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#include "UnityPrefix.h"
#include "AssertGLES20.h"
#include "IncludesGLES20.h"
#include "Runtime/Math/Matrix4x4.h"
#include "_DebugStuffGLES20.h"
#include "VBOGLES20.h"
void PrintMatrix(const char* name, const Matrix4x4f& m)
{
printf_console("Outputing:%s\n------------\n"
"mat4 mat = (%.2f, %.2f, %.2f, %2f,\n"
"%.2f, %.2f, %.2f, %2f,\n"
"%.2f, %.2f, %.2f, %2f,\n"
"%.2f, %.2f, %.2f, %2f);\n\n",name,
m[0], m[1], m[2], m[3],
m[4], m[5], m[6], m[7],
m[8], m[9], m[10], m[11],
m[12], m[13], m[14], m[15]);
}
void _Debug::MiniLoopGLES20()
{
#define VERTEX_ARRAY 0
float pfIdentity[] =
{
1.0f,0.0f,0.0f,0.0f,
0.0f,1.0f,0.0f,0.0f,
0.0f,0.0f,1.0f,0.0f,
0.0f,0.0f,0.0f,1.0f
};
// Fragment and vertex shaders code
char* pszFragShader = "\
void main (void)\
{\
gl_FragColor = vec4(1.0, 1.0, 0.66 ,1.0);\
}";
char* pszVertShader = "\
attribute highp vec3 myVertex;\
uniform mediump mat4 myPMVMatrix;\
void main(void)\
{\
gl_Position = myPMVMatrix * vec4(myVertex,1.0);\
}";
GLuint uiFragShader, uiVertShader; /* Used to hold the fragment and vertex shader handles */
GLuint uiProgramObject; /* Used to hold the program handle (made out of the two previous shaders */
// Create the fragment shader object
uiFragShader = glCreateShader(GL_FRAGMENT_SHADER);
// Load the source code into it
glShaderSource(uiFragShader, 1, (const char**)&pszFragShader, NULL);
// Compile the source code
glCompileShader(uiFragShader);
// Check if compilation succeeded
GLint bShaderCompiled;
bShaderCompiled = 0;
glGetShaderiv(uiFragShader, GL_COMPILE_STATUS, &bShaderCompiled);
if (!bShaderCompiled)
{
#ifndef NO_GDI
// An error happened, first retrieve the length of the log message
int i32InfoLogLength, i32CharsWritten;
glGetShaderiv(uiFragShader, GL_INFO_LOG_LENGTH, &i32InfoLogLength);
// Allocate enough space for the message and retrieve it
char* pszInfoLog = new char[i32InfoLogLength];
glGetShaderInfoLog(uiFragShader, i32InfoLogLength, &i32CharsWritten, pszInfoLog);
printf_console(pszInfoLog);
// Displays the error in a dialog box
delete[] pszInfoLog;
#endif
return;
}
// Loads the vertex shader in the same way
uiVertShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(uiVertShader, 1, (const char**)&pszVertShader, NULL);
glCompileShader(uiVertShader);
glGetShaderiv(uiVertShader, GL_COMPILE_STATUS, &bShaderCompiled);
if (!bShaderCompiled)
{
#ifndef NO_GDI
int i32InfoLogLength, i32CharsWritten;
glGetShaderiv(uiVertShader, GL_INFO_LOG_LENGTH, &i32InfoLogLength);
char* pszInfoLog = new char[i32InfoLogLength];
glGetShaderInfoLog(uiVertShader, i32InfoLogLength, &i32CharsWritten, pszInfoLog);
printf_console(pszInfoLog);
delete[] pszInfoLog;
#endif
return;
}
// Create the shader program
uiProgramObject = glCreateProgram();
// Bind the custom vertex attribute "myVertex" to location VERTEX_ARRAY
glBindAttribLocation(uiProgramObject, VERTEX_ARRAY, "myVertex");
// Attach the fragment and vertex shaders to it
glAttachShader(uiProgramObject, uiFragShader);
glAttachShader(uiProgramObject, uiVertShader);
// Link the program
glLinkProgram(uiProgramObject);
// Check if linking succeeded in the same way we checked for compilation success
GLint bLinked;
glGetProgramiv(uiProgramObject, GL_LINK_STATUS, &bLinked);
if (!bLinked)
{
#ifndef NO_GDI
int i32InfoLogLength, i32CharsWritten;
glGetProgramiv(uiProgramObject, GL_INFO_LOG_LENGTH, &i32InfoLogLength);
char* pszInfoLog = new char[i32InfoLogLength];
glGetProgramInfoLog(uiProgramObject, i32InfoLogLength, &i32CharsWritten, pszInfoLog);
printf_console(pszInfoLog);
delete[] pszInfoLog;
#endif
return;
}
// Actually use the created program
glUseProgram(uiProgramObject);
GLESAssert();
// Sets the clear color.
