| Line | Branch | Exec | Source |
|---|---|---|---|
| 1 | /* | ||
| 2 | * Copyright (c) 2000-2022 Inria | ||
| 3 | * All rights reserved. | ||
| 4 | * | ||
| 5 | * Redistribution and use in source and binary forms, with or without | ||
| 6 | * modification, are permitted provided that the following conditions are met: | ||
| 7 | * | ||
| 8 | * * Redistributions of source code must retain the above copyright notice, | ||
| 9 | * this list of conditions and the following disclaimer. | ||
| 10 | * * Redistributions in binary form must reproduce the above copyright notice, | ||
| 11 | * this list of conditions and the following disclaimer in the documentation | ||
| 12 | * and/or other materials provided with the distribution. | ||
| 13 | * * Neither the name of the ALICE Project-Team nor the names of its | ||
| 14 | * contributors may be used to endorse or promote products derived from this | ||
| 15 | * software without specific prior written permission. | ||
| 16 | * | ||
| 17 | * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" | ||
| 18 | * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | ||
| 19 | * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | ||
| 20 | * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE | ||
| 21 | * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR | ||
| 22 | * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF | ||
| 23 | * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS | ||
| 24 | * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN | ||
| 25 | * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) | ||
| 26 | * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE | ||
| 27 | * POSSIBILITY OF SUCH DAMAGE. | ||
| 28 | * | ||
| 29 | * Contact: Bruno Levy | ||
| 30 | * | ||
| 31 | * https://www.inria.fr/fr/bruno-levy | ||
| 32 | * | ||
| 33 | * Inria, | ||
| 34 | * Domaine de Voluceau, | ||
| 35 | * 78150 Le Chesnay - Rocquencourt | ||
| 36 | * FRANCE | ||
| 37 | * | ||
| 38 | */ | ||
| 39 | |||
| 40 | #include <geogram_gfx/GLUP/GLUP_context_ES.h> | ||
| 41 | #include <geogram_gfx/basic/GLSL.h> | ||
| 42 | #include <geogram/basic/string.h> | ||
| 43 | #include <geogram/basic/command_line.h> | ||
| 44 | |||
| 45 | #ifdef GEO_OS_EMSCRIPTEN | ||
| 46 | #include <emscripten.h> | ||
| 47 | #endif | ||
| 48 | |||
| 49 | #ifdef GEO_GL_ES2 | ||
| 50 | |||
| 51 | /* | ||
| 52 | * Notes: | ||
| 53 | * J'ai reussi a corriger le bug de picking de primitives WEBGL: ce sont les | ||
| 54 | * int-s encodes dans des float-s qui font un peu n'importe quoi. En ajoutant | ||
| 55 | * 0.5 au primitive_id a la sortie du vertex shader, ca regle le probleme. | ||
| 56 | * | ||
| 57 | * Il faudra peut-etre quand meme encoder les valeurs de picking de l'etat | ||
| 58 | * sous forme de vec4 plutot qu'en int, parceque je ne suis pas sur que ces | ||
| 59 | * ints puissent stocker plus que 65535 (mais le fait que je voie du bleu | ||
| 60 | * quand on met plein de primitive tend a montrer que ca marche quand meme...) | ||
| 61 | * | ||
| 62 | * Il manque encore le picking en mode "slice cell" | ||
| 63 | * | ||
| 64 | * Les triangles n'ont pas besoin d'indices d'elements je pense ... | ||
| 65 | * | ||
| 66 | * Slice cells: | ||
| 67 | * ============ | ||
| 68 | * Pour implanter le mode "slice cells", je me demande s'il vaut mieux | ||
| 69 | * - avoir un tout petit buffer, et faire un flush par cellule ? | ||
| 70 | * - tout assembler dans des gros buffers, et faire un flush tous les | ||
| 71 | * 65K sommets ? | ||
| 72 | * -> essayer le premier (plus simple a programmer), et si \c{c}a rame | ||
| 73 | * faire le deuxi\`eme: | ||
| 74 | * Ca a l'air de marcher pas trop mal. | ||
| 75 | * Rem: le ELEMENT_ARRAY_BUFFER est en entiers 32 bits, certaines archis | ||
| 76 | * (telephones etc...) peuvent avoir besoin d'un ELEMENT_ARRAY_BUFFER | ||
| 77 | * 16 bits (ce qu'on pourrait assez facilement avoir...) | ||
| 78 | * | ||
| 79 | * texture 3D: | ||
| 80 | * =========== | ||
| 81 | * OpenGL ES 2.0 n'a pas de textures 3D, mais on peut les emuler avec des | ||
| 82 | * textures 2D: | ||
| 83 | * https://www.khronos.org/webgl/wiki/WebGL_and_OpenGL_Differences | ||
| 84 | * mais existe peut-etre une extension (a tester) | ||
| 85 | * | ||
| 86 | * The shaders | ||
| 87 | * =========== | ||
| 88 | * The shaders can be compiled either in OpenGL ES, GLSL 1.3 or GLSL 1.5. | ||
| 89 | * OpenGL ES mode is used by Emscripten. | ||
| 90 | * GLSL 1.3 mode is used by desktop OpenGL on: | ||
| 91 | * - Linux Intel i915 | ||
| 92 | * - Linux NVidia | ||
| 93 | * - Windows | ||
| 94 | * GLSL 1.5 mode is used by destop OpenGL on MacOSX (MacOSX supports 1.5 | ||
| 95 | * but does not support 1.3) | ||
| 96 | * | ||
| 97 | * TODO: In the shaders, in/out declarations are selected by #ifdef GL_ES, | ||
| 98 | * instead of testing GLSL version, is it normal ? | ||
| 99 | */ | ||
| 100 | |||
| 101 | namespace { | ||
| 102 | using namespace GEO; | ||
| 103 | |||
| 104 | /** | ||
| 105 | * \brief Creates the source of a GLSL function that | ||
| 106 | * gets mesh texture coordinates. | ||
| 107 | * \details This function is necessary because we do not have | ||
| 108 | * a way of specifying uniform constant arrays in OpenGL ES 2.0 | ||
| 109 | * \param[in] tex_coords an array of 4*\p nb_tex_coords floats | ||
| 110 | * \param[in] nb_tex_coords number of vec4s that define texture coordinates | ||
| 111 | * \return a std::string with the source of the shader | ||
| 112 | */ | ||
| 113 | ✗ | std::string create_mesh_tex_coord_lookup_function( | |
| 114 | GLUPfloat* tex_coords, index_t nb_tex_coords | ||
| 115 | ) { | ||
| 116 | ✗ | std::ostringstream output; | |
| 117 | output << | ||
| 118 | "vec4 get_mesh_tex_coord(in int vertex_id) { \n" | ||
| 119 | ✗ | " int idx = glup_mod(vertex_id," << nb_tex_coords << ");\n"; | |
| 120 | ✗ | for(index_t i=0; i<nb_tex_coords; ++i) { | |
| 121 | ✗ | output << " if(idx == " << i << ") {"; | |
| 122 | ✗ | output << " return vec4(" | |
| 123 | ✗ | << tex_coords[4*i ] << "," | |
| 124 | ✗ | << tex_coords[4*i+1] << "," | |
| 125 | ✗ | << tex_coords[4*i+2] << "," | |
| 126 | ✗ | << tex_coords[4*i+3] << "); }\n"; | |
| 127 | } | ||
| 128 | // Will never get here, but some GLSL compilers will not | ||
| 129 | // accept a function that may not return a value. | ||
| 130 | ✗ | output << " return vec4(0.0, 0.0, 0.0, 0.0);\n"; | |
| 131 | ✗ | output << "}\n"; | |
| 132 | ✗ | return output.str(); | |
| 133 | ✗ | } | |
| 134 | |||
| 135 | /** | ||
| 136 | * \brief Creates the source of a GLSL function that | ||
| 137 | * gets mesh texture coordinates. | ||
| 138 | * \details The size of the texture coordinates array is | ||
| 139 | * automatically computed. | ||
| 140 | * \param[in] tex an array of texture coordinates | ||
| 141 | * \return a pointer to a string with the sources of | ||
| 142 | * the shader. | ||
| 143 | */ | ||
| 144 | |||
| 145 | #define mesh_tex_coord_lookup(tex) \ | ||
| 146 | create_mesh_tex_coord_lookup_function( \ | ||
| 147 | tex, index_t(sizeof(tex) / (4*sizeof(float))) \ | ||
