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/*************************************************************************
*
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* Copyright 2008 by Sun Microsystems, Inc.
*
* OpenOffice.org - a multi-platform office productivity suite
*
* This file is part of OpenOffice.org.
*
* OpenOffice.org is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License version 3
* only, as published by the Free Software Foundation.
*
* OpenOffice.org is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License version 3 for more details
* (a copy is included in the LICENSE file that accompanied this code).
*
* You should have received a copy of the GNU Lesser General Public License
* version 3 along with OpenOffice.org. If not, see
* <http://www.openoffice.org/license.html>
* for a copy of the LGPLv3 License.
*
************************************************************************/
#import "OGLTrans_Shaders.h"
@implementation OGLShaders
- (id) init
{
[super init];
gpuProcessingInit = NO;
return self;
}
- (void) initLazy
{
/* Subclass should put initialisation code that can be performaned
lazily (on first frame render) here */
initialised = TRUE;
/* Create a GLU quadric, used for rendering certain geometry */
quadric = gluNewQuadric();
gluQuadricDrawStyle(quadric, GLU_FILL);
gluQuadricNormals(quadric, GL_SMOOTH);
gluQuadricTexture(quadric, GL_TRUE);
}
- (void) dealloc
{
/* Free the GLU quadric */
if (quadric)
gluDeleteQuadric(quadric);
[super dealloc];
}
- (NSString *) name
{
return @"Unnamed OGLShaders";
}
- (NSString *) descriptionFilename
{
return NULL;
}
- (unsigned int) loadVertexShader: (NSString *) vertexString fragmentShader: (NSString *) fragmentString
{
const GLcharARB *vertex_string;
const GLcharARB *fragment_string;
GLint vertex_compiled;
GLint fragment_compiled;
GLint linked;
/* Delete any existing program object */
if (program_object) {
glDeleteObjectARB(program_object);
program_object = NULL;
}
/* Load and compile both shaders */
if (vertexString) {
vertex_shader = glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
vertex_string = (GLcharARB *) [vertexString cStringUsingEncoding:NSASCIIStringEncoding];
glShaderSourceARB(vertex_shader, 1, &vertex_string, NULL);
glCompileShaderARB(vertex_shader);
glGetObjectParameterivARB(vertex_shader, GL_OBJECT_COMPILE_STATUS_ARB, &vertex_compiled);
/* TODO - Get info log */
} else {
vertex_shader = NULL;
vertex_compiled = 1;
}
if (fragmentString) {
fragment_shader = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
fragment_string = [fragmentString cStringUsingEncoding:NSASCIIStringEncoding];
glShaderSourceARB(fragment_shader, 1, &fragment_string, NULL);
glCompileShaderARB(fragment_shader);
glGetObjectParameterivARB(fragment_shader, GL_OBJECT_COMPILE_STATUS_ARB, &fragment_compiled);
/* TODO - Get info log */
} else {
fragment_shader = NULL;
fragment_compiled = 1;
}
/* Ensure both shaders compiled */
if (!vertex_compiled || !fragment_compiled) {
if (vertex_shader) {
glDeleteObjectARB(vertex_shader);
vertex_shader = NULL;
}
if (fragment_shader) {
glDeleteObjectARB(fragment_shader);
fragment_shader = NULL;
}
return 1;
}
/* Create a program object and link both shaders */
program_object = glCreateProgramObjectARB();
if (vertex_shader != NULL)
{
glAttachObjectARB(program_object, vertex_shader);
glDeleteObjectARB(vertex_shader); /* Release */
}
if (fragment_shader != NULL)
{
glAttachObjectARB(program_object, fragment_shader);
glDeleteObjectARB(fragment_shader); /* Release */
}
glLinkProgramARB(program_object);
glGetObjectParameterivARB(program_object, GL_OBJECT_LINK_STATUS_ARB, &linked);
/* TODO - Get info log */
if (!linked) {
glDeleteObjectARB(program_object);
program_object = NULL;
return 1;
}
return 0;
}
- (void) renderFrame
{
if (!initialised)
[self initLazy];
}
- (BOOL) reflect
{
if(!gpuProcessingInit)
{
/* Check if this will fall back to software rasterization or
software vertex processing and don't reflect if it is. */
GLint fragmentGPUProcessing, vertexGPUProcessing;
gpuProcessingInit = YES;
glPushAttrib(GL_VIEWPORT_BIT);
glViewport(0,0,0,0);
glPushMatrix();
[self renderFrame];
glPopMatrix();
CGLGetParameter(CGLGetCurrentContext(), kCGLCPGPUFragmentProcessing, &fragmentGPUProcessing);
CGLGetParameter(CGLGetCurrentContext(), kCGLCPGPUVertexProcessing, &vertexGPUProcessing);
gpuProcessing = (fragmentGPUProcessing && vertexGPUProcessing) ? YES : NO;
glPopAttrib();
}
return gpuProcessing;
}
@end
// Utility Functions
int NextHighestPowerOf2(int n)
{
n--;
n |= n >> 1;
n |= n >> 2;
n |= n >> 4;
n |= n >> 8;
n |= n >> 16;
n++;
return n;
}
void CopyFramebufferToTexture(GLuint texture)
{
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
glBindTexture(GL_TEXTURE_2D, texture);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, viewport[0], viewport[1], NextHighestPowerOf2(viewport[2]), NextHighestPowerOf2(viewport[3]), 0);
}
NSBitmapImageRep *LoadImage(NSString *path, int shouldFlipVertical)
{
NSBitmapImageRep *bitmapimagerep;
NSImage *image;
image = [[[NSImage alloc] initWithContentsOfFile: path] autorelease];
bitmapimagerep = [[NSBitmapImageRep alloc] initWithData:[image TIFFRepresentation]];
if (shouldFlipVertical)
{
int bytesPerRow, lowRow, highRow;
unsigned char *pixelData, *swapRow;
bytesPerRow = [bitmapimagerep bytesPerRow];
pixelData = [bitmapimagerep bitmapData];
swapRow = (unsigned char *)malloc(bytesPerRow);
for (lowRow = 0, highRow = [bitmapimagerep pixelsHigh]-1; lowRow < highRow; lowRow++, highRow--)
{
memcpy(swapRow, &pixelData[lowRow*bytesPerRow], bytesPerRow);
memcpy(&pixelData[lowRow*bytesPerRow], &pixelData[highRow*bytesPerRow], bytesPerRow);
memcpy(&pixelData[highRow*bytesPerRow], swapRow, bytesPerRow);
}
free(swapRow);
}
return bitmapimagerep;
}
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