// The colours are passed per channel (red,green,blue,alpha) as float values from 0.0 to 1.0
glClearColor(0.6f, 0.8f, 1.0f, 1.0f);
GLESAssert();
// We're going to draw a triangle to the screen so create a vertex buffer object for our triangle
GLuint ui32Vbo; // Vertex buffer object handle
// Interleaved vertex data
GLfloat afVertices[] = { -0.1f,-0.4f,0.0f, // Position
0.4f ,-0.4f,0.0f,
0.0f ,0.4f ,0.0f};
// Generate the vertex buffer object (VBO)
glGenBuffers(1, &ui32Vbo);
GLESAssert();
// Bind the VBO so we can fill it with data
glBindBuffer(GL_ARRAY_BUFFER, ui32Vbo);
GLESAssert();
// Set the buffer's data
unsigned int uiSize = 3 * (sizeof(GLfloat) * 3); // Calc afVertices size (3 vertices * stride (3 GLfloats per vertex))
glBufferData(GL_ARRAY_BUFFER, uiSize, afVertices, GL_STATIC_DRAW);
GLESAssert();
glClearDepthf(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDisable(GL_CULL_FACE);
printf_console("Loop launched\n");
while (1)
{
glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLESAssert();
/*
Bind the projection model view matrix (PMVMatrix) to
the associated uniform variable in the shader
*/
// First gets the location of that variable in the shader using its name
int i32Location = glGetUniformLocation(uiProgramObject, "myPMVMatrix");
// Then passes the matrix to that variable
glUniformMatrix4fv( i32Location, 1, GL_FALSE, pfIdentity);
GLESAssert();
/*
Enable the custom vertex attribute at index VERTEX_ARRAY.
We previously binded that index to the variable in our shader "vec4 MyVertex;"
*/
glEnableVertexAttribArray(VERTEX_ARRAY);
GLESAssert();
// Sets the vertex data to this attribute index
glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, 0);
/*
Draws a non-indexed triangle array from the pointers previously given.
This function allows the use of other primitive types : triangle strips, lines, ...
For indexed geometry, use the function glDrawElements() with an index list.