| 148 | ) | ||
| 149 | } | ||
| 150 | |||
| 151 | namespace GLUP { | ||
| 152 | |||
| 153 | extern bool vertex_array_emulate; | ||
| 154 | |||
| 155 | ✗ | void Context_ES2::begin(GLUPprimitive primitive) { | |
| 156 | ✗ | if(primitive == GLUP_THICK_LINES) { | |
| 157 | // Thick lines use the normal vertex attribute to store the second | ||
| 158 | // extremity of each segment. | ||
| 159 | ✗ | immediate_state_.buffer[GLUP_NORMAL_ATTRIBUTE].enable(); | |
| 160 | } | ||
| 161 | ✗ | Context::begin(primitive); | |
| 162 | ✗ | if(primitive == GLUP_THICK_LINES) { | |
| 163 | // Thick lines need to replace line segments with quads. | ||
| 164 | // The additional vertices are generated in | ||
| 165 | // flush()_immediate_buffers (but we need twice the | ||
| 166 | // room in the buffer, so we flush when the buffer is half-full). | ||
| 167 | ✗ | immediate_state_.begin(GLUP_THICK_LINES, IMMEDIATE_BUFFER_SIZE/2); | |
| 168 | } | ||
| 169 | ✗ | } | |
| 170 | |||
| 171 | ✗ | void Context_ES2::end() { | |
| 172 | ✗ | Context::end(); | |
| 173 | ✗ | } | |
| 174 | |||
| 175 | ✗ | const char* Context_ES2::profile_name() const { | |
| 176 | ✗ | return "GLUPES2"; | |
| 177 | } | ||
| 178 | |||
| 179 | ✗ | bool Context_ES2::primitive_supports_array_mode(GLUPprimitive prim) const { | |
| 180 | // Note: points, spheres, lines with width 1 | ||
| 181 | // and triangles without mesh can support array mode, | ||
| 182 | // but this will not work with picking, therefore it is disabled. | ||
| 183 | // In Android it is enabled. Additional test (triangles without mesh | ||
| 184 | // and line width 1) are done in MeshGfx. | ||
| 185 | ✗ | if(does_not_need_picking_) { | |
| 186 | return | ||
| 187 | ✗ | (prim == GLUP_POINTS || | |
| 188 | ✗ | prim == GLUP_SPHERES || | |
| 189 | ✗ | prim == GLUP_LINES || | |
| 190 | ✗ | prim == GLUP_TRIANGLES); | |
| 191 | } | ||
| 192 | ✗ | return false; | |
| 193 | } | ||
| 194 | |||
| 195 | /** | ||
| 196 | * \brief Computes the number of elements in the buffer for | ||
| 197 | * a given primitive. | ||
| 198 | * \param[in] nb_vertices_per_glup_primitive number of vertices | ||
| 199 | * per primitive | ||
| 200 | * \param[in] nb_elements_per_glup_primitive number of elements | ||
| 201 | * per primitive | ||
| 202 | * \return total number of elements required to draw all the | ||
| 203 | * primitives in the buffer. | ||
| 204 | */ | ||
| 205 | ✗ | inline index_t nb_elements( | |
| 206 | index_t nb_vertices_per_glup_primitive, | ||
| 207 | index_t nb_elements_per_glup_primitive | ||
| 208 | ) { | ||
| 209 | ✗ | index_t nb_glup_primitives = | |
| 210 | IMMEDIATE_BUFFER_SIZE / nb_vertices_per_glup_primitive; | ||
| 211 | return ( | ||
| 212 | nb_glup_primitives * nb_elements_per_glup_primitive | ||
| 213 | ✗ | ); | |
| 214 | } | ||
| 215 | |||
| 216 | |||
| 217 | ✗ | void Context_ES2::setup() { | |
| 218 | |||
| 219 | ✗ | bool extension_standard_derivatives = false; | |
| 220 | ✗ | bool extension_vertex_array_object = false; | |
| 221 | |||
| 222 | #ifdef GEO_OS_EMSCRIPTEN | ||
| 223 | |||
| 224 | /** | ||
| 225 | * \brief Tests whether a WebGL extension is supported. | ||
| 226 | * \details WebGL requires getExtension() to be called for initializing | ||
| 227 | * the extension (if supported, this returns an extension object, | ||
| 228 | * else this returns null). | ||
| 229 | * \param[in] ext the name of the extension surrounded by single quotes | ||
| 230 | * \retval true if the extension is supported | ||
| 231 | * \retval false otherwise | ||
| 232 | */ | ||
| 233 | #define WEBGL_EXTENSION_SUPPORTED(ext) \ | ||
| 234 | EM_ASM_INT({return ( \ | ||
| 235 | Module.ctx.getExtension(ext) == null ? 0 : 1 \ | ||
| 236 | );},0) != 0 | ||
| 237 | |||
| 238 | |||
| 239 | extension_standard_derivatives = WEBGL_EXTENSION_SUPPORTED( | ||
| 240 | 'OES_standard_derivatives' | ||
| 241 | ); | ||
| 242 | |||
| 243 | extension_vertex_array_object = WEBGL_EXTENSION_SUPPORTED( | ||
| 244 | 'OES_vertex_array_object' | ||
| 245 | ); | ||
| 246 | |||
| 247 | #else | ||
| 248 | //TODO: it seems that standard derivatives and vertex array | ||
| 249 | //object extension names are not prefixed with GL_OES_ in | ||
| 250 | //OpenGL ES mode (but they are in WebGL, oh my....) | ||
| 251 | |||
| 252 | ✗ | if(use_ES_profile_) { | |
| 253 | extension_standard_derivatives = | ||
| 254 | ✗ | extension_is_supported("GL_OES_standard_derivatives"); | |
| 255 | |||
| 256 | // ES profile can be artificially set to true for non-NVidia | ||
| 257 | // GPUs, see constructor. | ||
| 258 | ✗ | extension_vertex_array_object = | |
| 259 | ✗ | extension_is_supported("GL_OES_vertex_array_object") || | |
| 260 | ✗ | extension_is_supported("GL_ARB_vertex_array_object") ; | |
| 261 | |||
| 262 | } else { | ||
| 263 | ✗ | extension_standard_derivatives = true; | |
| 264 | ✗ | extension_vertex_array_object = true; | |
| 265 | } | ||
| 266 | #endif | ||
| 267 | |||
| 268 | // Switch-on GLUP's emulation for Vertex Array | ||
| 269 | // Objects if they are not supported. | ||
| 270 | ✗ | if(!extension_vertex_array_object) { | |
| 271 | ✗ | GLUP::vertex_array_emulate = true; | |
| 272 | } | ||
| 273 | |||
| 274 | ✗ | Logger::out("GLUP") | |
| 275 | ✗ | << "OES_standard_derivatives: " | |
| 276 | ✗ | << extension_standard_derivatives | |
| 277 | ✗ | << std::endl; | |
| 278 | |||
| 279 | ✗ | Logger::out("GLUP") | |
| 280 | ✗ | << "vertex_array_object: " | |
| 281 | ✗ | << extension_vertex_array_object | |
| 282 | ✗ | << std::endl; | |
| 283 | |||
| 284 | ✗ | create_CPU_side_uniform_buffer(); | |
| 285 | |||
| 286 | |||
| 287 | /************** VAOs and VBOs for whole cells clipping ******/ | ||
| 288 | |||
| 289 | // Compute the maximum number of elements required to draw | ||
| 290 | // the vertices in a buffer, for all types of volumetric | ||
| 291 | // primitives. | ||
| 292 | ✗ | index_t max_nb_elements = 0; | |
| 293 | ✗ | max_nb_elements = std::max(max_nb_elements, nb_elements(4,12)); | |
| 294 | ✗ | max_nb_elements = std::max(max_nb_elements, nb_elements(8,36)); | |
| 295 | ✗ | max_nb_elements = std::max(max_nb_elements, nb_elements(6,24)); | |
| 296 | ✗ | max_nb_elements = std::max(max_nb_elements, nb_elements(5,18)); | |
| 297 | ✗ | max_nb_elements = std::max(max_nb_elements, nb_elements(4,12)); | |
| 298 | |||
| 299 | ✗ | nb_clip_cells_elements_ = max_nb_elements; | |
| 300 | ✗ | clip_cells_elements_ = new Numeric::uint16[nb_clip_cells_elements_]; | |
| 301 | |||
| 302 | ✗ | glupGenVertexArrays(1,&clip_cells_VAO_); | |
| 303 | ✗ | glupBindVertexArray(clip_cells_VAO_); | |
| 304 | |||
| 305 | ✗ | bind_immediate_state_buffers_to_VAO(); | |
| 306 | |||
| 307 | ✗ | glGenBuffers(1, &clip_cells_elements_VBO_); | |
| 308 | ✗ | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, clip_cells_elements_VBO_); | |
| 309 | |||
| 310 | ✗ | update_buffer_object( | |
| 311 | ✗ | clip_cells_elements_VBO_, | |
| 312 | GL_ELEMENT_ARRAY_BUFFER, | ||
| 313 | ✗ | max_nb_elements * sizeof(Numeric::uint32), | |
| 314 | nullptr // no need to copy the buffer, it will be overwritten after. | ||
