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mirror of https://github.com/zenorogue/hyperrogue.git synced 2024-11-12 16:39:55 +00:00
hyperrogue/shaders.cpp
2018-02-09 04:18:39 +01:00

412 lines
10 KiB
C++

// Hyperbolic Rogue -- basic GL transformations
// If CAP_SHADER is 0, OpenGL 1.0 is used.
// If CAP_SHADER is 1, GLSL is used.
// Copyright (C) 2011-2018 Zeno Rogue, see 'hyper.cpp' for details
// #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};
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
#if CAP_SHADER
| GF_VARCOLOR
#endif
};
eMode mode;
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++)
for(int j=0; j<4; j++) {
res[i][j] = 0;
for(int k=0; k<4; k++)
res[i][j] += m1[i][k] * m2[k][j];
}
return res;
}
glmatrix id() {
glmatrix M;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
M[i][j] = (i == j);
return M;
}
glmatrix scale(ld x, ld y, ld z) {
glmatrix tmp;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
tmp[i][j] = (i==j);
tmp[0][0] = x;
tmp[1][1] = y;
tmp[2][2] = z;
return tmp;
}
glmatrix ortho(ld x, ld y, ld z) {
return scale(1/x, 1/y, 1/z);
}
glmatrix& as_glmatrix(GLfloat o[16]) {
glmatrix& tmp = (glmatrix&) (o[0]);
return tmp;
}
glmatrix frustum(ld x, ld y, ld vnear = 1e-3, ld vfar = 1e9) {
GLfloat frustum[16] = {
GLfloat(1 / x), 0, 0, 0,
0, GLfloat(1 / y), 0, 0,
0, 0, GLfloat(-(vnear+vfar)/(vfar-vnear)), -1,
0, 0, GLfloat(-2*vnear*vfar/(vfar-vnear)), 0};
return as_glmatrix(frustum);
}
glmatrix translate(ld x, ld y, ld z) {
glmatrix tmp;
for(int i=0; i<4; i++)
for(int j=0; j<4; j++)
tmp[i][j] = (i==j);
tmp[3][0] = x;
tmp[3][1] = y;
tmp[3][2] = z;
return tmp;
}
// ** legacy **
#if !CAP_SHADER
void new_projection() {
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
}
void projection_multiply(const glmatrix& m) {
glMultMatrixf(m.as_array());
}
void set_modelview(const glmatrix& m) {
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(m.as_array());
}
void init() {
glEnableClientState(GL_VERTEX_ARRAY);
}
#endif
// /* shaders */
#if CAP_SHADER
glmatrix projection;
void new_projection() {
projection = id();
}
void projection_multiply(const glmatrix& m) {
projection = m * projection;
}
#define glMatrixMode DISABLED
#define glLoadIdentity DISABLED
#define glMultMatrixf DISABLED
#define glScalef DISABLED
#define glTranslatef DISABLED
#define glPushMatrix DISABLED
#define glPopMatrix DISABLED
void init();
int compileShader(int type, const string& s) {
GLint status;
printf("===\ns%s\n===\n", s.c_str());
GLint shader = glCreateShader(type);
const char *ss = s.c_str();
glShaderSource(shader, 1, &ss, NULL);
glCompileShader(shader);
GLint logLength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
char log[logLength];
glGetShaderInfoLog(shader, logLength, &logLength, log);
if(logLength > 0)
printf("compiler log (%d): '%s'\n", logLength, log);
}
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (status == 0) {
glDeleteShader(shader);
printf("failed to compile shader\n");
shader = 0;
}
return shader;
}
// https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php
struct GLprogram *current = NULL;
enum {
UNIFORM_MODELVIEWPROJECTION_MATRIX,
UNIFORM_FOGFACTOR,
NUM_UNIFORMS
};
struct GLprogram {
GLuint _program;
GLuint vertShader, fragShader;
GLint uniforms[NUM_UNIFORMS];
GLprogram(string vsh, string fsh) {
_program = glCreateProgram();
printf("creating program %d\n", _program);
vertShader = compileShader(GL_VERTEX_SHADER, vsh.c_str());
fragShader = compileShader(GL_FRAGMENT_SHADER, fsh.c_str());
// Attach vertex shader to program.
glAttachShader(_program, vertShader);
// Attach fragment shader to program.
glAttachShader(_program, fragShader);
GLint status;
glLinkProgram(_program);
GLint logLength;
glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &logLength);
if (logLength > 0) {
char log[logLength];
glGetProgramInfoLog(_program, logLength, &logLength, log);
if(logLength > 0)
printf("linking log (%d): %s\n", logLength, log);
}
glGetProgramiv(_program, GL_LINK_STATUS, &status);
if (status == 0) {
printf("failed to link shader\n");
exit(1);
}
// glBindAttribLocation(_program, GLKVertexAttribPosition, "position"); ??
