
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850 lines
22 KiB
C++
850 lines
22 KiB
C++
// Hyperbolic Rogue -- low-level OpenGL routines
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// Copyright (C) 2011-2019 Zeno Rogue, see 'hyper.cpp' for details
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/** \file glhr.cpp
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* \brief low-level OpenGL routines
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*
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* If CAP_SHADER is 0, OpenGL 1.0 is used.
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* If CAP_SHADER is 1, we are using GLSL shaders.
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*/
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#include "hyper.h"
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namespace hr {
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#ifndef DEBUG_GL
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#define DEBUG_GL 0
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#endif
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// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
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EX 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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println(hlog, format("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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#ifndef CAP_VERTEXBUFFER
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#define CAP_VERTEXBUFFER (ISWEB)
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#endif
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#if HDR
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#if CAP_SHADER && CAP_NOSHADER
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#define WITHSHADER(x, y) if(glhr::noshaders) y else x
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#else
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#if CAP_NOSHADER
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#define WITHSHADER(x, y) if(1) y
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#else
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#define WITHSHADER(x, y) if(1) x
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#endif
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#endif
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#endif
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EX namespace glhr {
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#if HDR
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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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array<float, 16>& as_stdarray() { return *(array<float, 16>*)this; }
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const array<float, 16>& as_stdarray() const { return *(array<float, 16>*)this; }
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};
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glvertex pointtogl(const hyperpoint& t);
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inline glvertex makevertex(GLfloat x, GLfloat y, GLfloat z) {
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#if SHDIM == 3
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return make_array(x, y, z);
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#else
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return make_array<GLfloat>(x, y, z, 1);
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#endif
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}
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struct colored_vertex {
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glvertex coords;
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glvec4 color;
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colored_vertex(GLfloat x, GLfloat y, GLfloat r, GLfloat g, GLfloat b) {
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coords[0] = x;
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coords[1] = y;
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coords[2] = 0;
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coords[3] = 1;
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color[0] = r;
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color[1] = g;
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color[2] = b;
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color[3] = 1;
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}
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colored_vertex(hyperpoint h, color_t col) {
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coords = pointtogl(h);
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for(int i=0; i<4; i++)
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color[i] = part(col, 3-i) / 255.0;
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}
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};
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struct textured_vertex {
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glvertex coords;
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glvec2 texture;
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};
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struct ct_vertex {
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glvertex coords;
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glvec4 color;
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glvec2 texture;
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ct_vertex(const hyperpoint& h, ld x1, ld y1, ld col) {
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coords = pointtogl(h);
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texture[0] = x1;
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texture[1] = y1;
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color[0] = color[1] = color[2] = col;
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color[3] = 1;
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}
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};
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#endif
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#if CAP_SHADER
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EX bool noshaders = false;
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#else
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EX bool noshaders = true;
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#endif
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bool glew = false;
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bool current_depthtest, current_depthwrite;
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ld fogbase;
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#if HDR
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typedef const void *constvoidptr;
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#endif
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EX constvoidptr current_vertices, buffered_vertices;
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EX ld current_linewidth;
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GLuint buf_current, buf_buffered;
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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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for(int j=0; j<4; j++) {
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res[i][j] = 0;
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for(int k=0; k<4; k++)
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res[i][j] += m1[i][k] * m2[k][j];
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}
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return res;
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}
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EX glmatrix id = {{{1,0,0,0}, {0,1,0,0}, {0,0,1,0}, {0,0,0,1}}};
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EX glmatrix scale(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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for(int j=0; j<4; j++)
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tmp[i][j] = (i==j);
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tmp[0][0] = x;
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tmp[1][1] = y;
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tmp[2][2] = z;
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return tmp;
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}
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EX glmatrix tmtogl(const transmatrix& T) {
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glmatrix tmp;
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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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tmp[i][j] = T[i][j];
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return tmp;
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}
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EX glmatrix tmtogl_transpose(const transmatrix& T) {