| 315 | ); | ||
| 316 | |||
| 317 | ✗ | glupBindVertexArray(0); | |
| 318 | |||
| 319 | // Shaders in GLSL 2.0 do not support gl_VertexID, we need to | ||
| 320 | // emulate it. | ||
| 321 | ✗ | create_vertex_id_VBO(); | |
| 322 | |||
| 323 | /************** VAOs and VBOs for sliced cells clipping ******/ | ||
| 324 | |||
| 325 | ✗ | max_nb_elements = 6; | |
| 326 | ✗ | index_t max_nb_vertices = 12; | |
| 327 | |||
| 328 | ✗ | glupGenVertexArrays(1,&sliced_cells_VAO_); | |
| 329 | ✗ | glupBindVertexArray(sliced_cells_VAO_); | |
| 330 | |||
| 331 | ✗ | glGenBuffers(1, &sliced_cells_elements_VBO_); | |
| 332 | ✗ | glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, sliced_cells_elements_VBO_); | |
| 333 | |||
| 334 | ✗ | update_buffer_object( | |
| 335 | ✗ | sliced_cells_elements_VBO_, | |
| 336 | GL_ELEMENT_ARRAY_BUFFER, | ||
| 337 | ✗ | max_nb_elements * sizeof(Numeric::uint16), | |
| 338 | nullptr // no need to copy the buffer, it will be overwritten after. | ||
| 339 | ); | ||
| 340 | |||
| 341 | ✗ | for(index_t i=0; i<4; ++i) { | |
| 342 | ✗ | glGenBuffers(1, &sliced_cells_vertex_attrib_VBO_[i]); | |
| 343 | ✗ | glBindBuffer(GL_ARRAY_BUFFER, sliced_cells_vertex_attrib_VBO_[i]); | |
| 344 | |||
| 345 | ✗ | update_buffer_object( | |
| 346 | ✗ | sliced_cells_vertex_attrib_VBO_[i], | |
| 347 | GL_ARRAY_BUFFER, | ||
| 348 | ✗ | max_nb_vertices * sizeof(Numeric::float32) * 4, | |
| 349 | nullptr // no need to copy the buffer, it will be overwritten. | ||
| 350 | ); | ||
| 351 | |||
| 352 | ✗ | glVertexAttribPointer( | |
| 353 | i, | ||
| 354 | 4, | ||
| 355 | GL_FLOAT, | ||
| 356 | GL_FALSE, | ||
| 357 | 0, | ||
| 358 | nullptr | ||
| 359 | ); | ||
| 360 | } | ||
| 361 | ✗ | glEnableVertexAttribArray(0); | |
| 362 | ✗ | glupBindVertexArray(0); | |
| 363 | ✗ | } | |
| 364 | |||
| 365 | ✗ | Context_ES2::Context_ES2() : | |
| 366 | ✗ | nb_clip_cells_elements_(0), | |
| 367 | ✗ | clip_cells_elements_(nullptr), | |
| 368 | ✗ | clip_cells_elements_VBO_(0), | |
| 369 | ✗ | clip_cells_VAO_(0), | |
| 370 | ✗ | sliced_cells_elements_VBO_(0), | |
| 371 | ✗ | sliced_cells_VAO_(0), | |
| 372 | ✗ | vertex_id_VBO_bound_(false) { | |
| 373 | ✗ | for(index_t i=0; i<4; ++i) { | |
| 374 | ✗ | sliced_cells_vertex_attrib_VBO_[i] = 0; | |
| 375 | } | ||
| 376 | ✗ | GLSL_version_ = GLSL::supported_language_version(); | |
| 377 | #if defined(GEO_OS_EMSCRIPTEN) || defined(GEO_OS_ANDROID) | ||
| 378 | use_ES_profile_ = true; | ||
| 379 | Logger::out("GLUP") << "ES2 context, supported GLSL version = " << GLSL_version_ | ||
| 380 | << std::endl; | ||
| 381 | #endif | ||
| 382 | // GLUP_THICK_LINES are rendered as quads, with four vertices. In this | ||
| 383 | // profile, we have no geometry shader and we need to do the job on our | ||
| 384 | // own in flush_immediate_buffers(). | ||
| 385 | ✗ | nb_vertices_per_primitive_[GLUP_THICK_LINES] = 4; | |
| 386 | |||
| 387 | // If application does not need picking, then array mode is supported | ||
| 388 | // for points, lines, spheres, triangles. | ||
| 389 | // We force that for android (for now). | ||
| 390 | #ifdef GEO_OS_ANDROID | ||
| 391 | does_not_need_picking_ = true; | ||
| 392 | #else | ||
| 393 | ✗ | does_not_need_picking_ = CmdLine::get_arg_bool( | |
| 394 | ✗ | "dbg:gfx:GLUPES2:does_not_need_picking" | |
| 395 | ); | ||
| 396 | #endif | ||
| 397 | ✗ | } | |
| 398 | |||
| 399 | ✗ | Context_ES2::~Context_ES2() { | |
| 400 | ✗ | glDeleteBuffers(1,&clip_cells_elements_VBO_); | |
| 401 | ✗ | glupDeleteVertexArrays(1, &clip_cells_VAO_); | |
| 402 | ✗ | for(index_t i=0; i<4; ++i) { | |
| 403 | ✗ | glDeleteBuffers(1, &sliced_cells_vertex_attrib_VBO_[i]); | |
| 404 | } | ||
| 405 | ✗ | glupDeleteVertexArrays(1, &sliced_cells_VAO_); | |
| 406 | ✗ | delete[] clip_cells_elements_; | |
| 407 | ✗ | } | |
| 408 | |||
| 409 | ✗ | Memory::pointer Context_ES2::get_state_variable_address( | |
| 410 | const char* name | ||
| 411 | ) { | ||
| 412 | ✗ | geo_assert( | |
| 413 | variable_to_offset_.find(name) != variable_to_offset_.end() | ||
| 414 | ); | ||
| 415 | ✗ | return uniform_buffer_data_ + variable_to_offset_[name]; | |
| 416 | } | ||
| 417 | |||
| 418 | ✗ | void Context_ES2::do_update_uniform_buffer() { | |
| 419 | ✗ | GEO_CHECK_GL(); | |
| 420 | |||
| 421 | ✗ | if(!uniform_buffer_dirty_) { | |
| 422 | ✗ | return; | |
| 423 | } | ||
| 424 | |||
| 425 | ✗ | GEO_CHECK_GL(); | |
| 426 | |||
| 427 | ✗ | if(matrices_dirty_) { | |
| 428 | ✗ | update_matrices(); | |
| 429 | } | ||
| 430 | |||
| 431 | ✗ | GEO_CHECK_GL(); | |
| 432 | |||
| 433 | ✗ | if(lighting_dirty_) { | |
| 434 | ✗ | update_lighting(); | |
| 435 | } | ||
| 436 | |||
| 437 | ✗ | GEO_CHECK_GL(); | |
| 438 | |||
| 439 | ✗ | glUseProgram(latest_program_); | |
| 440 | |||
| 441 | ✗ | GEO_CHECK_GL(); | |
| 442 | |||
| 443 | ✗ | if(latest_program_ != 0) { | |
| 444 | ✗ | copy_uniform_state_to_current_program(); | |
| 445 | } | ||
| 446 | |||
| 447 | ✗ | GEO_CHECK_GL(); | |
| 448 | |||
| 449 | ✗ | uniform_buffer_dirty_ = false; | |
| 450 | } | ||
| 451 | |||
| 452 | ✗ | void Context_ES2::copy_uniform_state_to_current_program() { | |
| 453 | GLint loc; | ||
| 454 | |||
| 455 | // Matrices (in vertex shader). | ||
| 456 | { | ||
| 457 | ✗ | loc = glGetUniformLocation( | |
| 458 | latest_program_, "GLUP_VS.modelviewprojection_matrix" | ||
| 459 | ); | ||
| 460 | ✗ | glUniformMatrix4fv( | |
| 461 | loc, 1, GL_FALSE, | ||
| 462 | ✗ | uniform_state_.modelviewprojection_matrix.get_pointer() | |
| 463 | ); | ||
| 464 | ✗ | loc = glGetUniformLocation( | |
| 465 | latest_program_, "GLUP_VS.modelview_matrix" | ||
| 466 | ); | ||
| 467 | ✗ | glUniformMatrix4fv( | |
| 468 | loc, 1, GL_FALSE, | ||
| 469 | ✗ | uniform_state_.modelview_matrix.get_pointer() | |
| 470 | ); | ||
| 471 | ✗ | loc = glGetUniformLocation( | |
| 472 | latest_program_, "GLUP_VS.projection_matrix" | ||
| 473 | ); | ||
| 474 | ✗ | glUniformMatrix4fv( | |
| 475 | loc, 1, GL_FALSE, | ||
| 476 | ✗ | uniform_state_.projection_matrix.get_pointer() | |
| 477 | ); | ||
| 478 | ✗ | loc = glGetUniformLocation( | |
| 479 | latest_program_, "GLUP_VS.texture_matrix" | ||
| 480 | ); | ||
| 481 | ✗ | glUniformMatrix4fv( | |
| 482 | loc, 1, GL_FALSE, | ||
| 483 | ✗ | uniform_state_.texture_matrix.get_pointer() | |
| 484 | ); | ||
| 485 | ✗ | loc = glGetUniformLocation( | |
| 486 | latest_program_, "GLUP_VS.normal_matrix" | ||
| 487 | ); | ||
| 488 | |||
| 489 | // Normal matrix is stored in state buffer with padding. | ||
| 490 | float normal_matrix[9]; | ||
| 491 | ✗ | for(index_t i=0; i<3; ++i) { | |
| 492 | ✗ | for(index_t j=0; j<3; ++j) { | |
| 493 | ✗ | normal_matrix[i*3+j] = | |
| 494 | ✗ | uniform_state_.normal_matrix.get_pointer()[i*4+j]; | |
| 495 | } | ||
| 496 | } | ||
| 497 | |||
| 498 | ✗ | glUniformMatrix3fv(loc, 1, GL_FALSE, normal_matrix); | |
| 499 | |||
| 500 | |||
| 501 | ✗ | loc = glGetUniformLocation( | |
| 502 | latest_program_, "GLUP_VS.inverse_modelview_matrix" | ||
| 503 | ); | ||
| 504 | ✗ | glUniformMatrix4fv( | |
| 505 | loc, 1, GL_FALSE, | ||
| 506 | ✗ | uniform_state_.inverse_modelview_matrix.get_pointer() | |
