hedgewars/uStore.pas
changeset 10015 4feced261c68
parent 10009 88929358d2e1
parent 9954 bf51bc7e2808
child 10102 bab8a3cccdf8
--- a/hedgewars/uStore.pas	Sun Jan 19 00:18:28 2014 +0400
+++ b/hedgewars/uStore.pas	Tue Jan 21 22:38:13 2014 +0100
@@ -21,7 +21,7 @@
 
 unit uStore;
 interface
-uses StrUtils, SysUtils, uConsts, SDLh, GLunit, uTypes, uLandTexture, uCaptions, uChat;
+uses {$IFNDEF PAS2C} StrUtils, {$ENDIF}SysUtils, uConsts, SDLh, GLunit, uTypes, uLandTexture, uCaptions, uChat;
 
 procedure initModule;
 procedure freeModule;
@@ -59,15 +59,24 @@
 procedure SwapBuffers; {$IFDEF USE_VIDEO_RECORDING}cdecl{$ELSE}inline{$ENDIF};
 procedure SetSkyColor(r, g, b: real);
 
+{$IFDEF GL2}
+procedure UpdateModelviewProjection;
+procedure EnableTexture(enable:Boolean);
+{$ENDIF}
+
+procedure SetTexCoordPointer(p: Pointer;n: Integer);
+procedure SetVertexPointer(p: Pointer;n: Integer);
+procedure SetColorPointer(p: Pointer;n: Integer);
+procedure BeginWater;
+procedure EndWater;
+
 implementation
-uses uMisc, uConsole, uVariables, uUtils, uTextures, uRender, uRenderUtils, uCommands
-    , uPhysFSLayer
-    , uDebug
+uses uMisc, uConsole, uVariables, uUtils, uTextures, uRender, uRenderUtils,
+     uCommands, uPhysFSLayer, uDebug
+    {$IFDEF GL2}, uMatrix{$ENDIF}
     {$IFDEF USE_CONTEXT_RESTORE}, uWorld{$ENDIF}
     {$IF NOT DEFINED(SDL2) AND DEFINED(USE_VIDEO_RECORDING)}, glut {$ENDIF};
 
-//type TGPUVendor = (gvUnknown, gvNVIDIA, gvATI, gvIntel, gvApple);
-
 var MaxTextureSize: LongInt;
 {$IFDEF SDL2}
     SDLwindow: PSDL_Window;
@@ -79,6 +88,13 @@
     numsquares : LongInt;
     ProgrTex: PTexture;
 
+{$IFDEF GL2}
+    shaderMain: GLuint;
+    shaderWater: GLuint;
+
+    // attributes
+{$ENDIF}
+
 const
     cHHFileName = 'Hedgehog';
     cCHFileName = 'Crosshair';
@@ -159,7 +175,13 @@
 r.x:= 0;
 r.y:= 0;
 drY:= - 4;
+{$IFNDEF PAS2C}
 DecodeDate(Date, year, month, md);
+{$ELSE}
+year:= 0;
+month:= 0;
+md:= 0;
+{$ENDIF}
 for t:= 0 to Pred(TeamsCount) do
     with TeamsArray[t]^ do
         begin
@@ -249,7 +271,7 @@
                         else if (month = 10) and (md = 31) then
                             Hat := 'fr_pumpkin'; // Halloween/Hedgewars' birthday
                         end;
-                    
+
                     if Hat <> 'NoHat' then
                         begin
                         if (Length(Hat) > 39) and (Copy(Hat,1,8) = 'Reserved') and (Copy(Hat,9,32) = PlayerHash) then
@@ -450,8 +472,10 @@
 if not reload then
     AddProgress;
 IMG_Quit();
+
 end;
 
+{$IFNDEF PAS2C}
 {$IF DEFINED(USE_S3D_RENDERING) OR DEFINED(USE_VIDEO_RECORDING)}
 procedure CreateFramebuffer(var frame, depth, tex: GLuint);
 begin
@@ -476,6 +500,7 @@
     glDeleteFramebuffersEXT(1, @frame);
 end;
 {$ENDIF}
+{$ENDIF}
 
 procedure StoreRelease(reload: boolean);
 var ii: TSprite;
@@ -539,6 +564,7 @@
                 end;
             end;
         end;
+{$IFNDEF PAS2C}
 {$IFDEF USE_VIDEO_RECORDING}
     if defaultFrame <> 0 then
         DeleteFramebuffer(defaultFrame, depthv, texv);
@@ -550,6 +576,7 @@
         DeleteFramebuffer(framer, depthr, texr);
         end
 {$ENDIF}
+{$ENDIF}
 end;
 
