1 /* DooM2D: Midnight on the Firing Line
2 * coded by Ketmar // Invisible Vector <ketmar@ketmar.no-ip.org>
3 * Understanding is not required. Only obedience.
5 * This program is free software: you can redistribute it and/or modify
6 * it under the terms of the GNU General Public License as published by
7 * the Free Software Foundation, either version 3 of the License, or
8 * (at your option) any later version.
10 * This program is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 * GNU General Public License for more details.
15 * You should have received a copy of the GNU General Public License
16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
27 // ////////////////////////////////////////////////////////////////////////// //
28 __gshared
bool glutilsShowShaderWarnings
= false; // shut up!
31 __gshared GLuint glLastUsedTexture = 0;
33 public void useTexture (GLuint tid) {
35 if (glLastUsedTexture != tid) {
36 glLastUsedTexture = tid;
37 glBindTexture(GL_TEXTURE_2D, tid);
41 public void useTexture (Texture tex) { pragma(inline, true); useTexture(tex !is null ? tex.tid : 0); }
45 public TrueColorImage
loadPngFile (string fname
) {
46 auto fl
= openFile(fname
);
48 if (sz
< 4 || sz
> 32*1024*1024) throw new Exception("invalid png file size: '"~fname
~"'");
49 if (sz
== 0) return null;
50 auto res
= new ubyte[](cast(uint)sz
);
51 if (fl
.rawRead(res
[]).length
!= res
.length
) throw new Exception("error reading png file '"~fname
~"'");
52 return imageFromPng(readPng(res
)).getAsTrueColorImage
;
56 // ////////////////////////////////////////////////////////////////////////// //
57 public final class Texture
{
61 // default: repeat, linear
69 Float
, // create floating point texture
72 this (string fname
, in Option
[] opts
...) { loadPng(fname
, opts
); }
73 this (int w
, int h
, in Option
[] opts
...) { createIntr(w
, h
, null, opts
); }
74 this (TrueColorImage aimg
, Option
[] opts
...) { createIntr(aimg
.width
, aimg
.height
, aimg
, opts
); }
81 glBindTexture(GL_TEXTURE_2D
, tid
);
82 glDeleteTextures(1, &tid
);
84 glBindTexture(GL_TEXTURE_2D
, 0);
91 private static void processOpt (GLuint
* wrapOpt
, GLuint
* filterOpt
, GLuint
* ttype
, in Option
[] opts
...) {
92 foreach (immutable opt
; opts
) {
93 switch (opt
) with (Option
) {
94 case Repeat
: *wrapOpt
= GL_REPEAT
; break;
95 case Clamp
: *wrapOpt
= GL_CLAMP_TO_EDGE
; break;
96 case ClampBorder
: *wrapOpt
= GL_CLAMP_TO_BORDER
; break;
97 case Linear
: *filterOpt
= GL_LINEAR
; break;
98 case Nearest
: *filterOpt
= GL_NEAREST
; break;
99 case UByte
: *ttype
= GL_UNSIGNED_BYTE
; break;
100 case Float
: *ttype
= GL_FLOAT
; break;
106 void createIntr (int w
, int h
, TrueColorImage img
, in Option
[] opts
...) {
107 import core
.stdc
.stdlib
: malloc
, free
;
112 GLuint wrapOpt
= GL_REPEAT
;
113 GLuint filterOpt
= GL_LINEAR
;
114 GLuint ttype
= GL_UNSIGNED_BYTE
;
115 processOpt(&wrapOpt
, &filterOpt
, &ttype
, opts
);
117 glGenTextures(1, &tid
);
119 glBindTexture(GL_TEXTURE_2D
, tid
);
120 scope(exit
) glBindTexture(GL_TEXTURE_2D
, 0);
121 glTexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, wrapOpt
);
122 glTexParameterf(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, wrapOpt
);
123 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, filterOpt
);
124 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, filterOpt