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glmatrix tmp;
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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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tmp[i][j] = T[j][i];
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return tmp;
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}
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EX glmatrix tmtogl_transpose3(const transmatrix& T) {
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glmatrix tmp;
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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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tmp[i][j] = T[j][i];
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if(MDIM == 3)
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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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if(i == 3 || j == 3) tmp[j][i] = 0;
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return tmp;
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}
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EX 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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EX 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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#if HDR
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constexpr ld vnear_default = 1e-3;
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constexpr ld vfar_default = 1e9;
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#endif
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EX glmatrix frustum(ld x, ld y, ld vnear IS(vnear_default), ld vfar IS(vfar_default)) {
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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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EX 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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for(int j=0; j<4; j++)
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tmp[i][j] = (i==j);
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tmp[3][0] = x;
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tmp[3][1] = y;
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tmp[3][2] = z;
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return tmp;
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}
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// ** legacy **
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// /* shaders */
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glmatrix projection;
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EX void new_projection() {
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WITHSHADER({
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projection = id;
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}, {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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return;
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})
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}
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EX void projection_multiply(const glmatrix& m) {
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WITHSHADER({
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projection = m * projection;
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}, {
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glMatrixMode(GL_PROJECTION);
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glMultMatrixf(m.as_array());
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})
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}
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EX void init();
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#if HDR
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struct GLprogram {
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GLuint _program;
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GLuint vertShader, fragShader;
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GLint uFog, uFogColor, uColor, tTexture, tInvExpTable, uMV, uProjection, uAlpha, uFogBase, uPP;
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GLint uPRECX, uPRECY, uPRECZ, uIndexSL, uIterations, uLevelLines;
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flagtype shader_flags;
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string _vsh, _fsh;
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GLprogram(string vsh, string fsh);
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~GLprogram();
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};
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#endif
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EX shared_ptr<GLprogram> current_glprogram = nullptr;
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EX bool debug_gl;
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EX int compileShader(int type, const string& s) {
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GLint status;
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if(debug_gl) {
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println(hlog, "===\n");
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int lineno = 1;
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string cline = "";
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for(char c: s+"\n") {
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if(c == '\n') println(hlog, format("%4d : ", lineno), cline), lineno++, cline = "";
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else cline += c;
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}
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println(hlog, "===");
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}
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GLint shader = glCreateShader(type);
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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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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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std::vector<char> log(logLength);
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glGetShaderInfoLog(shader, logLength, &logLength, log.data());
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if(logLength > 0)
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printf("compiler log (%d): '%s'\n", logLength, log.data());
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if(debug_gl) exit(1);
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}
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glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
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if (status == 0) {
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glDeleteShader(shader);
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printf("failed to compile shader\n");
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println(hlog, s);
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shader = 0;
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}
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return shader;
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}
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GLprogram::GLprogram(string vsh, string fsh) {
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if(noshaders) {
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uFog = -1;
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uProjection = -1;
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uPP = -1;
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uMV = -1;
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uPRECX = -1;
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uIterations = -1;
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uAlpha = -1;
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uLevelLines = -1;
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uFogColor = -1;
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return;
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}
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_vsh = vsh; _fsh = fsh;
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_program = glCreateProgram();
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add_fixed_functions(vsh);
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add_fixed_functions(fsh);
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// printf("creating program %d\n", _program);
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vertShader = compileShader(GL_VERTEX_SHADER, vsh.c_str());
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fragShader = compileShader(GL_FRAGMENT_SHADER, fsh.c_str());
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// Attach vertex shader to program.
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glAttachShader(_program, vertShader);
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// Attach fragment shader to program.