 
@@ -667,6 +694,8 @@
 
 function glLoadExtension(extension : shortstring) : boolean;
 begin
+//TODO: pas2c does not handle {$IF (GLunit = gles11) OR DEFINED(PAS2C)}
+{$IFNDEF PAS2C}
 {$IF GLunit = gles11}
     // FreePascal doesnt come with OpenGL ES 1.1 Extension headers
     extension:= extension; // avoid hint
@@ -679,6 +708,7 @@
     else
         AddFileLog('OpenGL - "' + extension + '" failed to load');
 {$ENDIF}
+{$ENDIF}
 end;
 
 procedure SetupOpenGLAttributes;
@@ -701,6 +731,112 @@
     SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); // prefer hw rendering
 end;
 
+{$IFDEF GL2}
+function CompileShader(shaderFile: string; shaderType: GLenum): GLuint;
+var
+    shader: GLuint;
+    f: Textfile;
+    source, line: AnsiString;
+    sourceA: Pchar;
+    lengthA: GLint;
+    compileResult: GLint;
+    logLength: GLint;
+    log: PChar;
+begin
+    Assign(f, PathPrefix + cPathz[ptShaders] + '/' + shaderFile);
+    filemode:= 0; // readonly
+    Reset(f);
+    if IOResult <> 0 then
+    begin
+        AddFileLog('Unable to load ' + shaderFile);
+        halt(-1);
+    end;
+
+    source:='';
+    while not eof(f) do
+    begin
+        ReadLn(f, line);
+        source:= source + line + #10;
+    end;
+
+    Close(f);
+
+    WriteLnToConsole('Compiling shader: ' + PathPrefix + cPathz[ptShaders] + '/' + shaderFile);
+
+    sourceA:=PChar(source);
+    lengthA:=Length(source);
+
+    shader:=glCreateShader(shaderType);
+    glShaderSource(shader, 1, @sourceA, @lengthA);
+    glCompileShader(shader);
+    glGetShaderiv(shader, GL_COMPILE_STATUS, @compileResult);
+    glGetShaderiv(shader, GL_INFO_LOG_LENGTH, @logLength);
+
+    if logLength > 1 then
+    begin
+        log := GetMem(logLength);
+        glGetShaderInfoLog(shader, logLength, nil, log);
+        WriteLnToConsole('========== Compiler log  ==========');
+        WriteLnToConsole(shortstring(log));
+        WriteLnToConsole('===================================');
+        FreeMem(log, logLength);
+    end;
+
+    if compileResult <> GL_TRUE then
+    begin
+        WriteLnToConsole('Shader compilation failed, halting');
+        halt(-1);
+    end;
+
+    CompileShader:= shader;
+end;
+
+function CompileProgram(shaderName: string): GLuint;
+var
+    program_: GLuint;
+    vs, fs: GLuint;
+    linkResult: GLint;
+    logLength: GLint;
+    log: PChar;
+begin
+    program_:= glCreateProgram();
+    vs:= CompileShader(shaderName + '.vs', GL_VERTEX_SHADER);
+    fs:= CompileShader(shaderName + '.fs', GL_FRAGMENT_SHADER);
+    glAttachShader(program_, vs);
+    glAttachShader(program_, fs);
+
+    glBindAttribLocation(program_, aVertex, PChar('vertex'));
+    glBindAttribLocation(program_, aTexCoord, PChar('texcoord'));
+    glBindAttribLocation(program_, aColor, PChar('color'));
+
+    glLinkProgram(program_);
+    glDeleteShader(vs);
+    glDeleteShader(fs);
+
+    glGetProgramiv(program_, GL_LINK_STATUS, @linkResult);
+    glGetProgramiv(program_, GL_INFO_LOG_LENGTH, @logLength);
+
+    if logLength > 1 then
+    begin
+        log := GetMem(logLength);
+        glGetProgramInfoLog(program_, logLength, nil, log);
+        WriteLnToConsole('========== Compiler log  ==========');
+        WriteLnToConsole(shortstring(log));
+        WriteLnToConsole('===================================');
+        FreeMem(log, logLength);
+    end;
+
+    if linkResult <> GL_TRUE then
+    begin
+        WriteLnToConsole('Linking program failed, halting');
+        halt(-1);
+    end;
+
+    CompileProgram:= program_;
+end;
+
+{$ENDIF}
+
 procedure SetupOpenGL;
 var buf: array[byte] of char;
     AuxBufNum: LongInt = 0;
@@ -708,6 +844,7 @@
     tmpint: LongInt;
     tmpn: LongInt;
 begin
+
 {$IFDEF SDL2}
     AddFileLog('Setting up OpenGL (using driver: ' + shortstring(SDL_GetCurrentVideoDriver()) + ')');
 {$ELSE}
@@ -740,8 +877,8 @@
         cReducedQuality := cReducedQuality or rqNoBackground;
         AddFileLog('Texture size too small for backgrounds, disabling.');
         end;
-
     // everyone loves debugging
+    // find out which gpu we are using (for extension compatibility maybe?)
     AddFileLog('OpenGL-- Renderer: ' + shortstring(pchar(glGetString(GL_RENDERER))));
     AddFileLog('  |----- Vendor: ' + shortstring(pchar(glGetString(GL_VENDOR))));
     AddFileLog('  |----- Version: ' + shortstring(pchar(glGetString(GL_VERSION))));
@@ -750,6 +887,7 @@
     glGetIntegerv(GL_AUX_BUFFERS, @AuxBufNum);
     AddFileLog('  |----- Number of auxiliary buffers: ' + inttostr(AuxBufNum));
 {$ENDIF}
+{$IFNDEF PAS2C}
     AddFileLog('  \----- Extensions: ');
 