*/
glDrawArrays(GL_TRIANGLES, 0, 3);
GLESAssert();
void PresentContextGLES();
PresentContextGLES();
}
}
int _Debug::CreateDefaultShader (bool texturing)
{
char* strVertexShader = NULL;
char* strFragmentShader = NULL;
if (texturing)
{
strVertexShader =
"attribute highp vec3 _glesVertex;\n"
"attribute highp vec4 _glesUV0;\n"
"uniform mediump mat4 _glesMVP;\n"
"varying mediump vec2 _glesVarUV0;\n"
"void main(void)\n"
"{\n"
" gl_Position = _glesMVP * vec4(_glesVertex,1.0);\n"
" _glesVarUV0 = _glesUV0.st;\n"
"}";
strFragmentShader =
"uniform sampler2D texDiffuse;\n"
"varying mediump vec2 _glesVarUV0;\n"
"void main (void)\n"
"{\n"
" gl_FragColor = texture2D(texDiffuse, _glesVarUV0);\n"
"}";
}
else
{
strVertexShader =
"attribute highp vec3 _glesVertex;\n"
"uniform mediump mat4 _glesMVP;\n"
"void main(void)\n"
"{\n"
" gl_Position = _glesMVP * vec4(_glesVertex,1.0);\n"
"}";
strFragmentShader =
"void main (void)\n"
"{\n"
" gl_FragColor = vec4(1.0, 1.0, 0.66 ,1.0);\n"
"}";
}
return CreateShader(strVertexShader, strFragmentShader);
}
int _Debug::CreateShader(const char* vertexShader, const char* fragmenShader)
{
GLuint vertShader, fragShader;
GLuint shader;
GLint compiled, linked;
//Vertex shader
GLES_CHK(vertShader = glCreateShader(GL_VERTEX_SHADER));
GLES_CHK(glShaderSource(vertShader, 1, (const char**)&vertexShader, NULL));
GLES_CHK(glCompileShader(vertShader));
compiled = 0;
GLES_CHK(glGetShaderiv(vertShader, GL_COMPILE_STATUS, &compiled));
if (!compiled)
{
int i32InfoLogLength, i32CharsWritten;
GLES_CHK(glGetShaderiv(vertShader, GL_INFO_LOG_LENGTH, &i32InfoLogLength));
char* pszInfoLog = new char[i32InfoLogLength];
GLES_CHK(glGetShaderInfoLog(vertShader, i32InfoLogLength, &i32CharsWritten, pszInfoLog));
printf_console(pszInfoLog);
delete[] pszInfoLog;
return 0;
}
//Fragment shader
GLES_CHK(fragShader = glCreateShader(GL_FRAGMENT_SHADER));
GLES_CHK(glShaderSource(fragShader, 1, (const char**)&fragmenShader, NULL));
GLES_CHK(glCompileShader(fragShader));
compiled = 0;
GLES_CHK(glGetShaderiv(fragShader, GL_COMPILE_STATUS, &compiled));
if (!compiled)
{
int i32InfoLogLength, i32CharsWritten;
GLES_CHK(glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &i32InfoLogLength));
char* pszInfoLog = new char[i32InfoLogLength];
GLES_CHK(glGetShaderInfoLog(fragShader, i32InfoLogLength, &i32CharsWritten, pszInfoLog));
printf_console(pszInfoLog);
delete[] pszInfoLog;
return 0;
}
// Final Step, attacha and link shaders
shader = glCreateProgram();
(glBindAttribLocation(shader, GL_VERTEX_ARRAY, "_glesVertex"));
(glBindAttribLocation(shader, GL_TEXTURE_ARRAY0, "_glesUV0"));
GLES_CHK(glAttachShader(shader, fragShader));
GLES_CHK(glAttachShader(shader, vertShader));
GLES_CHK(glLinkProgram(shader));
linked = 0;
GLES_CHK(glGetProgramiv(shader, GL_LINK_STATUS, &linked));
if (!linked)
{
int i32InfoLogLength, i32CharsWritten;
GLES_CHK(glGetProgramiv(shader, GL_INFO_LOG_LENGTH, &i32InfoLogLength));
char* pszInfoLog = new char[i32InfoLogLength];
GLES_CHK(glGetProgramInfoLog(shader, i32InfoLogLength, &i32CharsWritten, pszInfoLog));
printf_console(pszInfoLog);
delete[] pszInfoLog;
return 0;
}
return shader;