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glAttachShader(_program, fragShader);
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glBindAttribLocation(_program, aPosition, "aPosition");
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glBindAttribLocation(_program, aTexture, "aTexture");
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glBindAttribLocation(_program, aColor, "aColor");
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GLint status;
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glLinkProgram(_program);
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GLint logLength;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &logLength);
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if (logLength > 0) {
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std::vector<char> log(logLength);
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glGetProgramInfoLog(_program, logLength, &logLength, log.data());
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if(logLength > 0)
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printf("linking log (%d): %s\n", logLength, log.data());
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}
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (status == 0) {
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printf("failed to link shader\n");
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exit(1);
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}
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uMV = glGetUniformLocation(_program, "uMV");
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uProjection = glGetUniformLocation(_program, "uP");
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uPP = glGetUniformLocation(_program, "uPP");
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uFog = glGetUniformLocation(_program, "uFog");
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uFogColor = glGetUniformLocation(_program, "uFogColor");
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uFogBase = glGetUniformLocation(_program, "uFogBase");
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uAlpha = glGetUniformLocation(_program, "uAlpha");
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uColor = glGetUniformLocation(_program, "uColor");
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tTexture = glGetUniformLocation(_program, "tTexture");
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tInvExpTable = glGetUniformLocation(_program, "tInvExpTable");
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uPRECX = glGetUniformLocation(_program, "PRECX");
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uPRECY = glGetUniformLocation(_program, "PRECY");
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uPRECZ = glGetUniformLocation(_program, "PRECZ");
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uIndexSL = glGetUniformLocation(_program, "uIndexSL");
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uIterations = glGetUniformLocation(_program, "uIterations");
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uLevelLines = glGetUniformLocation(_program, "uLevelLines");
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}
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GLprogram::~GLprogram() {
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glDeleteProgram(_program);
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if(vertShader) glDeleteShader(vertShader), vertShader = 0;
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if(fragShader) glDeleteShader(fragShader), fragShader = 0;
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}
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EX void set_index_sl(ld x) {
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glUniform1f(glhr::current_glprogram->uIndexSL, x);
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}
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EX void set_sl_iterations(int steps) {
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glUniform1i(glhr::current_glprogram->uIterations, steps);
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}
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EX void set_solv_prec(int x, int y, int z) {
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glUniform1i(glhr::current_glprogram->tInvExpTable, INVERSE_EXP_BINDING);
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glUniform1f(glhr::current_glprogram->uPRECX, x);
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glUniform1f(glhr::current_glprogram->uPRECY, y);
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glUniform1f(glhr::current_glprogram->uPRECZ, z);
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}
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EX glmatrix current_matrix, current_modelview, current_projection;
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bool operator == (const glmatrix& m1, const glmatrix& m2) {
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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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if(m1[i][j] != m2[i][j]) return false;
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return true;
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}