     // fetch extentions and store them in string
@@ -769,6 +907,7 @@
         tmpint := tmpint + 3;
     end;
     until (tmpint > tmpn);
+{$ENDIF}
     AddFileLog('');
 
     defaultFrame:= 0;
@@ -796,8 +935,42 @@
     end;
 {$ENDIF}
 
-{$IFDEF USE_S3D_RENDERING}
-    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
+{$IFDEF GL2}
+
+{$IFDEF PAS2C}
+    err := glewInit();
+    if err <> GLEW_OK then
+    begin
+        WriteLnToConsole('Failed to initialize GLEW.');
+        halt;
+    end;
+{$ENDIF}
+
+{$IFNDEF PAS2C}
+    if not Load_GL_VERSION_2_0 then
+        halt;
+{$ENDIF}
+
+    shaderWater:= CompileProgram('water');
+    glUseProgram(shaderWater);
+    glUniform1i(glGetUniformLocation(shaderWater, pchar('tex0')), 0);
+    uWaterMVPLocation:= glGetUniformLocation(shaderWater, pchar('mvp'));
+
+    shaderMain:= CompileProgram('default');
+    glUseProgram(shaderMain);
+    glUniform1i(glGetUniformLocation(shaderMain, pchar('tex0')), 0);
+    uMainMVPLocation:= glGetUniformLocation(shaderMain, pchar('mvp'));
+    uMainTintLocation:= glGetUniformLocation(shaderMain, pchar('tint'));
+
+    uCurrentMVPLocation:= uMainMVPLocation;
+
+    Tint(255, 255, 255, 255);
+    UpdateModelviewProjection;
+{$ENDIF}
+
+{$IFNDEF PAS2C}
+{$IFNDEF USE_S3D_RENDERING}
+    if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) or (cStereoMode = smAFR) then
     begin
         // prepare left and right frame buffers and associated textures
         if glLoadExtension('GL_EXT_framebuffer_object') then
@@ -812,19 +985,33 @@
             cStereoMode:= smNone;
     end;
 {$ENDIF}
+{$ENDIF}
 
-    // set view port to whole window
-    glViewport(0, 0, cScreenWidth, cScreenHeight);
+// set view port to whole window
+glViewport(0, 0, cScreenWidth, cScreenHeight);
 