);
125 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
126 //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
127 GLfloat
[4] bclr
= 0.0;
128 glTexParameterfv(GL_TEXTURE_2D
, GL_TEXTURE_BORDER_COLOR
, bclr
.ptr
);
129 if (img
!is null && img
.width
== w
&& img
.height
== h
) {
130 // create straight from image
131 glTexImage2D(GL_TEXTURE_2D
, 0, (ttype
== GL_FLOAT ? GL_RGBA16F
: GL_RGBA
), w
, h
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, img
.imageData
.bytes
.ptr
);
133 // create empty texture
135 scope(exit
) if (ptr
!is null) free(ptr
);
137 import core
.stdc
.string
: memset
;
138 ptr
= cast(ubyte*)malloc(w
*h
*4);
139 if (ptr
!is null) memset(ptr
, 0, w
*h
*4);
141 glTexImage2D(GL_TEXTURE_2D
, 0, (ttype
== GL_FLOAT ? GL_RGBA16F
: GL_RGBA
), w
, h
, 0, GL_RGBA
, GL_UNSIGNED_BYTE
, ptr
);
142 if (img
!is null && img
.width
> 0 && img
.height
> 0) {
144 //TODO: dunno if it's ok to use images bigger than texture here
145 glTexSubImage2D(GL_TEXTURE_2D
, 0, 0, 0, img
.width
, img
.height
, GL_RGBA
, GL_UNSIGNED_BYTE
, img
.imageData
.bytes
.ptr
);
146 // the following is ok too
147 //glBindTexture(GL_TEXTURE_2D, 0);
148 //glTextureSubImage2D(tid, 0, 0, 0, img.width, img.height, GL_RGBA, GL_UNSIGNED_BYTE, img.imageData.bytes.ptr);
155 void setFromImage (TrueColorImage img
, int x
, int y
) {
156 if (img
is null ||
!tid || img
.height
< 1 || img
.width
< 1) return;
157 if (x
>= width || y
>= height
) return;
158 if (x
+img
.width
<= 0 || y
+img
.height
<= 0) return; //TODO: overflow
159 if (x
>= 0 && y
>= 0 && x
+img
.width
<= width
&& y
+img
.height
<= height
) {
160 // easy case, just copy it
161 glTextureSubImage2D(tid
, 0, x
, y
, img
.width
, img
.height
, GL_RGBA
, GL_UNSIGNED_BYTE
, img
.imageData
.bytes
.ptr
);
163 import core
.stdc
.stdlib
: malloc
, free
;
164 import core
.stdc
.string
: memset
, memcpy
;
165 // hard case, have to build the temp region
166 uint* src
= cast(uint*)img
.imageData
.bytes
.ptr
;
167 // calc x skip and effective width
168 int rwdt
= img
.width
;
171 src
-= x
; // as `x` is negative here
174 if (x
+rwdt
> width
) rwdt
= width
-x
;
175 // calc y skip and effective height
176 int rhgt
= img
.height
;
179 src
-= y
*img
.width
; // as `y` is negative here
182 if (y
+rhgt
> height
) rhgt
= height
-y
;
183 assert(rwdt
> 0 && rhgt
> 0);
185 scope(exit
) if (ptr
!is null) free(ptr
);
186 ptr
= cast(uint*)malloc(rwdt
*rhgt
*4);
187 if (ptr
is null) assert(0, "out of memory in `Texture.setFromImage()`");
190 foreach (immutable _
; 0..rhgt
) {
191 memcpy(d
, src
, rwdt
*4);
195 glTextureSubImage2D(tid
, 0, x
, y
, rwdt
, rhgt
, GL_RGBA
, GL_UNSIGNED_BYTE
, ptr
);
199 void loadPng (string fname
, in Option
[] opts
...) {
200 scope(failure
) clear
;
201 auto img
= loadPngFile(fname
);
202 createIntr(img
.width
, img
.height
, img
, opts
);
205 void activate () { if (tid
) glBindTexture(GL_TEXTURE_2D
, tid
); }
206 void deactivate () { if (tid
) glBindTexture(GL_TEXTURE_2D
, 0); }
210 // ////////////////////////////////////////////////////////////////////////// //
212 public final class TextureCube {
216 this (string fname, in Texture.Option[] opts...) { loadPng(fname, opts); }
217 this (int w, int h, in Texture.Option[] opts...) { createIntr(w, h, opts); }
218 ~this () { clear(); }
223 glBindTexture(GL_TEXTURE_CUBE_MAP, tid);