// glBindAttribLocation(_program, GLKVertexAttribNormal, "normal"); ??
uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX] = glGetUniformLocation(_program, "modelViewProjectionMatrix");
uniforms[UNIFORM_FOGFACTOR] = glGetUniformLocation(_program, "fogfactor");
printf("uniforms: %d %d\n", uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], uniforms[UNIFORM_FOGFACTOR]);
}
~GLprogram() {
glDeleteProgram(_program);
if(vertShader) glDeleteShader(vertShader), vertShader = 0;
if(fragShader) glDeleteShader(fragShader), fragShader = 0;
current = NULL;
}
void enable() {
if(this != current) {
glUseProgram(_program);
current = this;
}
}
};
GLprogram *programs[gmMAX];
string stringbuilder() { return ""; }
template<class... T> string stringbuilder(bool i, const string& s, T... t) {
if(i) return s + stringbuilder(t...);
else return stringbuilder(t...);
}
void init() {
projection = id();
for(int i=0; i<4; i++) {
flagtype f = flags[i];
bool texture = f & GF_TEXTURE;
bool lightfog = f & GF_LIGHTFOG;
programs[i] = new GLprogram(stringbuilder(
// "attribute vec4 position;"
// "attribute vec3 normal;"
1, "varying vec4 vColor;",
texture, "varying vec2 vTexCoord;",
1, "uniform mat4 modelViewProjectionMatrix;",
1, "uniform float fogfactor;",
1, "void main() {",
texture, "vTexCoord = gl_MultiTexCoord0.xy;",
lightfog, "vColor = gl_Color * clamp(1.0 + gl_Vertex.z * fogfactor, 0.0, 1.0);",
!lightfog, "vColor = gl_Color;",
1, "gl_Position = modelViewProjectionMatrix * gl_Vertex;",
1, "}"),
stringbuilder(
1, "uniform sampler2D myTexture;",
1, "varying vec4 vColor;",
texture, "varying vec2 vTexCoord;",
1, "void main() {",
texture, "gl_FragColor = vColor * texture2D(myTexture, vTexCoord);",
!texture, "gl_FragColor = vColor;",
1, "}"
));
}
glEnableClientState(GL_VERTEX_ARRAY);
switch_mode(gmColored);
programs[gmColored]->enable();
}
void set_modelview(const glmatrix& modelview) {
glmatrix mvp = modelview * projection;
glUniformMatrix4fv(current->uniforms[UNIFORM_MODELVIEWPROJECTION_MATRIX], 1, 0, mvp.as_array());
// glmatrix nm = modelview;
// glUniformMatrix3fv(current->uniforms[UNIFORM_NORMAL_MATRIX], 1, 0, nm[0]);
}
#endif
GLfloat *currentvertices;
void vertices(GLfloat *f, int qty) {
currentvertices = f;
glVertexPointer(3, GL_FLOAT, 0, f);
}
void texture_vertices(GLfloat *f, int qty, int stride = 2) {
glTexCoordPointer(stride, GL_FLOAT, 0, f);
}
void color_vertices(GLfloat *f, int qty) {
glColorPointer(4, GL_FLOAT, 0, f);
}
void color2(int color) {
unsigned char *c = (unsigned char*) (&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);
}
void be_nontextured() { switch_mode(gmColored); }
void be_textured() { switch_mode(gmTextured); }
void switch_mode(eMode m) {
if(m == mode) return;
#if CAP_SHADER
programs[m]->enable();
#endif
flagtype newflags = flags[m] &~ flags[mode];
flagtype oldflags = flags[mode] &~ flags[m];
if(newflags & GF_TEXTURE) {
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
if(oldflags & GF_TEXTURE) {
glDisable(GL_TEXTURE_2D);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if(newflags & GF_VARCOLOR)
glEnableClientState(GL_COLOR_ARRAY);
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 };
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);
#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
}
}