+{$IFDEF GL2}
+    uMatrix.initModule;
+    hglMatrixMode(MATRIX_MODELVIEW);
+    // prepare default translation/scaling
+    hglLoadIdentity();
+    hglScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
+    hglTranslatef(0, -cScreenHeight / 2, 0);
+
+    EnableTexture(True);
+
+    glEnableVertexAttribArray(aVertex);
+    glEnableVertexAttribArray(aTexCoord);
+    glGenBuffers(1, @vBuffer);
+    glGenBuffers(1, @tBuffer);
+    glGenBuffers(1, @cBuffer);
+{$ELSE}
     glMatrixMode(GL_MODELVIEW);
     // prepare default translation/scaling
     glLoadIdentity();
     glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
     glTranslatef(0, -cScreenHeight / 2, 0);
 
-    // enable alpha blending
-    glEnable(GL_BLEND);
-    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
     // disable/lower perspective correction (will not need it anyway)
     glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
     // disable dithering
@@ -833,8 +1020,97 @@
     glEnable(GL_TEXTURE_2D);
     glEnableClientState(GL_VERTEX_ARRAY);
     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+{$ENDIF}
+
+    // enable alpha blending
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+    // disable/lower perspective correction (will not need it anyway)
 end;
 
+{$IFDEF GL2}
+procedure EnableTexture(enable:Boolean);
+begin
+    if enable then
+        glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 1)
+    else
+        glUniform1i(glGetUniformLocation(shaderMain, pchar('enableTexture')), 0);
+end;
+{$ENDIF}
+
+procedure SetTexCoordPointer(p: Pointer; n: Integer);
+begin
+{$IFDEF GL2}
+    glBindBuffer(GL_ARRAY_BUFFER, tBuffer);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW);
+    glEnableVertexAttribArray(aTexCoord);
+    glVertexAttribPointer(aTexCoord, 2, GL_FLOAT, GL_FALSE, 0, pointer(0));
+{$ELSE}
+    n:= n;
+    glTexCoordPointer(2, GL_FLOAT, 0, p);
+{$ENDIF}
+end;
+
+procedure SetVertexPointer(p: Pointer; n: Integer);
+begin
+{$IFDEF GL2}
+    glBindBuffer(GL_ARRAY_BUFFER, vBuffer);
+    glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat) * n * 2, p, GL_STATIC_DRAW);
+    glEnableVertexAttribArray(aVertex);
+    glVertexAttribPointer(aVertex, 2, GL_FLOAT, GL_FALSE, 0, pointer(0));
+{$ELSE}
+    n:= n;
+    glVertexPointer(2, GL_FLOAT, 0, p);
+{$ENDIF}
+end;
+
+procedure SetColorPointer(p: Pointer; n: Integer);
+begin
+{$IFDEF GL2}
+    glBindBuffer(GL_ARRAY_BUFFER, cBuffer);
+    glBufferData(GL_ARRAY_BUFFER, n * 4, p, GL_STATIC_DRAW);
+    glEnableVertexAttribArray(aColor);
+    glVertexAttribPointer(aColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, pointer(0));
+{$ELSE}
+    n:= n;
+    glColorPointer(4, GL_UNSIGNED_BYTE, 0, p);
+{$ENDIF}
+end;
+
+{$IFDEF GL2}
+procedure UpdateModelviewProjection;
+var
+    mvp: TMatrix4x4f;
+begin
+    //MatrixMultiply(mvp, mProjection, mModelview);
+{$HINTS OFF}
+    hglMVP(mvp);
+{$HINTS ON}
+    glUniformMatrix4fv(uCurrentMVPLocation, 1, GL_FALSE, @mvp[0, 0]);
+end;
+{$ENDIF}
+
+(*
+procedure UpdateProjection;
+var
+    s: GLfloat;
+begin
+    s:=cScaleFactor;
+    mProjection[0,0]:= s/cScreenWidth; mProjection[0,1]:=  0.0;             mProjection[0,2]:=0.0; mProjection[0,3]:=  0.0;
+    mProjection[1,0]:= 0.0;            mProjection[1,1]:= -s/cScreenHeight; mProjection[1,2]:=0.0; mProjection[1,3]:=  0.0;
+    mProjection[2,0]:= 0.0;            mProjection[2,1]:=  0.0;             mProjection[2,2]:=1.0; mProjection[2,3]:=  0.0;
+    mProjection[3,0]:= cStereoDepth;   mProjection[3,1]:=  s/2;             mProjection[3,2]:=0.0; mProjection[3,3]:=  1.0;
+
+{$IFDEF GL2}
+    UpdateModelviewProjection;
+{$ELSE}
+    glMatrixMode(GL_PROJECTION);
+    glLoadMatrixf(@mProjection[0, 0]);
+    glMatrixMode(GL_MODELVIEW);
+{$ENDIF}
+end;
+*)
+
 procedure SetScale(f: GLfloat);
 begin
 // leave immediately if scale factor did not change
@@ -842,18 +1118,62 @@
         exit;
 