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bool operator != (const glmatrix& m1, const glmatrix& m2) {
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return !(m1 == m2);
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}
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EX glmatrix eyeshift;
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EX bool using_eyeshift;
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EX void set_modelview(const glmatrix& modelview) {
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#if CAP_NOSHADER
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if(noshaders) {
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf(modelview.as_array());
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return;
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}
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#endif
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auto& cur = current_glprogram;
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if(!cur) return;
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if(using_eyeshift) {
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glmatrix mvp = modelview * eyeshift;
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#if MINIMIZE_GL_CALLS
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if(mvp == current_matrix) return;
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current_matrix = mvp;
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#endif
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glUniformMatrix4fv(cur->uMV, 1, 0, mvp.as_array());
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}
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else if(modelview != current_modelview) {
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current_modelview = modelview;
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glUniformMatrix4fv(cur->uMV, 1, 0, modelview.as_array());
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}
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if(projection != current_projection) {
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current_projection = projection;
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glUniformMatrix4fv(cur->uProjection, 1, 0, projection.as_array());
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}
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}
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EX void id_modelview() {
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#if CAP_NOSHADER
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if(noshaders) {
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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return;
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}
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#endif
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set_modelview(id);
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}
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EX array<GLfloat, 4> acolor(color_t color, ld scale IS(1)) {
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array<GLfloat, 4> cols;
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for(int i=0; i<4; i++)
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cols[i] = part(color, 3-i) / 255.0 * scale;
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return cols;
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}
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EX void color2(color_t color, ld scale IS(1)) {
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auto cols = acolor(color, scale);
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WITHSHADER({
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if(!current_glprogram) return;
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glUniform4f(current_glprogram->uColor, cols[0], cols[1], cols[2], cols[3]);
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}, {
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glColor4f(cols[0], cols[1], cols[2], cols[3]);
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}
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)
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}
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EX void colorClear(color_t color) {
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glClearColor(part(color, 3) / 255.0, part(color, 2) / 255.0, part(color, 1) / 255.0, part(color, 0) / 255.0);
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}
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EX void full_enable(shared_ptr<GLprogram> p) {
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auto& cur = current_glprogram;
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flagtype oldflags = cur ? cur->shader_flags : 0;
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if(p == cur) return;
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cur = p;
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GLERR("pre_switch_mode");
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WITHSHADER({
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glUseProgram(cur->_program);
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GLERR("after_enable");
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}, {
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});