}
int _Debug::CreateDefaultVBO (bool texCoords)
{
float verts[] =
{
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, 0.5f, 0.0f,
-0.5f, 0.5f, 0.0f
};
float vertsUV[] =
{
-0.5f, -0.5f, 0.0f,
0.0f, 0.0f,
0.5f, -0.5f, 0.0f,
1.0f, 0.0f,
0.5f, 0.5f, 0.0f,
1.0f, 1.0f,
-0.5f, -0.5f, 0.0f,
0.0f, 0.0f,
0.5f, 0.5f, 0.0f,
1.0f, 1.0f,
-0.5f, 0.5f, 0.0f,
0.0f, 1.0f,
};
if (texCoords)
{
return CreateVBO(vertsUV, 6, sizeof(float) * 5);
}
else
{
return CreateVBO(vertsUV, 6, sizeof(float) * 3);
}
}
int _Debug::CreateVBO(const float* data, int vertexCount, int vertexSize)
{
GLuint vbo;
GLES_CHK(glGenBuffers(1, &vbo));
GLES_CHK(glBindBuffer(GL_ARRAY_BUFFER, vbo));
GLES_CHK(glBufferData(GL_ARRAY_BUFFER, vertexSize * vertexCount, data, GL_STATIC_DRAW));
GLES_CHK(glBindBuffer(GL_ARRAY_BUFFER, 0));
return vbo;
}
void _Debug::SetUniformMatrix4x4f(int shaderID, const char* name, const Matrix4x4f& mat)
{
int loc ;
GLES_CHK(loc = glGetUniformLocation(shaderID, name));
if (loc != -1)GLES_CHK(glUniformMatrix4fv(loc, 1, GL_FALSE, mat.GetPtr()));
else printf_console("Failed to find uniform %s\n", name);
}
void _Debug::SetUniformSample2D (int shaderID, const char* name, int texUnit)
{
int loc ;
GLES_CHK(loc = glGetUniformLocation(shaderID, name));
if (loc != -1)GLES_CHK(glUniform1i(loc, texUnit));
else printf_console("Failed to find uniform %s\n", name);
}
void _Debug::UseShader(int shaderID)
{
GLES_CHK(glUseProgram(shaderID));
}
void _Debug::DrawVBO(int vboID, int vertexCount, bool texCoords)
{
GLES_CHK(glBindBuffer(GL_ARRAY_BUFFER, vboID));
if (texCoords)
{
glEnableVertexAttribArray(GL_VERTEX_ARRAY);
glVertexAttribPointer(GL_VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, 0);
glEnableVertexAttribArray(GL_TEXTURE_ARRAY0);
glVertexAttribPointer(GL_TEXTURE_ARRAY0, 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat) * 5, (void*) (3 * sizeof(GLfloat)));
GLES_CHK(glDrawArrays(GL_TRIANGLES, 0, vertexCount));
GLES_CHK(glDisableVertexAttribArray(GL_VERTEX_ARRAY));
GLES_CHK(glDisableVertexAttribArray(GL_TEXTURE_ARRAY0));
}
else
{
GLES_CHK(glEnableVertexAttribArray(GL_VERTEX_ARRAY));
GLES_CHK(glVertexAttribPointer(VERTEX_ARRAY, 3, GL_FLOAT, GL_FALSE, 0, 0));
GLES_CHK(glDrawArrays(GL_TRIANGLES, 0, vertexCount));
GLES_CHK(glDisableVertexAttribArray(GL_VERTEX_ARRAY));
}
GLES_CHK(glBindBuffer(GL_ARRAY_BUFFER, 0));
}
void _Debug::DisplayTextureMiniLoop(int textureID)
{
bool texCoords = true;
int vbo = CreateDefaultVBO(texCoords);
int shader = CreateDefaultShader(texCoords);
GLES_CHK(glDisable(GL_DEPTH_TEST));
GLES_CHK(glDisable(GL_CULL_FACE));
GLES_CHK(glDisable(GL_BLEND));
GLES_CHK(glBindFramebuffer (GL_FRAMEBUFFER, 0));
while (1)
{
GLES_CHK(glClearColor(1.0f, 1.0f, 0.0f, 1.0f));
GLES_CHK(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
GLES_CHK(glActiveTexture(GL_TEXTURE0));
GLES_CHK(glBindTexture(GL_TEXTURE_2D, textureID));
UseShader(shader);
SetUniformMatrix4x4f(shader, "_glesMVP", Matrix4x4f::identity);
SetUniformSample2D(shader, "texDiffuse", 0);
DrawVBO(vbo, 6, texCoords);
void PresentContextGLES();
PresentContextGLES();
}
}
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