     if f = cDefaultZoomLevel then
-        glPopMatrix         // return to default scaling
+{$IFDEF GL2}
+        hglPopMatrix         // "return" to default scaling
+{$ELSE}
+        glPopMatrix
+{$ENDIF}
     else                    // other scaling
         begin
+{$IFDEF GL2}
+        hglPushMatrix;       // save default scaling
+        hglLoadIdentity;
+        hglScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
+        hglTranslatef(0, -cScreenHeight / 2, 0);
+{$ELSE}
         glPushMatrix;       // save default scaling
         glLoadIdentity;
         glScalef(f / cScreenWidth, -f / cScreenHeight, 1.0);
         glTranslatef(0, -cScreenHeight / 2, 0);
+{$ENDIF}
         end;
 
     cScaleFactor:= f;
+
+{$IFDEF GL2}
+    UpdateModelviewProjection;
+{$ENDIF}
 end;
 
+procedure BeginWater;
+begin
+{$IFDEF GL2}
+    glUseProgram(shaderWater);
+    uCurrentMVPLocation:=uWaterMVPLocation;
+    UpdateModelviewProjection;
+    glDisableVertexAttribArray(aTexCoord);
+    glEnableVertexAttribArray(aColor);
+{$ELSE}
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glEnableClientState(GL_COLOR_ARRAY);
+{$ENDIF}
+end;
+
+procedure EndWater;
+begin
+{$IFDEF GL2}
+    glUseProgram(shaderMain);
+    uCurrentMVPLocation:=uMainMVPLocation;
+    UpdateModelviewProjection;
+    glDisableVertexAttribArray(aColor);
+    glEnableVertexAttribArray(aTexCoord);
+{$ELSE}
+    glDisableClientState(GL_COLOR_ARRAY);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+{$ENDIF}
+end;
+
+
 ////////////////////////////////////////////////////////////////////////////////
 procedure AddProgress;
 var r: TSDL_Rect;
@@ -870,10 +1190,11 @@
         squaresize:= texsurf^.w shr 1;
         numsquares:= texsurf^.h div squaresize;
         SDL_FreeSurface(texsurf);
+        {$IFNDEF PAS2C}
         with mobileRecord do
             if GameLoading <> nil then
                 GameLoading();
-
+        {$ENDIF}
         end;
 
     TryDo(ProgrTex <> nil, 'Error - Progress Texure is nil!', true);
@@ -891,14 +1212,17 @@
     DrawTextureFromRect( -squaresize div 2, (cScreenHeight - squaresize) shr 1, @r, ProgrTex);
 
     SwapBuffers;
+
     inc(Step);
 end;
 
 procedure FinishProgress;
 begin
+    {$IFNDEF PAS2C}
     with mobileRecord do
         if GameLoaded <> nil then
             GameLoaded();
+    {$ENDIF}
     WriteLnToConsole('Freeing progress surface... ');
     FreeTexture(ProgrTex);
     ProgrTex:= nil;
@@ -1244,6 +1568,7 @@
 {$ENDIF}
 
     SetupOpenGL();
+
     if reinit then
         begin
         // clean the window from any previous content
@@ -1320,6 +1645,13 @@
 
 procedure freeModule;
 begin
+{$IFDEF GL2}
+    glDeleteProgram(shaderMain);
+    glDeleteProgram(shaderWater);
+    glDeleteBuffers(1, @vBuffer);
+    glDeleteBuffers(1, @tBuffer);
+    glDeleteBuffers(1, @cBuffer);
+{$ENDIF}
     StoreRelease(false);
     TTF_Quit();
 {$IFDEF SDL2}