| 507 | ); | ||
| 508 | ✗ | loc = glGetUniformLocation( | |
| 509 | latest_program_, "GLUP_VS.inverse_projection_matrix" | ||
| 510 | ); | ||
| 511 | ✗ | glUniformMatrix4fv( | |
| 512 | loc, 1, GL_FALSE, | ||
| 513 | ✗ | uniform_state_.inverse_projection_matrix.get_pointer() | |
| 514 | ); | ||
| 515 | ✗ | loc = glGetUniformLocation( | |
| 516 | latest_program_, "GLUP_VS.inverse_modelviewprojection_matrix" | ||
| 517 | ); | ||
| 518 | ✗ | glUniformMatrix4fv( | |
| 519 | loc, 1, GL_FALSE, | ||
| 520 | ✗ | uniform_state_.inverse_modelviewprojection_matrix.get_pointer() | |
| 521 | ); | ||
| 522 | |||
| 523 | ✗ | loc = glGetUniformLocation( | |
| 524 | latest_program_, "GLUP_VS.viewport" | ||
| 525 | ); | ||
| 526 | GLint viewport[4]; | ||
| 527 | ✗ | glGetIntegerv(GL_VIEWPORT, viewport); | |
| 528 | ✗ | glUniform4f( | |
| 529 | loc, | ||
| 530 | ✗ | float(viewport[0]), | |
| 531 | ✗ | float(viewport[1]), | |
| 532 | ✗ | float(viewport[2]), | |
| 533 | ✗ | float(viewport[3]) | |
| 534 | ); | ||
| 535 | } | ||
| 536 | |||
| 537 | // Matrices (in fragment shader) | ||
| 538 | { | ||
| 539 | ✗ | loc = glGetUniformLocation( | |
| 540 | latest_program_, "GLUP.texture_matrix" | ||
| 541 | ); | ||
| 542 | ✗ | glUniformMatrix4fv( | |
| 543 | loc, 1, GL_FALSE, | ||
| 544 | ✗ | uniform_state_.texture_matrix.get_pointer() | |
| 545 | ); | ||
| 546 | ✗ | loc = glGetUniformLocation( | |
| 547 | latest_program_, "GLUP.modelviewprojection_matrix" | ||
| 548 | ); | ||
| 549 | ✗ | glUniformMatrix4fv( | |
| 550 | loc, 1, GL_FALSE, | ||
| 551 | ✗ | uniform_state_.modelviewprojection_matrix.get_pointer() | |
| 552 | ); | ||
| 553 | ✗ | loc = glGetUniformLocation( | |
| 554 | latest_program_, "GLUP.inverse_modelviewprojection_matrix" | ||
| 555 | ); | ||
| 556 | ✗ | glUniformMatrix4fv( | |
| 557 | loc, 1, GL_FALSE, | ||
| 558 | ✗ | uniform_state_.inverse_modelviewprojection_matrix.get_pointer() | |
| 559 | ); | ||
| 560 | |||
| 561 | ✗ | loc = glGetUniformLocation( | |
| 562 | latest_program_, "GLUP.normal_matrix" | ||
| 563 | ); | ||
| 564 | // Normal matrix is stored in state buffer with padding. | ||
| 565 | float normal_matrix[9]; | ||
| 566 | ✗ | for(index_t i=0; i<3; ++i) { | |
| 567 | ✗ | for(index_t j=0; j<3; ++j) { | |
| 568 | ✗ | normal_matrix[i*3+j] = | |
| 569 | ✗ | uniform_state_.normal_matrix.get_pointer()[i*4+j]; | |
| 570 | } | ||
| 571 | } | ||
| 572 | ✗ | glUniformMatrix3fv(loc, 1, GL_FALSE, normal_matrix); | |
| 573 | |||
| 574 | ✗ | loc = glGetUniformLocation( | |
| 575 | latest_program_, "GLUP.viewport" | ||
| 576 | ); | ||
| 577 | GLint viewport[4]; | ||
| 578 | ✗ | glGetIntegerv(GL_VIEWPORT, viewport); | |
| 579 | ✗ | glUniform4f( | |
| 580 | loc, | ||
| 581 | ✗ | float(viewport[0]), | |
| 582 | ✗ | float(viewport[1]), | |
| 583 | ✗ | float(viewport[2]), | |
| 584 | ✗ | float(viewport[3]) | |
| 585 | ); | ||
| 586 | } | ||
| 587 | |||
| 588 | // Points (in vertex shader). | ||
| 589 | { | ||
| 590 | ✗ | loc = glGetUniformLocation( | |
| 591 | latest_program_, "GLUP_VS.point_size" | ||
| 592 | ); | ||
| 593 | ✗ | glUniform1f(loc, uniform_state_.point_size.get()); | |
| 594 | } | ||
| 595 | |||
| 596 | |||
| 597 | // Lighting. | ||
| 598 | { | ||
| 599 | ✗ | loc = glGetUniformLocation( | |
| 600 | latest_program_, "GLUP.light_vector" | ||
| 601 | ); | ||
| 602 | ✗ | glUniform3fv( | |
| 603 | ✗ | loc, 1, uniform_state_.light_vector.get_pointer() | |
| 604 | ); | ||
| 605 | ✗ | loc = glGetUniformLocation( | |
| 606 | latest_program_, "GLUP.light_half_vector" | ||
| 607 | ); | ||
| 608 | ✗ | glUniform3fv( | |
| 609 | ✗ | loc, 1, uniform_state_.light_half_vector.get_pointer() | |
| 610 | ); | ||
| 611 | } | ||
| 612 | |||
| 613 | // All the toggles. | ||
| 614 | ✗ | for(index_t i=0; i<uniform_state_.toggle.size(); ++i) { | |
| 615 | ✗ | loc = glGetUniformLocation( | |
| 616 | latest_program_, | ||
| 617 | ✗ | ("GLUP." + uniform_state_.toggle[i].name()).c_str() | |
| 618 | ); | ||
| 619 | ✗ | glUniform1i( | |
| 620 | ✗ | loc, GLint(uniform_state_.toggle[i].get()) | |
| 621 | ); | ||
| 622 | } | ||
| 623 | |||
| 624 | // Colors. | ||
| 625 | ✗ | if(!uniform_state_.toggle[GLUP_VERTEX_COLORS].get()) { | |
| 626 | ✗ | for(index_t i=0; i<uniform_state_.color.size(); ++i) { | |
| 627 | ✗ | loc = glGetUniformLocation( | |
| 628 | latest_program_, | ||
| 629 | ✗ | ("GLUP." + uniform_state_.color[i].name()).c_str() | |
| 630 | ); | ||
| 631 | ✗ | glUniform4fv( | |
| 632 | ✗ | loc, 1, uniform_state_.color[i].get_pointer() | |
| 633 | ); | ||
| 634 | } | ||
| 635 | } | ||
| 636 | |||
| 637 | // Mesh. | ||
| 638 | ✗ | if(uniform_state_.toggle[GLUP_DRAW_MESH].get()) { | |
| 639 | ✗ | loc = glGetUniformLocation(latest_program_, "GLUP.mesh_width"); | |
| 640 | ✗ | glUniform1f(loc, uniform_state_.mesh_width.get()); | |
| 641 | } | ||
| 642 | |||
| 643 | ✗ | loc = glGetUniformLocation(latest_program_, "GLUP_VS.mesh_width"); | |
| 644 | ✗ | glUniform1f(loc, uniform_state_.mesh_width.get()); | |
| 645 | |||
| 646 | // Texturing. | ||
| 647 | ✗ | if(uniform_state_.toggle[GLUP_TEXTURING].get()) { | |
| 648 | ✗ | loc = glGetUniformLocation( | |
| 649 | latest_program_, "GLUP.texture_mode" | ||
| 650 | ); | ||
| 651 | ✗ | glUniform1i(loc, uniform_state_.texture_mode.get()); | |
| 652 | ✗ | loc = glGetUniformLocation( | |
| 653 | latest_program_, "GLUP.texture_type" | ||
| 654 | ); | ||
| 655 | ✗ | glUniform1i(loc, uniform_state_.texture_type.get()); | |
| 656 | } | ||
| 657 | |||
| 658 | // Cell shrink | ||
| 659 | ✗ | loc = glGetUniformLocation(latest_program_, "GLUP.cells_shrink"); | |
| 660 | ✗ | glUniform1f(loc, uniform_state_.cells_shrink.get()); | |
| 661 | |||
| 662 | // Picking | ||
| 663 | ✗ | if(uniform_state_.toggle[GLUP_PICKING].get()) { | |
| 664 | ✗ | loc = glGetUniformLocation( | |
| 665 | latest_program_, "GLUP.picking_mode" | ||
| 666 | ); | ||
| 667 | ✗ | glUniform1i(loc, uniform_state_.picking_mode.get()); | |
| 668 | ✗ | loc = glGetUniformLocation( | |
| 669 | latest_program_, "GLUP.picking_id" | ||
| 670 | ); | ||
| 671 | ✗ | glUniform1i(loc, uniform_state_.picking_id.get()); | |
| 672 | ✗ | loc = glGetUniformLocation( | |
| 673 | latest_program_, "GLUP.base_picking_id" | ||
| 674 | ); | ||
| 675 | ✗ | glUniform1i(loc, uniform_state_.base_picking_id.get()); | |
| 676 | } | ||
| 677 | |||
| 678 | // Clipping. | ||
| 679 | ✗ | if(uniform_state_.toggle[GLUP_CLIPPING].get()) { | |
| 680 | ✗ | loc = glGetUniformLocation( | |
| 681 | latest_program_, "GLUP.clipping_mode" | ||
| 682 | ); | ||
| 683 | ✗ | glUniform1i(loc, uniform_state_.clipping_mode.get()); | |
| 684 | ✗ | loc = glGetUniformLocation( | |
| 685 | latest_program_, "GLUP.clip_plane" | ||
| 686 | ); | ||
| 687 | ✗ | glUniform4fv(loc, 1, uniform_state_.clip_plane.get_pointer()); | |
| 688 | ✗ | loc = glGetUniformLocation( | |
| 689 | latest_program_, "GLUP_VS.world_clip_plane" | ||
| 690 | ); | ||
| 691 | ✗ | glUniform4fv( | |
| 692 | ✗ | loc, 1, uniform_state_.world_clip_plane.get_pointer() | |
| 693 | ); | ||
| 694 | ✗ | loc = glGetUniformLocation( | |