224 glDeleteTextures(1, &tid);
225 glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
232 void createIntr (int w, int h, in Texture.Option[] opts...) {
233 import core.stdc.stdlib : malloc, free;
237 GLuint wrapOpt = GL_CLAMP_TO_EDGE;
238 GLuint filterOpt = GL_LINEAR;
239 GLuint ttype = GL_FLOAT;
240 Texture.processOpt(&wrapOpt, &filterOpt, &ttype, opts);
242 glGenTextures(1, &tid);
243 glBindTexture(GL_TEXTURE_CUBE_MAP, tid);
244 scope(exit) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
245 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, wrapOpt);
246 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, wrapOpt);
247 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, wrapOpt);
248 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, filterOpt);
249 glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, filterOpt);
250 GLfloat[4] bclr = 0.0;
251 glTexParameterfv(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
254 scope(exit) if (ptr !is null) free(ptr);
256 import core.stdc.string : memset;
257 ptr = cast(ubyte*)malloc(w*h*4*4);
258 memset(ptr, 0, w*h*4);
260 foreach (int idx; 0..6) {
261 glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+idx, 0, (ttype == GL_FLOAT ? GL_RGBA16F : GL_RGBA), w, h, 0, GL_BGRA, GL_FLOAT, ptr);
267 void loadPng (string fname, in Texture.Option[] opts...) {
269 TrueColorImage[6] img;
270 foreach (int idx; 0..6) {
271 import std.string : format;
272 img[idx] = loadPngFile(fname.format(idx));
274 if (img[idx].width != img[idx-1].width || img[idx].height != img[idx-1].height) {
275 assert(0, "cubemap fucked: "~fname);
279 createIntr(img[0].width, img[0].height, opts);
280 glBindTexture(GL_TEXTURE_CUBE_MAP, tid);
281 scope(exit) glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
282 foreach (int idx; 0..6) {
283 glTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X+idx, 0, 0, 0, img[idx].width, img[idx].height, GL_RGBA, GL_UNSIGNED_BYTE, img[idx].imageData.bytes.ptr);
287 void activate () { if (tid) glBindTexture(GL_TEXTURE_CUBE_MAP, tid); }
288 void deactivate () { if (tid) glBindTexture(GL_TEXTURE_CUBE_MAP, 0); }
293 // ////////////////////////////////////////////////////////////////////////// //
294 public final class FBO
{
300 this (Texture atex
) { createWithTexture(atex
); }
302 this (int wdt
, int hgt
, Texture
.Option
[] opts
...) {
303 createWithTexture(new Texture(wdt
, hgt
, opts
));
307 //FIXME: this may be wrong, as texture may be already destroyed (and it's wrong too); we need refcount for textures
308 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
, GL_TEXTURE_2D
, 0, 0);
309 glDeleteFramebuffersEXT(1, &fbo
);
316 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
, GL_TEXTURE_2D
, 0, 0);
317 glDeleteFramebuffersEXT(1, &fbo
);
320 if (tex
!is null) tex
.clear();
324 void activate () { if (fbo
) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fbo
); }
325 void deactivate () { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0); }
328 void createWithTexture (Texture atex
) {
329 assert(atex
!is null && atex
.tid
);
332 glGenFramebuffersEXT(1, &fbo
);
333 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, fbo
);
334 scope(exit
) glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0);
335 // attach 2D texture to this FBO
336 glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT
, GL_COLOR_ATTACHMENT0_EXT
, GL_TEXTURE_2D
, tex
.tid
, 0);
337 // GL_COLOR_ATTACHMENT0_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_STENCIL_ATTACHMENT_EXT
340 glGenRenderbuffersEXT(1, &fboDepthId);
341 glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, fboDepthId);
342 glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, LightSize, LightSize);
343 // attach depth buffer to FBO
344 glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, fboDepthId);
346 glDeleteRenderbuffersEXT(1, &fboDepthId);
350 GLenum status
= glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT
);
351 if (status
!= GL_FRAMEBUFFER_COMPLETE_EXT
) assert(0, "framebuffer fucked!");
353 glBindFramebufferEXT(GL_FRAMEBUFFER_EXT
, 0);
361 // ////////////////////////////////////////////////////////////////////////// //
362 public struct SVec2I
{ int x
, y
; }
363 public struct SVec3I
{ int x
, y
, z
; }
364 public struct SVec4I
{ int x
, y
, z
, w
; }
366 public struct SVec2F
{ float x
, y
; }
367 public struct SVec3F
{ float x
, y
, z
; }
368 public struct SVec4F
{ float x
, y
, z
, w
; }
371 public final class Shader
{
376 this (string ashaderName
, const(char)[] src
) {
377 shaderName
= ashaderName
;
378 if (src
.length
> int.max
) {
379 import core
.stdc
.stdio
: printf
;
380 printf("shader '%.*s' code too long!", cast(uint)ashaderName
.length
, ashaderName
.ptr
);
383 auto shaderId
= glCreateShader(GL_FRAGMENT_SHADER
);
385 GLint slen
= cast(int)src
.length
;
386 glShaderSource(shaderId
, 1, &sptr
, &slen
);
387 glCompileShader(shaderId
);
389 glGetShaderiv(shaderId
, GL_COMPILE_STATUS
, &success
);
390 if (!success || glutilsShowShaderWarnings
) {
391 import core
.stdc
.stdio
: printf
;
392 import core
.stdc
.stdlib
: malloc
, free
;
394 glGetShaderiv(shaderId
, GL_INFO_LOG_LENGTH
, &logSize
);
396 auto logStrZ
= cast(GLchar
*)malloc(logSize
);
397 glGetShaderInfoLog(shaderId
, logSize
, null, logStrZ
);
398 printf("shader '%.*s' compilation messages:\n%s\n", cast(uint)ashaderName
.length
, ashaderName
.ptr
, logStrZ
);
402 if (!success
) assert(0);
403 prg
= glCreateProgram();
404 glAttachShader(prg
, shaderId
);
408 GLint
varId(NT
) (NT vname
) if (is(NT
== char[]) ||
is(NT
== const(char)[]) ||
is(NT
== immutable(char)[])) {
410 if (vname
.length
> 0 && vname
.length
<= 128) {
411 if (auto vi
= vname
in vars
) {
414 char[129] buf
= void;
415 buf
[0..vname
.length
] = vname
[];
416 buf
[vname
.length
] = 0;
417 id
= glGetUniformLocation(prg
, buf
.ptr
);
418 //{ import core.stdc.stdio; printf("[%.*s.%s]=%i\n", cast(uint)shaderName.length, shaderName.ptr, buf.ptr, id); }
419 static if (is(NT
== immutable(char)[])) {
420 vars
[vname
.idup
] = id
;
422 vars
[vname
.idup
] = id
;
425 import core
.stdc
.stdio
: printf
;
426 printf("shader '%.*s': unknown variable '%.*s'\n", cast(uint)shaderName
.length
, shaderName
.ptr
, cast(uint)vname
.length
, vname
.ptr
);
433 // get unified var id
434 GLint
opIndex(NT
) (NT vname
) if (is(NT
== char[]) ||
is(NT
== const(char)[]) ||
is(NT
== immutable(char)[])) {
435 auto id
= varId(vname
);
437 import core
.stdc
.stdio
: printf
;
438 printf("shader '%.*s': unknown variable '%.*s'\n", cast(uint)shaderName
.length
, shaderName
.ptr
, cast(uint)vname
.length
, vname
.ptr
);
444 private import std
.traits
;
445 void opIndexAssign(T
, NT
) (in auto ref T v