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reset_projection();
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flagtype newflags = cur->shader_flags;
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tie(oldflags, newflags) = make_pair(oldflags & ~newflags, newflags & ~oldflags);
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if(newflags & GF_TEXTURE) {
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GLERR("xsm");
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WITHSHADER({
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glEnableVertexAttribArray(aTexture);
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GLERR("xsm");
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}, {
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glEnable(GL_TEXTURE_2D);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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GLERR("xsm");
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})
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}
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if(oldflags & GF_TEXTURE) {
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GLERR("xsm");
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WITHSHADER({
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glDisableVertexAttribArray(aTexture);
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GLERR("xsm");
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}, {
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisable(GL_TEXTURE_2D);
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GLERR("xsm");
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})
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}
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if(newflags & GF_VARCOLOR) {
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WITHSHADER({
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GLERR("xsm");
|
|
glEnableVertexAttribArray(aColor);
|
|
}, {
|
|
GLERR("xsm");
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
GLERR("xsm");
|
|
})
|
|
}
|
|
if(oldflags & GF_VARCOLOR) {
|
|
WITHSHADER({
|
|
glDisableVertexAttribArray(aColor);
|
|
GLERR("xsm");
|
|
}, {
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
GLERR("xsm");
|
|
})
|
|
}
|
|
if(newflags & GF_LIGHTFOG) {
|
|
#ifdef GLES_ONLY
|
|
#define glFogi glFogx
|
|
#endif
|
|
WITHSHADER({}, {
|
|
/*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 };
|
|
|
|
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);
|
|
glEnable(GL_LIGHT0); */
|
|
|
|
glEnable(GL_FOG);
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
glFogf(GL_FOG_START, 0);
|
|
})
|
|
}
|
|
if(oldflags & GF_LIGHTFOG) {
|
|
WITHSHADER({}, {glDisable(GL_FOG);})
|
|
}
|
|
WITHSHADER({
|
|
glUniform1f(cur->uFogBase, 1); fogbase = 1;
|
|
}, {})
|
|
GLERR("after_switch_mode");
|
|
current_vertices = NULL;
|
|
WITHSHADER({
|
|
current_matrix[0][0] = -1e8; // invalid
|
|
current_modelview[0][0] = -1e8;
|
|
current_projection[0][0] = -1e8;
|
|
}, {})
|
|
id_modelview();
|
|
current_linewidth = -1;
|
|
/* if(current_depthwrite) glDepthMask(GL_TRUE);
|
|
else glDepthMask(GL_FALSE);
|
|
if(current_depthtest) glEnable(GL_DEPTH_TEST);
|
|
else glDisable(GL_DEPTH_TEST); */
|
|
}
|
|
|
|
EX void fog_max(ld fogmax, color_t fogcolor) {
|
|
WITHSHADER({
|
|
if(current_glprogram->uFog != -1)
|
|
glUniform1f(current_glprogram->uFog, 1 / fogmax);
|
|
|
|
if(current_glprogram->uFogColor != -1) {
|
|
GLfloat cols[4];
|
|
for(int i=0; i<4; i++) cols[i] = part(fogcolor, 3-i) / 255.0;
|
|
glUniform4f(current_glprogram->uFogColor, cols[0], cols[1], cols[2], cols[3]);
|
|
}
|
|
}, {
|
|
glFogf(GL_FOG_END, fogmax);
|
|
})
|
|
}
|
|
|
|
EX void set_fogbase(ld _fogbase) {
|
|
WITHSHADER({
|
|
if(fogbase != _fogbase) {
|
|
fogbase = _fogbase;
|
|
glUniform1f(current_glprogram->uFogBase, fogbase);
|
|
}
|
|
}, {})
|
|
}
|
|
|
|
EX void set_ualpha(ld alpha) {
|
|
WITHSHADER({
|
|
glUniform1f(current_glprogram->uAlpha, alpha);
|
|
}, {})
|
|
}
|
|
|
|
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;
|
|
}
|
|
printf("CreateProgram = %p\n", __glewCreateProgram);
|
|
if(!__glewCreateProgram) noshaders = true;
|
|
}
|
|
#endif
|
|
|
|
projection = id;
|
|
|
|
WITHSHADER(glEnableVertexAttribArray(aPosition);, glEnableClientState(GL_VERTEX_ARRAY);)
|
|
GLERR("aPosition");
|
|
// #endif
|
|
|
|
#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
|
|
}
|
|
|
|
EX hyperpoint gltopoint(const glvertex& t) {
|
|
hyperpoint h;
|
|
h[0] = t[0]; h[1] = t[1]; h[2] = t[2];
|
|
if(SHDIM == 4 && MAXMDIM == 4) h[3] = t[3];
|
|
return h;
|
|
}
|
|
|
|
EX glvertex pointtogl(const hyperpoint& t) {
|
|
glvertex h;
|
|
h[0] = t[0]; h[1] = t[1]; h[2] = t[2];
|
|
if(SHDIM == 4) h[3] = (MDIM == 4) ? t[3] : 1;
|
|
return h;
|
|
}
|
|
|
|
#if CAP_VERTEXBUFFER
|
|
template<class T> void bindbuffer(T& v) {
|
|
if(current_vertices == buffered_vertices || current_vertices == nullptr) {
|
|
glBindBuffer(GL_ARRAY_BUFFER, buf_current);
|
|
}
|
|
current_vertices = &v[0];
|
|
glBufferData(GL_ARRAY_BUFFER, isize(v) * sizeof(v[0]), &v[0], GL_DYNAMIC_DRAW);
|
|
}
|
|
|
|
#define PTR(attrib, q, field) \
|
|
glVertexAttribPointer(attrib, q, GL_FLOAT, GL_FALSE, sizeof(v[0]), (void*) ((char*) &v[0].field - (char*) &v[0]));
|
|
|
|
#endif
|
|
|
|
EX void vertices(const vector<glvertex>& v, int vshift IS(0)) {