| 695 | latest_program_, "GLUP.world_clip_plane" | ||
| 696 | ); | ||
| 697 | ✗ | glUniform4fv( | |
| 698 | ✗ | loc, 1, uniform_state_.world_clip_plane.get_pointer() | |
| 699 | ); | ||
| 700 | } | ||
| 701 | |||
| 702 | // alpha discard. | ||
| 703 | ✗ | if(uniform_state_.toggle[GLUP_ALPHA_DISCARD].get()) { | |
| 704 | ✗ | loc = glGetUniformLocation( | |
| 705 | latest_program_, "GLUP.alpha_threshold" | ||
| 706 | ); | ||
| 707 | ✗ | glUniform1f(loc, uniform_state_.alpha_threshold.get()); | |
| 708 | } | ||
| 709 | |||
| 710 | // specular | ||
| 711 | { | ||
| 712 | ✗ | loc = glGetUniformLocation( | |
| 713 | latest_program_, "GLUP.specular" | ||
| 714 | ); | ||
| 715 | ✗ | glUniform1f(loc, uniform_state_.specular.get()); | |
| 716 | } | ||
| 717 | ✗ | } | |
| 718 | |||
| 719 | ✗ | void Context_ES2::update_base_picking_id(GLint new_value) { | |
| 720 | ✗ | if(uniform_state_.toggle[GLUP_PICKING].get()) { | |
| 721 | ✗ | uniform_state_.base_picking_id.set(new_value); | |
| 722 | ✗ | if(latest_program_ != 0) { | |
| 723 | ✗ | GEO_CHECK_GL(); | |
| 724 | ✗ | GLint loc = glGetUniformLocation( | |
| 725 | latest_program_, "GLUP.base_picking_id" | ||
| 726 | ); | ||
| 727 | ✗ | GEO_CHECK_GL(); | |
| 728 | ✗ | glUseProgram(latest_program_); | |
| 729 | ✗ | glUniform1i(loc, new_value); | |
| 730 | ✗ | GEO_CHECK_GL(); | |
| 731 | } | ||
| 732 | } | ||
| 733 | ✗ | } | |
| 734 | |||
| 735 | |||
| 736 | /*****************************************************************************/ | ||
| 737 | |||
| 738 | ✗ | void Context_ES2::setup_GLUP_POINTS() { | |
| 739 | ✗ | set_primitive_info( | |
| 740 | GLUP_POINTS, GL_POINTS, | ||
| 741 | GLSL::compile_program_with_includes_no_link( | ||
| 742 | this, | ||
| 743 | "//stage GL_VERTEX_SHADER\n" | ||
| 744 | "//import <GLUPES/points_vertex_shader.h>\n", | ||
| 745 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 746 | "//import <GLUPES/spheres_fragment_shader.h>\n" | ||
| 747 | ) | ||
| 748 | ); | ||
| 749 | ✗ | } | |
| 750 | |||
| 751 | ✗ | void Context_ES2::setup_GLUP_LINES() { | |
| 752 | ✗ | set_primitive_info( | |
| 753 | GLUP_LINES, GL_LINES, | ||
| 754 | GLSL::compile_program_with_includes_no_link( | ||
| 755 | this, | ||
| 756 | "//stage GL_VERTEX_SHADER\n" | ||
| 757 | "//import <GLUPES/vertex_shader.h>\n", | ||
| 758 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 759 | "//import <GLUPES/lines_fragment_shader.h>\n" | ||
| 760 | ) | ||
| 761 | ); | ||
| 762 | ✗ | } | |
| 763 | |||
| 764 | ✗ | void Context_ES2::setup_GLUP_THICK_LINES() { | |
| 765 | // GLUP_THICK_LINES are rendered as quads, | ||
| 766 | // Only immediate mode is supported. | ||
| 767 | // the line segments given by the user are transformed into quads | ||
| 768 | // in flush_immediate_buffers(). | ||
| 769 | |||
| 770 | // For each quad, we draw two triangles | ||
| 771 | static index_t element_indices[6] = { | ||
| 772 | 0, 1, 2, | ||
| 773 | 2, 1, 3 | ||
| 774 | }; | ||
| 775 | |||
| 776 | ✗ | set_primitive_info_immediate_index_mode( | |
| 777 | primitive_source_, GL_TRIANGLES, | ||
| 778 | GLSL::compile_program_with_includes_no_link( | ||
| 779 | this, | ||
| 780 | "//stage GL_VERTEX_SHADER\n" | ||
| 781 | "//import <GLUPES/thick_lines_vertex_shader.h>\n", | ||
| 782 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 783 | "//import <GLUPES/thick_lines_fragment_shader.h>\n" | ||
| 784 | ), | ||
| 785 | index_t(sizeof(element_indices)/sizeof(index_t)), | ||
| 786 | element_indices | ||
| 787 | ); | ||
| 788 | |||
| 789 | // The number of vertices per thick line segment is adapted in two | ||
| 790 | // other places in the code: | ||
| 791 | // - in Context_ES2::begin(), the maximum index for the immediate | ||
| 792 | // buffers is set to half-buffer (so that we have enough room to | ||
| 793 | // generate the additional vertices to render quads). | ||
| 794 | // - in Context_ES2::flush_immediate_buffers(), the immediate buffers | ||
| 795 | // are reshuffled, in order to create quads, with | ||
| 796 | // their four vertices set to the first vertex of each segment, | ||
| 797 | // and "normals" set the second vertex of each segment. | ||
| 798 | // | ||
| 799 | // The vertex shader uses the primitive Id to know which vertex | ||
| 800 | // goes where. | ||
| 801 | // | ||
| 802 | // Note: since the GLUP_NORMAL_ATTRIBUTE is used to store the second | ||
| 803 | // vertex of each segment, it needs to be bound. It is done in | ||
| 804 | // Context_ES2::begin() (that calls then Context::begin()). | ||
| 805 | ✗ | } | |
| 806 | |||
| 807 | ✗ | void Context_ES2::setup_primitive_generic( | |
| 808 | index_t nb_elements_per_primitive, | ||
| 809 | index_t* element_indices | ||
| 810 | ) { | ||
| 811 | |||
| 812 | ✗ | set_primitive_info_immediate_index_mode( | |
| 813 | primitive_source_, GL_TRIANGLES, | ||
| 814 | GLSL::compile_program_with_includes_no_link( | ||
| 815 | this, | ||
| 816 | "//stage GL_VERTEX_SHADER\n" | ||
| 817 | "//import <GLUPES/vertex_shader.h>\n", | ||
| 818 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 819 | "//import <GLUPES/fragment_shader.h>\n" | ||
| 820 | ), | ||
| 821 | nb_elements_per_primitive, element_indices | ||
| 822 | ); | ||
| 823 | ✗ | } | |
| 824 | |||
| 825 | ✗ | void Context_ES2::setup_GLUP_TRIANGLES() { | |
| 826 | static index_t element_indices[3] = { | ||
| 827 | 0, 1, 2 | ||
| 828 | }; | ||
| 829 | ✗ | setup_primitive_generic( | |
| 830 | index_t(sizeof(element_indices)/sizeof(index_t)), | ||
| 831 | element_indices | ||
| 832 | ); | ||
| 833 | ✗ | } | |
| 834 | |||
| 835 | ✗ | void Context_ES2::setup_GLUP_QUADS() { | |
| 836 | static index_t element_indices[6] = { | ||
| 837 | 0, 1, 2, | ||
| 838 | 0, 2, 3 | ||
| 839 | }; | ||
| 840 | ✗ | setup_primitive_generic( | |
| 841 | index_t(sizeof(element_indices)/sizeof(index_t)), | ||
| 842 | element_indices | ||
| 843 | ); | ||
| 844 | ✗ | } | |
| 845 | |||
| 846 | ✗ | void Context_ES2::setup_GLUP_TETRAHEDRA() { | |
| 847 | static index_t element_indices[12] = { | ||
| 848 | 1,3,2, | ||
| 849 | 0,2,3, | ||
| 850 | 3,1,0, | ||
| 851 | 0,1,2 | ||
| 852 | }; | ||
| 853 | ✗ | setup_primitive_generic( | |
| 854 | index_t(sizeof(element_indices)/sizeof(index_t)), | ||
| 855 | element_indices | ||
| 856 | ); | ||
| 857 | ✗ | } | |
| 858 | |||
| 859 | ✗ | void Context_ES2::setup_GLUP_HEXAHEDRA() { | |
| 860 | static index_t element_indices[36] = { | ||
| 861 | 0,2,6, 0,6,4, | ||
| 862 | 3,1,5, 3,5,7, | ||
| 863 | 1,0,4, 1,4,5, | ||
| 864 | 2,3,7, 2,7,6, | ||
| 865 | 1,3,2, 1,2,0, | ||
| 866 | 4,6,7, 4,7,5 | ||
| 867 | }; | ||
| 868 | ✗ | setup_primitive_generic( | |
| 869 | index_t(sizeof(element_indices)/sizeof(index_t)), | ||
| 870 | element_indices | ||
| 871 | ); | ||
| 872 | ✗ | } | |
| 873 | |||
| 874 | ✗ | void Context_ES2::setup_GLUP_PRISMS() { | |
| 875 | static index_t element_indices[24] = { | ||
| 876 | 0,1,2, | ||
| 877 | 3,5,4, | ||
| 878 | 0,3,4, 0,4,1, | ||
| 879 | 0,2,5, 0,5,3, | ||
| 880 | 1,4,5, 1,5,2 | ||
| 881 | }; | ||
| 882 | ✗ | setup_primitive_generic( | |
| 883 | index_t(sizeof(element_indices)/sizeof(index_t)), | ||