, NT vname
)
446 if (((isIntegral
!T
&& T
.sizeof
<= 4) ||
(isFloatingPoint
!T
&& T
.sizeof
== float.sizeof
) || isBoolean
!T ||
447 is(T
: SVec2I
) ||
is(T
: SVec3I
) ||
is(T
: SVec4I
) ||
448 is(T
: SVec2F
) ||
is(T
: SVec3F
) ||
is(T
: SVec4F
)) &&
449 (is(NT
== char[]) ||
is(NT
== const(char)[]) ||
is(NT
== immutable(char)[])))
451 auto id
= varId(vname
);
453 //{ import core.stdc.stdio; printf("setting '%.*s' (%d)\n", cast(uint)vname.length, vname.ptr, id); }
454 static if (isIntegral
!T || isBoolean
!T
) glUniform1i(id
, cast(int)v
);
455 else static if (isFloatingPoint
!T
) glUniform1f(id
, cast(float)v
);
456 else static if (is(SVec2I
: T
)) glUniform2i(id
, cast(int)v
.x
, cast(int)v
.y
);
457 else static if (is(SVec3I
: T
)) glUniform3i(id
, cast(int)v
.x
, cast(int)v
.y
, cast(int)v
.z
);
458 else static if (is(SVec4I
: T
)) glUniform4i(id
, cast(int)v
.x
, cast(int)v
.y
, cast(int)v
.z
, cast(int)v
.w
);
459 else static if (is(SVec2F
: T
)) glUniform2f(id
, cast(float)v
.x
, cast(float)v
.y
);
460 else static if (is(SVec3F
: T
)) glUniform3f(id
, cast(float)v
.x
, cast(float)v
.y
, cast(float)v
.z
);
461 else static if (is(SVec4F
: T
)) glUniform4f(id
, cast(float)v
.x
, cast(float)v
.y
, cast(float)v
.z
, cast(float)v
.w
);
462 else static assert(0, "wtf?!");
465 void activate () { if (prg
) glUseProgram(prg
); }
466 void deactivate () { glUseProgram(0); }
470 // ////////////////////////////////////////////////////////////////////////// //
471 //private import std.traits;
474 void exec(TO
) (TO obj
, scope void delegate () dg
) if (is(typeof(() { obj
.activate(); obj
.deactivate(); }))) {
476 scope(exit
) obj
.deactivate();
480 void exec(TO
, TG
) (TO obj
, scope TG dg
) if (is(typeof((TO obj
) { dg(obj
); })) && is(typeof(() { obj
.activate(); obj
.deactivate(); }))) {
482 scope(exit
) obj
.deactivate();
487 // ////////////////////////////////////////////////////////////////////////// //
488 void orthoCamera (int wdt
, int hgt
) {
489 glMatrixMode(GL_PROJECTION
); // for ortho camera
491 // left, right, bottom, top, near, far
492 //glOrtho(0, wdt, 0, hgt, -1, 1); // bottom-to-top
493 glOrtho(0, wdt
, hgt
, 0, -1, 1); // top-to-bottom
494 glViewport(0, 0, wdt
, hgt
);
496 //glTranslatef(-cx, -cy, 0.0f);
499 // origin is texture left top
500 void drawAtXY (GLuint tid
, int x
, int y
, int w
, int h
, bool mirrorX
=false, bool mirrorY
=false) {
501 if (!tid || w
< 1 || h
< 1) return;
504 if (mirrorX
) { int tmp
= x
; x
= w
; w
= tmp
; }
505 if (mirrorY
) { int tmp
= y
; y
= h
; h
= tmp
; }
506 glBindTexture(GL_TEXTURE_2D
, tid
);
508 glTexCoord2f(0.0f, 0.0f); glVertex2i(x
, y
); // top-left
509 glTexCoord2f(1.0f, 0.0f); glVertex2i(w
, y
); // top-right
510 glTexCoord2f(1.0f, 1.0f); glVertex2i(w
, h
); // bottom-right
511 glTexCoord2f(0.0f, 1.0f); glVertex2i(x
, h
); // bottom-left
516 // origin is texture center
517 void drawAtXYC (Texture tex
, int x
, int y
, bool mirrorX
=false, bool mirrorY
=false) {
518 if (tex
is null ||
!tex
.tid
) return;
521 drawAtXY(tex
.tid
, x
, y
, tex
.width
, tex
.height
, mirrorX
, mirrorY
);
525 // origin is texture left top
526 void drawAtXY (Texture tex
, int x
, int y
, bool mirrorX
=false, bool mirrorY
=false) {
527 if (tex
is null ||
!tex
.tid
) return;
528 drawAtXY(tex
.tid
, x
, y
, tex
.width
, tex
.height
, mirrorX
, mirrorY
);