|
|
#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(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
|
|
return;
|
|
}
|
|
bindbuffer(v);
|
|
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
|
|
#else
|
|
if(current_vertices == &v[vshift]) return;
|
|
current_vertices = &v[vshift];
|
|
WITHSHADER(
|
|
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), &v[vshift]);,
|
|
glVertexPointer(SHDIM, GL_FLOAT, sizeof(glvertex), &v[0]);
|
|
)
|
|
#endif
|
|
}
|
|
|
|
EX void vertices_texture(const vector<glvertex>& v, const vector<glvertex>& t, int vshift IS(0), int tshift IS(0)) {
|
|
#if CAP_VERTEXBUFFER
|
|
int q = min(isize(v)-vshift, isize(t)-tshift);
|
|
vector<textured_vertex> tv(q);
|
|
for(int i=0; i<q; i++)
|
|
tv[i].coords = v[vshift+i],
|
|
tv[i].texture[0] = t[tshift+i][0],
|
|
tv[i].texture[1] = t[tshift+i][1];
|
|
prepare(tv);
|
|
#else
|
|
vertices(v, vshift);
|
|
WITHSHADER(
|
|
glVertexAttribPointer(aTexture, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), &t[tshift]);,
|
|
glTexCoordPointer(SHDIM, GL_FLOAT, 0, &t[tshift]);
|
|
)
|
|
#endif
|
|
}
|
|
|
|
EX void prepare(vector<colored_vertex>& v) {
|
|
#if CAP_VERTEXBUFFER
|
|
bindbuffer(v);
|
|
PTR(aPosition, SHDIM, coords);
|
|
PTR(aColor, 4, color);
|
|
#else
|
|
if(current_vertices == &v[0]) return;
|
|
current_vertices = &v[0];
|
|
WITHSHADER({
|
|
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].coords);
|
|
glVertexAttribPointer(aColor, 4, GL_FLOAT, GL_FALSE, sizeof(colored_vertex), &v[0].color);
|
|
}, {
|
|
glVertexPointer(SHDIM, GL_FLOAT, sizeof(colored_vertex), &v[0].coords);
|
|
glColorPointer(4, GL_FLOAT, sizeof(colored_vertex), &v[0].color);
|
|
})
|
|
#endif
|
|
}
|
|
|
|
EX void prepare(vector<textured_vertex>& v) {
|
|
#if CAP_VERTEXBUFFER
|
|
bindbuffer(v);
|
|
PTR(aPosition, SHDIM, coords);
|
|
PTR(aTexture, 2, texture);
|
|
#else
|
|
if(current_vertices == &v[0]) return;
|
|
current_vertices = &v[0];
|
|
WITHSHADER({
|
|
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].coords);
|
|
glVertexAttribPointer(aTexture, SHDIM, GL_FLOAT, GL_FALSE, sizeof(textured_vertex), &v[0].texture);
|
|
}, {
|
|
glVertexPointer(SHDIM, GL_FLOAT, sizeof(textured_vertex), &v[0].coords);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(textured_vertex), &v[0].texture);
|
|
})
|
|
#endif
|
|
// color2(col);
|
|
}
|
|
|
|
EX void prepare(vector<ct_vertex>& v) {
|
|
#if CAP_VERTEXBUFFER
|
|
bindbuffer(v);
|
|
PTR(aPosition, SHDIM, coords);
|
|
PTR(aColor, 4, color);
|
|
PTR(aTexture, 2, texture);
|
|
#else
|
|
if(current_vertices == &v[0]) return;
|
|
current_vertices = &v[0];
|
|
WITHSHADER({
|
|
glVertexAttribPointer(aPosition, SHDIM, 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, 2, GL_FLOAT, GL_FALSE, sizeof(ct_vertex), &v[0].texture);
|
|
}, {
|
|
glVertexPointer(SHDIM, GL_FLOAT, sizeof(ct_vertex), &v[0].coords);
|
|
glTexCoordPointer(2, GL_FLOAT, sizeof(ct_vertex), &v[0].texture);
|
|
glColorPointer(4, GL_FLOAT, sizeof(ct_vertex), &v[0].color);
|
|
})
|
|
#endif
|
|
}
|
|
|
|
EX void store_in_buffer(vector<glvertex>& v) {
|
|
#if CAP_VERTEXBUFFER
|
|
if(!buf_buffered) {
|
|
printf("no buffer yet\n");
|
|
return;
|
|
}
|
|
printf("storing %d in buffer: %p\n", isize(v), &v[0]);
|
|
current_vertices = buffered_vertices = &v[0];
|
|
glBindBuffer(GL_ARRAY_BUFFER, buf_buffered);
|
|
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, sizeof(glvertex), 0);
|
|
glBufferData(GL_ARRAY_BUFFER, isize(v) * sizeof(glvertex), &v[0], GL_STATIC_DRAW);
|
|
printf("Stored.\n");
|
|
#endif
|
|
}
|
|
|
|
EX void set_depthtest(bool b) {
|
|
if(b != current_depthtest) {
|
|
current_depthtest = b;
|
|
if(b) glEnable(GL_DEPTH_TEST);
|
|
else glDisable(GL_DEPTH_TEST);
|
|
}
|
|
}
|
|
|
|
|
|
EX void set_depthwrite(bool b) {
|
|
if(b != current_depthwrite) { // <- this does not work ask intended for some reason...
|
|
current_depthwrite = b;
|
|
if(b) glDepthMask(GL_TRUE);
|
|
else glDepthMask(GL_FALSE);
|
|
}
|
|
}
|
|
|
|
EX void set_linewidth(ld lw) {
|
|
if(lw != current_linewidth) {
|
|
current_linewidth = lw;
|
|
glLineWidth(lw);
|
|
}
|
|
}
|
|
|
|
EX void switch_to_text(const vector<glvertex>& v, const vector<glvertex>& t) {
|
|
current_display->next_shader_flags = GF_TEXTURE;
|
|
dynamicval<eModel> pm(pmodel, mdPixel);
|
|
if(!svg::in) current_display->set_all(0);
|
|
vertices_texture(v, t, 0, 0);
|
|
}
|
|
|
|
EX void be_nontextured() { current_display->next_shader_flags = 0; }
|
|
EX void be_textured() { current_display->next_shader_flags = GF_TEXTURE; }
|
|
|
|
EX }
|
|
|
|
EX vector<glhr::textured_vertex> text_vertices;
|
|
|
|
EX void texture_vertices(GLfloat *f, int qty, int stride IS(2)) {
|
|
WITHSHADER(
|
|
glVertexAttribPointer(aTexture, stride, GL_FLOAT, GL_FALSE, stride * sizeof(GLfloat), f);,
|
|
glTexCoordPointer(stride, GL_FLOAT, 0, f);
|
|
)
|
|
}
|
|
|
|
EX void oldvertices(GLfloat *f, int qty) {
|
|
WITHSHADER(
|
|
glVertexAttribPointer(aPosition, SHDIM, GL_FLOAT, GL_FALSE, SHDIM * sizeof(GLfloat), f);,
|
|
glVertexPointer(SHDIM, GL_FLOAT, 0, f);
|
|
)
|
|
}
|
|
|
|
|
|
}
|
|
|
|
#define glMatrixMode DISABLED
|
|
#define glLoadIdentity DISABLED
|
|
#define glMultMatrixf DISABLED
|
|
#define glScalef DISABLED
|
|
#define glTranslatef DISABLED
|
|
#define glPushMatrix DISABLED
|
|
#define glPopMatrix DISABLED
|
|
|