| 884 | element_indices | ||
| 885 | ); | ||
| 886 | ✗ | } | |
| 887 | |||
| 888 | ✗ | void Context_ES2::setup_GLUP_PYRAMIDS() { | |
| 889 | static index_t element_indices[18] = { | ||
| 890 | 0,1,2, 0,2,3, | ||
| 891 | 0,4,1, | ||
| 892 | 0,3,4, | ||
| 893 | 2,4,3, | ||
| 894 | 2,1,4 | ||
| 895 | }; | ||
| 896 | ✗ | setup_primitive_generic( | |
| 897 | index_t(sizeof(element_indices)/sizeof(index_t)), | ||
| 898 | element_indices | ||
| 899 | ); | ||
| 900 | ✗ | } | |
| 901 | |||
| 902 | ✗ | void Context_ES2::setup_GLUP_CONNECTORS() { | |
| 903 | static index_t element_indices[12] = { | ||
| 904 | 0,1,2, 0,2,3, | ||
| 905 | 2,1,0, | ||
| 906 | 3,2,0 | ||
| 907 | }; | ||
| 908 | ✗ | setup_primitive_generic( | |
| 909 | index_t(sizeof(element_indices)/sizeof(index_t)), | ||
| 910 | element_indices | ||
| 911 | ); | ||
| 912 | ✗ | } | |
| 913 | |||
| 914 | ✗ | void Context_ES2::setup_GLUP_SPHERES() { | |
| 915 | ✗ | set_primitive_info( | |
| 916 | GLUP_SPHERES, GL_POINTS, | ||
| 917 | GLSL::compile_program_with_includes_no_link( | ||
| 918 | this, | ||
| 919 | "//stage GL_VERTEX_SHADER\n" | ||
| 920 | "//import <GLUPES/spheres_vertex_shader.h>\n", | ||
| 921 | "//stage GL_FRAGMENT_SHADER\n" | ||
| 922 | "//import <GLUPES/spheres_fragment_shader.h>\n" | ||
| 923 | ) | ||
| 924 | ); | ||
| 925 | ✗ | } | |
| 926 | |||
| 927 | ✗ | bool Context_ES2::cell_by_cell_clipping() const { | |
| 928 | ✗ | if(!uniform_state_.toggle[GLUP_CLIPPING].get()) { | |
| 929 | ✗ | return false; | |
| 930 | } | ||
| 931 | |||
| 932 | ✗ | if( | |
| 933 | ✗ | immediate_state_.primitive() != GLUP_TETRAHEDRA && | |
| 934 | ✗ | immediate_state_.primitive() != GLUP_HEXAHEDRA && | |
| 935 | ✗ | immediate_state_.primitive() != GLUP_PRISMS && | |
| 936 | ✗ | immediate_state_.primitive() != GLUP_PYRAMIDS && | |
| 937 | ✗ | immediate_state_.primitive() != GLUP_CONNECTORS | |
| 938 | ) { | ||
| 939 | ✗ | return false; | |
| 940 | } | ||
| 941 | |||
| 942 | return ( | ||
| 943 | ✗ | uniform_state_.clipping_mode.get() == GLUP_CLIP_WHOLE_CELLS || | |
| 944 | ✗ | uniform_state_.clipping_mode.get() == GLUP_CLIP_STRADDLING_CELLS | |
| 945 | ✗ | ); | |
| 946 | } | ||
| 947 | |||
| 948 | ✗ | bool Context_ES2::sliced_cells_clipping() const { | |
| 949 | ✗ | if(!uniform_state_.toggle[GLUP_CLIPPING].get()) { | |
| 950 | ✗ | return false; | |
| 951 | } | ||
| 952 | |||
| 953 | ✗ | if( | |
| 954 | ✗ | immediate_state_.primitive() != GLUP_TETRAHEDRA && | |
| 955 | ✗ | immediate_state_.primitive() != GLUP_HEXAHEDRA && | |
| 956 | ✗ | immediate_state_.primitive() != GLUP_PRISMS && | |
| 957 | ✗ | immediate_state_.primitive() != GLUP_PYRAMIDS && | |
| 958 | ✗ | immediate_state_.primitive() != GLUP_CONNECTORS | |
| 959 | ) { | ||
| 960 | ✗ | return false; | |
| 961 | } | ||
| 962 | |||
| 963 | return ( | ||
| 964 | ✗ | uniform_state_.clipping_mode.get() == GLUP_CLIP_SLICE_CELLS | |
| 965 | ✗ | ); | |
| 966 | } | ||
| 967 | |||
| 968 | ✗ | void Context_ES2::flush_immediate_buffers_with_cell_by_cell_clipping() { | |
| 969 | ✗ | index_t cur_vertex = 0; | |
| 970 | ✗ | index_t cur_element_out = 0; | |
| 971 | index_t nb_vertices_per_cell = | ||
| 972 | ✗ | nb_vertices_per_primitive_[immediate_state_.primitive()]; | |
| 973 | index_t nb_elements_per_cell = primitive_info_[ | ||
| 974 | ✗ | immediate_state_.primitive()].nb_elements_per_primitive; | |
| 975 | |||
| 976 | // Assemble the list of indices (elements) that correspond | ||
| 977 | // to the vertices of the visible cells. | ||
| 978 | ✗ | while(cur_vertex < immediate_state_.nb_vertices()) { | |
| 979 | ✗ | if(!cell_is_clipped(cur_vertex)) { | |
| 980 | ✗ | for(index_t lei=0; lei < nb_elements_per_cell; ++lei) { | |
| 981 | ✗ | geo_debug_assert( | |
| 982 | cur_element_out < nb_clip_cells_elements_ | ||
| 983 | ); | ||
| 984 | ✗ | clip_cells_elements_[cur_element_out] = | |
| 985 | Numeric::uint16( | ||
| 986 | ✗ | cur_vertex + primitive_info_[ | |
| 987 | ✗ | immediate_state_.primitive() | |
| 988 | ✗ | ].primitive_elements[lei] | |
| 989 | ); | ||
| 990 | ✗ | ++cur_element_out; | |
| 991 | } | ||
| 992 | } | ||
| 993 | ✗ | cur_vertex += nb_vertices_per_cell; | |
| 994 | } | ||
| 995 | |||
| 996 | ✗ | glupBindVertexArray(clip_cells_VAO_); | |
| 997 | |||
| 998 | // Stream the values in all bound buffers (and attach | ||
| 999 | // them to the VAO). | ||
| 1000 | ✗ | for(index_t i=0; i<ImmediateState::NB_IMMEDIATE_BUFFERS; ++i) { | |
| 1001 | ✗ | if(immediate_state_.buffer[i].is_enabled()) { | |
| 1002 | ✗ | glEnableVertexAttribArray(i); | |
| 1003 | ✗ | if(immediate_state_.buffer[i].VBO() != 0) { | |
| 1004 | ✗ | stream_buffer_object( | |
| 1005 | immediate_state_.buffer[i].VBO(), | ||
| 1006 | GL_ARRAY_BUFFER, | ||
| 1007 | immediate_state_.buffer[i].size_in_bytes(), | ||
| 1008 | ✗ | immediate_state_.buffer[i].data() | |
| 1009 | ); | ||
| 1010 | } | ||
| 1011 | } | ||
| 1012 | } | ||
| 1013 | |||
| 1014 | ✗ | if( | |
| 1015 | ✗ | vertex_id_VBO_ != 0 && (( | |
| 1016 | ✗ | immediate_state_.primitive() >= GLUP_TRIANGLES && | |
| 1017 | ✗ | uniform_state_.toggle[GLUP_DRAW_MESH].get() | |
| 1018 | ✗ | ) || uniform_state_.toggle[GLUP_PICKING].get()) | |
| 1019 | ) { | ||
| 1020 | ✗ | if(!vertex_id_VBO_bound_) { | |
| 1021 | ✗ | glEnableVertexAttribArray(GLUP_VERTEX_ID_ATTRIBUTE); | |
| 1022 | ✗ | glBindBuffer( | |
| 1023 | GL_ARRAY_BUFFER, vertex_id_VBO_ | ||
| 1024 | ); | ||
| 1025 | ✗ | glVertexAttribPointer( | |
| 1026 | GLUP_VERTEX_ID_ATTRIBUTE, | ||
| 1027 | 1, // 1 component per attribute | ||
| 1028 | GL_UNSIGNED_SHORT, // components are 16 bits integers | ||
| 1029 | GL_FALSE, // do not normalize | ||
| 1030 | 0, // stride | ||
| 1031 | nullptr // pointer (relative to bound VBO beginning) | ||
| 1032 | ); | ||
| 1033 | ✗ | vertex_id_VBO_bound_ = true; | |
| 1034 | } | ||
| 1035 | } else { | ||
| 1036 | ✗ | if(vertex_id_VBO_bound_) { | |
| 1037 | ✗ | vertex_id_VBO_bound_ = false; | |
| 1038 | ✗ | glDisableVertexAttribArray(GLUP_VERTEX_ID_ATTRIBUTE); | |
| 1039 | } | ||
| 1040 | } | ||
| 1041 | |||
| 1042 | // Stream the indices into the elements VBO. | ||
| 1043 | ✗ | stream_buffer_object( | |
| 1044 | ✗ | clip_cells_elements_VBO_, | |
| 1045 | GL_ELEMENT_ARRAY_BUFFER, | ||
| 1046 | ✗ | cur_element_out * sizeof(Numeric::uint16), | |
| 1047 | ✗ | clip_cells_elements_ | |
| 1048 | ); | ||
| 1049 | |||
| 1050 | ✗ | glDrawElements( | |
| 1051 | ✗ | primitive_info_[immediate_state_.primitive()].GL_primitive, | |
| 1052 | GLsizei(cur_element_out), | ||
| 1053 | GL_UNSIGNED_SHORT, | ||
| 1054 | nullptr | ||
| 1055 | ); | ||
| 1056 | |||
| 1057 | ✗ | glupBindVertexArray(0); | |
| 1058 | ✗ | glDisableVertexAttribArray(GLUP_VERTEX_ID_ATTRIBUTE); | |
| 1059 | ✗ | immediate_state_.reset(); | |
| 1060 | ✗ | } | |
| 1061 | |||
| 1062 | ✗ | void Context_ES2::flush_immediate_buffers_with_sliced_cells_clipping() { | |
| 1063 | |||
| 1064 | ✗ | MarchingCell* marching_cell = nullptr; | |
| 1065 | ✗ | switch(immediate_state_.primitive()) { | |
| 1066 | ✗ | case GLUP_TETRAHEDRA: | |
| 1067 | ✗ | marching_cell = &marching_tet_; | |
| 1068 | ✗ | break; | |
| 1069 | ✗ | case GLUP_HEXAHEDRA: | |
| 1070 | ✗ | marching_cell = &marching_hex_; | |
| 1071 | ✗ | break; | |
| 1072 | ✗ | case GLUP_PRISMS: | |
| 1073 | ✗ | marching_cell = &marching_prism_; | |
| 1074 | ✗ | break; | |
| 1075 | ✗ | case GLUP_PYRAMIDS: | |
| 1076 | ✗ | marching_cell = &marching_pyramid_; | |
| 1077 | ✗ | break; | |
| 1078 | ✗ | case GLUP_CONNECTORS: | |
| 1079 | ✗ | marching_cell = &marching_connector_; | |
| 1080 | ✗ | break; | |
| 1081 | ✗ | case GLUP_POINTS: | |
| 1082 | case GLUP_LINES: | ||
| 1083 | case GLUP_THICK_LINES: | ||
| 1084 | case GLUP_TRIANGLES: | ||
| 1085 | case GLUP_QUADS: | ||
| 1086 | case GLUP_SPHERES: | ||
| 1087 | case GLUP_NB_PRIMITIVES: | ||
| 1088 | ✗ | geo_assert_not_reached; | |
| 1089 | } | ||
| 1090 | |||
| 1091 | ✗ | glupBindVertexArray(sliced_cells_VAO_); | |
| 1092 | |||
| 1093 | ✗ | index_t v0=0; | |
| 1094 | ✗ | while(v0 < immediate_state_.nb_vertices()) { | |
| 1095 | ✗ | index_t config = get_config(v0, marching_cell->nb_vertices()); | |
| 1096 | |||
| 1097 | // Compute all the intersection vertices (plus their | ||
| 1098 | // attributes if enabled). | ||
| 1099 | ✗ | for(index_t i=0; i<marching_cell->config_size(config); ++i) { | |
| 1100 | ✗ | index_t e = marching_cell->config_edges(config)[i]; | |
| 1101 | ✗ | compute_intersection( | |
| 1102 | ✗ | v0+marching_cell->edge_vertex(e,0), | |
| 1103 | ✗ | v0+marching_cell->edge_vertex(e,1), | |
| 1104 | e | ||
| 1105 | ); | ||
| 1106 | } | ||
| 1107 | |||
| 1108 | ✗ | if(marching_cell->config_size(config) != 0) { | |
| 1109 | |||
| 1110 | ✗ | stream_buffer_object( | |
| 1111 | ✗ | sliced_cells_elements_VBO_, | |
| 1112 | GL_ELEMENT_ARRAY_BUFFER, | ||
| 1113 | ✗ | marching_cell->max_config_size() * sizeof(Numeric::uint32), | |
| 1114 | ✗ | marching_cell->config_edges(config) | |
| 1115 | ); | ||
| 1116 | |||
| 1117 | ✗ | stream_buffer_object( | |
| 1118 | ✗ | sliced_cells_vertex_attrib_VBO_[0], | |
| 1119 | GL_ARRAY_BUFFER, | ||
| 1120 | 12 * sizeof(Numeric::float32) * 4, | ||
| 1121 | ✗ | &isect_vertex_attribute_[0][0] | |
| 1122 | ); | ||
| 1123 | |||
| 1124 | ✗ | for(index_t i=1; i<4; ++i) { | |
| 1125 | ✗ | if(immediate_state_.buffer[i].is_enabled()) { | |
| 1126 | ✗ | glEnableVertexAttribArray(i); | |
| 1127 | ✗ | stream_buffer_object( | |
| 1128 | ✗ | sliced_cells_vertex_attrib_VBO_[i], | |
| 1129 | GL_ARRAY_BUFFER, | ||
| 1130 | 12 * sizeof(Numeric::float32) * 4, | ||
| 1131 | ✗ | &isect_vertex_attribute_[i][0] | |
| 1132 | ); | ||
| 1133 | } else { | ||
| 1134 | ✗ | glDisableVertexAttribArray(i); | |
| 1135 | } | ||
| 1136 | } | ||
| 1137 | |||
| 1138 | ✗ | glDrawElements( | |
| 1139 | GL_TRIANGLE_FAN, | ||
| 1140 | ✗ | GLsizei(marching_cell->config_size(config)), | |
| 1141 | GL_UNSIGNED_INT, | ||
| 1142 | nullptr | ||
| 1143 | ); | ||
| 1144 | } | ||
| 1145 | |||
| 1146 | ✗ | v0 += marching_cell->nb_vertices(); | |
| 1147 | } | ||
| 1148 | |||
| 1149 | ✗ | glupBindVertexArray(0); | |
| 1150 | ✗ | immediate_state_.reset(); | |
| 1151 | ✗ | } | |
| 1152 | |||
| 1153 | ✗ | void Context_ES2::flush_immediate_buffers() { | |
| 1154 | ✗ | if(immediate_state_.primitive() == GLUP_THICK_LINES) { | |
| 1155 | // Make sure we have enough room to double the number of | ||
| 1156 | // vertices in immediate buffers | ||
| 1157 | ✗ | geo_assert( | |
| 1158 | immediate_state_.nb_vertices() <= IMMEDIATE_BUFFER_SIZE/2 | ||
| 1159 | ); | ||
| 1160 | |||
| 1161 | // input: | ||
| 1162 | // (v1 v2), (v1 v2), (v1 v2) in vertex buffer | ||
| 1163 | // | ||
| 1164 | // output: | ||
| 1165 | // (v1 v1 v1 v1) (v1 v1 v1 v1) in vertex buffer | ||
| 1166 | // (v2 v2 v2 v2) (v2 v2 v2 v2) in normal buffer | ||
| 1167 | // | ||
| 1168 | // Each line segment becomes four identical vertices. Vertex | ||
| 1169 | // shader distinguished them based on (vertex_id % 4). | ||
| 1170 | |||
| 1171 | ✗ | for(index_t v=0; v<immediate_state_.nb_vertices(); ++v) { | |
| 1172 | ✗ | index_t from = immediate_state_.nb_vertices()-v-1; | |
| 1173 | ✗ | index_t to = 2*from; | |
| 1174 | ✗ | immediate_state_.copy_element(to,from); | |
| 1175 | } | ||
| 1176 | |||
| 1177 | ✗ | for(index_t v=0; v<immediate_state_.nb_vertices(); ++v) { | |
| 1178 | ✗ | index_t from = 2*v; | |
| 1179 | ✗ | index_t to = 2*v+1; | |
| 1180 | ✗ | immediate_state_.copy_element(to,from); | |
| 1181 | } | ||
| 1182 | |||
| 1183 | // This doubles immediate_state_.nb_vertices() | ||
| 1184 | // (and does nothing else) | ||
| 1185 | ✗ | immediate_state_.reset(immediate_state_.nb_vertices()*2); | |
| 1186 | |||
| 1187 | ✗ | for(index_t v1=0; v1<immediate_state_.nb_vertices(); v1+=4) { | |
| 1188 | ✗ | index_t v2=v1+1; | |
| 1189 | ✗ | index_t v3=v1+2; | |
| 1190 | ✗ | index_t v4=v1+3; | |
| 1191 | |||
| 1192 | // copy second extremity to normal attribute | ||
| 1193 | // of the four vertices | ||
| 1194 | ✗ | immediate_state_.buffer[GLUP_NORMAL_ATTRIBUTE].copy( | |
| 1195 | v1, | ||
| 1196 | ✗ | immediate_state_.buffer[GLUP_VERTEX_ATTRIBUTE], | |
| 1197 | v3 | ||
| 1198 | ); | ||
| 1199 | ✗ | immediate_state_.buffer[GLUP_NORMAL_ATTRIBUTE].copy( | |
| 1200 | v2, | ||
| 1201 | ✗ | immediate_state_.buffer[GLUP_VERTEX_ATTRIBUTE], | |
| 1202 | v3 | ||
| 1203 | ); | ||
| 1204 | ✗ | immediate_state_.buffer[GLUP_NORMAL_ATTRIBUTE].copy( | |
| 1205 | v3, | ||
| 1206 | ✗ | immediate_state_.buffer[GLUP_VERTEX_ATTRIBUTE], | |
| 1207 | v3 | ||
| 1208 | ); | ||
| 1209 | ✗ | immediate_state_.buffer[GLUP_NORMAL_ATTRIBUTE].copy( | |
| 1210 | v4, | ||
| 1211 | ✗ | immediate_state_.buffer[GLUP_VERTEX_ATTRIBUTE], | |
| 1212 | v3 | ||
| 1213 | ); | ||
| 1214 | |||
| 1215 | // copy first extremity to vertex attribute of the four vertices | ||
| 1216 | // (three in fact, first one is already there) | ||
| 1217 | ✗ | immediate_state_.buffer[GLUP_VERTEX_ATTRIBUTE].copy(v2,v1); | |
| 1218 | ✗ | immediate_state_.buffer[GLUP_VERTEX_ATTRIBUTE].copy(v3,v1); | |
| 1219 | ✗ | immediate_state_.buffer[GLUP_VERTEX_ATTRIBUTE].copy(v4,v1); | |
| 1220 | } | ||
| 1221 | } | ||
| 1222 | ✗ | classify_vertices_in_immediate_buffers(); | |
| 1223 | ✗ | shrink_cells_in_immediate_buffers(); | |
| 1224 | ✗ | if(cell_by_cell_clipping()) { | |
| 1225 | ✗ | flush_immediate_buffers_with_cell_by_cell_clipping(); | |
| 1226 | ✗ | } else if(sliced_cells_clipping()) { | |
| 1227 | ✗ | flush_immediate_buffers_with_sliced_cells_clipping(); | |
| 1228 | } else { | ||
| 1229 | ✗ | Context::flush_immediate_buffers(); | |
| 1230 | } | ||
| 1231 | ✗ | } | |
| 1232 | |||
| 1233 | |||
| 1234 | ✗ | void Context_ES2::get_primitive_pseudo_file( | |
| 1235 | std::vector<GLSL::Source>& sources | ||
| 1236 | ) { | ||
| 1237 | ✗ | Context::get_primitive_pseudo_file(sources); | |
| 1238 | |||
| 1239 | static GLUPfloat tri_tex_coords[12] = { | ||
| 1240 | 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1241 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1242 | 0.0f, 0.0f, 1.0f, 0.0f | ||
| 1243 | }; | ||
| 1244 | |||
| 1245 | static GLUPfloat quad_tex_coords[16] = { | ||
| 1246 | 0.0f, 0.0f, 1.0f, 1.0f, | ||
| 1247 | 1.0f, 0.0f, 0.0f, 1.0f, | ||
| 1248 | 1.0f, 1.0f, 0.0f, 0.0f, | ||
| 1249 | 0.0f, 1.0f, 1.0f, 0.0f, | ||
| 1250 | }; | ||
| 1251 | |||
| 1252 | static GLUPfloat tet_tex_coords[16] = { | ||
| 1253 | 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1254 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1255 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 1256 | 0.0f, 0.0f, 0.0f, 1.0f | ||
| 1257 | }; | ||
| 1258 | |||
| 1259 | static GLUPfloat hex_tex_coords[32] = { | ||
| 1260 | 0.0f, 0.0f, 0.0f, 0.0f, | ||
| 1261 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 1262 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1263 | 0.0f, 1.0f, 1.0f, 0.0f, | ||
| 1264 | 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1265 | 1.0f, 0.0f, 1.0f, 0.0f, | ||
| 1266 | 1.0f, 1.0f, 0.0f, 0.0f, | ||
| 1267 | 1.0f, 1.0f, 1.0f, 0.0f, | ||
| 1268 | }; | ||
| 1269 | |||
| 1270 | static GLUPfloat prism_tex_coords[24] = { | ||
| 1271 | 1.0f, 0.0f, 0.0f, 0.0f, | ||
| 1272 | 0.0f, 1.0f, 0.0f, 0.0f, | ||
| 1273 | 0.0f, 0.0f, 1.0f, 0.0f, | ||
| 1274 | 1.0f, 0.0f, 0.0f, 1.0f, | ||
| 1275 | 0.0f, 1.0f, 0.0f, 1.0f, | ||
| 1276 | 0.0f, 0.0f, 1.0f, 1.0f | ||
| 1277 | }; | ||
| 1278 | |||
| 1279 | |||
| 1280 | ✗ | switch(primitive_source_) { | |
| 1281 | ✗ | case GLUP_TRIANGLES: | |
| 1282 | ✗ | sources.push_back(mesh_tex_coord_lookup(tri_tex_coords)); | |
| 1283 | ✗ | break; | |
| 1284 | ✗ | case GLUP_QUADS: | |
| 1285 | ✗ | sources.push_back(mesh_tex_coord_lookup(quad_tex_coords)); | |
| 1286 | ✗ | break; | |
| 1287 | ✗ | case GLUP_TETRAHEDRA: | |
| 1288 | ✗ | sources.push_back(mesh_tex_coord_lookup(tet_tex_coords)); | |
| 1289 | ✗ | break; | |
| 1290 | ✗ | case GLUP_HEXAHEDRA: | |
| 1291 | ✗ | sources.push_back(mesh_tex_coord_lookup(hex_tex_coords)); | |
| 1292 | ✗ | break; | |
| 1293 | ✗ | case GLUP_PRISMS: | |
| 1294 | ✗ | sources.push_back(mesh_tex_coord_lookup(prism_tex_coords)); | |
| 1295 | ✗ | break; | |
| 1296 | |||
| 1297 | ✗ | case GLUP_POINTS: | |
| 1298 | case GLUP_LINES: | ||
| 1299 | case GLUP_THICK_LINES: | ||
| 1300 | case GLUP_PYRAMIDS: | ||
| 1301 | case GLUP_CONNECTORS: | ||
| 1302 | case GLUP_SPHERES: | ||
| 1303 | ✗ | sources.push_back( | |
| 1304 | ✗ | "#define GLUP_NO_MESH_TEX_COORDS\n" | |
| 1305 | "vec4 get_mesh_tex_coord(in int vertex_id) {\n" | ||
| 1306 | " return vec4(0.0, 0.0, 0.0, 0.0);\n" | ||
| 1307 | "}\n" | ||
| 1308 | ); | ||
| 1309 | ✗ | break; | |
| 1310 | |||
| 1311 | ✗ | case GLUP_NB_PRIMITIVES: | |
| 1312 | ✗ | geo_assert_not_reached; | |
| 1313 | } | ||
| 1314 | ✗ | } | |
| 1315 | |||
| 1316 | ✗ | void Context_ES2::get_vertex_shader_preamble_pseudo_file( | |
| 1317 | std::vector<GLSL::Source>& sources | ||
| 1318 | ) { | ||
| 1319 | ✗ | if(use_ES_profile_) { | |
| 1320 | ✗ | if(GLSL_version_ >= 3.0) { | |
| 1321 | ✗ | sources.push_back( | |
| 1322 | ✗ | "#version 300 es\n" | |
| 1323 | "#define GLUP_VERTEX_SHADER \n" | ||
| 1324 | ); | ||
| 1325 | } else { | ||
| 1326 | ✗ | sources.push_back( | |
| 1327 | ✗ | "#version 100\n" | |
| 1328 | "#define GLUP_VERTEX_SHADER \n" | ||
| 1329 | ); | ||
| 1330 | } | ||
| 1331 | } else { | ||
| 1332 | ✗ | sources.push_back( | |
| 1333 | #ifdef GEO_OS_APPLE | ||
| 1334 | "#version 150 core \n" | ||
| 1335 | #else | ||
| 1336 | ✗ | "#version 130 \n" | |
| 1337 | #endif | ||
| 1338 | "#define GLUP_VERTEX_SHADER \n" | ||
| 1339 | ); | ||
| 1340 | } | ||
| 1341 | ✗ | } | |
| 1342 | |||
| 1343 | |||
| 1344 | ✗ | void Context_ES2::get_fragment_shader_preamble_pseudo_file( | |
| 1345 | std::vector<GLSL::Source>& sources | ||
| 1346 | ) { | ||
| 1347 | ✗ | if(use_ES_profile_) { | |
| 1348 | #if defined(GEO_OS_EMSCRIPTEN) || defined(GEO_OS_ANDROID) | ||
| 1349 | if(GLSL_version_ >= 3.0) { | ||
| 1350 | sources.push_back("#version 300 es\n"); | ||
| 1351 | } else { | ||
| 1352 | sources.push_back("#version 100\n"); | ||
| 1353 | } | ||
| 1354 | #endif | ||
| 1355 | ✗ | sources.push_back( | |
| 1356 | ✗ | "#define GLUP_FRAGMENT_SHADER \n" | |
| 1357 | "#extension GL_OES_standard_derivatives : enable \n" | ||
| 1358 | "#extension GL_EXT_frag_depth : enable \n" | ||
| 1359 | "#extension GL_OES_texture3D : enable \n" | ||
| 1360 | "#ifndef GL_OES_texture3D \n" | ||
| 1361 | " #define GLUP_NO_TEXTURE_3D \n" | ||
| 1362 | "#endif \n" | ||
| 1363 | "precision highp float; \n" | ||
| 1364 | "#ifdef GL_FRAGMENT_PRECISION_HIGH \n" | ||
| 1365 | " precision highp int; \n" | ||
| 1366 | "#endif \n" | ||
| 1367 | ); | ||
| 1368 | } else { | ||
| 1369 | ✗ | sources.push_back( | |
| 1370 | #ifdef GEO_OS_APPLE | ||
| 1371 | "#version 150 core \n" | ||
| 1372 | #else | ||
| 1373 | ✗ | "#version 130 \n" | |
| 1374 | #endif | ||
| 1375 | "#define GLUP_FRAGMENT_SHADER \n" | ||
| 1376 | ); | ||
| 1377 | } | ||
| 1378 | ✗ | } | |
| 1379 | |||
| 1380 | ✗ | void Context_ES2::get_toggles_pseudo_file( | |
| 1381 | std::vector<GLSL::Source>& sources | ||
| 1382 | ) { | ||
| 1383 | |||
| 1384 | // In GLUPES2, the state is split into vertex shader | ||
| 1385 | // and fragment shader state. The toggles are in the fragment | ||
| 1386 | // shader state, therefore the vertex shader can only know the | ||
| 1387 | // statically defined toggles. For the other ones, we | ||
| 1388 | // "conservatively" assume that they are on (on the worst case, | ||
| 1389 | // this means the vertex shader will copy more attributes than | ||
| 1390 | // needed). | ||
| 1391 | |||
| 1392 | std::string toggle_maybe_enabled_source = | ||
| 1393 | ✗ | "bool glupIsEnabled(in int toggle) {\n"; | |
| 1394 | |||
| 1395 | ✗ | for(index_t i=0; i<uniform_state_.toggle.size(); ++i) { | |
| 1396 | ✗ | std::string toggle_var_name = uniform_state_.toggle[i].name(); | |
| 1397 | ✗ | std::string toggle_name = toggle_var_name; | |
| 1398 | ✗ | size_t pos = toggle_name.find("_enabled"); | |
| 1399 | ✗ | geo_assert(pos != std::string::npos); | |
| 1400 | ✗ | toggle_name = "GLUP_" + | |
| 1401 | ✗ | String::to_uppercase(toggle_name.substr(0,pos)); | |
| 1402 | |||
| 1403 | std::string test = | ||
| 1404 | ✗ | " if(toggle=="+toggle_name + ") {\n"; | |
| 1405 | |||
| 1406 | ✗ | toggle_maybe_enabled_source += test; | |
| 1407 | |||
| 1408 | ✗ | if(toggles_source_undetermined_ & (1 << i)) { | |
| 1409 | ✗ | toggle_maybe_enabled_source += " return true;\n"; | |
| 1410 | } else { | ||
| 1411 | ✗ | if(toggles_source_state_ & (1 << i)) { | |
| 1412 | toggle_maybe_enabled_source += | ||
| 1413 | ✗ | " return true;\n"; | |
| 1414 | } else { | ||
| 1415 | toggle_maybe_enabled_source += | ||
| 1416 | ✗ | " return false;\n"; | |
| 1417 | } | ||
| 1418 | } | ||
| 1419 | ✗ | toggle_maybe_enabled_source += " }\n"; | |
| 1420 | ✗ | } | |
| 1421 | |||
| 1422 | ✗ | toggle_maybe_enabled_source += " return false; \n}\n"; | |
| 1423 | |||
| 1424 | ✗ | sources.push_back("#ifdef GLUP_VERTEX_SHADER\n"); | |
| 1425 | ✗ | sources.push_back(toggle_maybe_enabled_source); | |
| 1426 | ✗ | sources.push_back("#else\n"); | |
| 1427 | ✗ | Context::get_toggles_pseudo_file(sources); | |
| 1428 | ✗ | sources.push_back("#endif\n"); | |
| 1429 | ✗ | } | |
| 1430 | } | ||
| 1431 | |||
| 1432 | #endif | ||
| 1433 |