// dear imgui: Renderer for OpenGL3 / OpenGL ES2 / OpenGL ES3 (modern OpenGL with shaders / programmatic pipeline) // This needs to be used along with a Platform Binding (e.g. GLFW, SDL, Win32, custom..) // (Note: We are using GL3W as a helper library to access OpenGL functions since there is no standard header to access modern OpenGL functions easily. Alternatives are GLEW, Glad, etc..) // Implemented features: // [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID in imgui.cpp. // You can copy and use unmodified imgui_impl_* files in your project. See main.cpp for an example of using this. // If you are new to dear imgui, read examples/README.txt and read the documentation at the top of imgui.cpp. // https://github.com/ocornut/imgui // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. // 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". // 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. // 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. // 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. // 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. // 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. // 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a NULL pointer. // 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". // 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. // 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. // 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. // 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. // 2017-05-01: OpenGL: Fixed save and restore of current blend func state. // 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. // 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. // 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) //---------------------------------------- // OpenGL GLSL GLSL // version version string //---------------------------------------- // 2.0 110 "#version 110" // 2.1 120 // 3.0 130 // 3.1 140 // 3.2 150 "#version 150" // 3.3 330 // 4.0 400 // 4.1 410 "#version 410 core" // 4.2 420 // 4.3 430 // ES 2.0 100 "#version 100" // ES 3.0 300 "#version 300 es" //---------------------------------------- #if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) #define _CRT_SECURE_NO_WARNINGS #endif #include "imgui.h" #include "imgui_impl_opengl3.h" #include #if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier #include // intptr_t #else #include // intptr_t #endif #if defined(__APPLE__) #include "TargetConditionals.h" #endif // iOS, Android and Emscripten can use GL ES 3 // Call ImGui_ImplOpenGL3_Init() with "#version 300 es" #if (defined(__APPLE__) && TARGET_OS_IOS) || (defined(__ANDROID__)) || (defined(__EMSCRIPTEN__)) #define USE_GL_ES3 #endif #ifdef USE_GL_ES3 // OpenGL ES 3 #include // Use GL ES 3 #else // Regular OpenGL // About OpenGL function loaders: modern OpenGL doesn't have a standard header file and requires individual function pointers to be loaded manually. // Helper libraries are often used for this purpose! Here we are supporting a few common ones: gl3w, glew, glad. // You may use another loader/header of your choice (glext, glLoadGen, etc.), or chose to manually implement your own. #if defined(IMGUI_IMPL_OPENGL_LOADER_GL3W) #include #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLEW) #include #elif defined(IMGUI_IMPL_OPENGL_LOADER_GLAD) #include #else #include IMGUI_IMPL_OPENGL_LOADER_CUSTOM #endif #endif // OpenGL Data static char g_GlslVersionString[32] = ""; static GLuint g_FontTexture = 0; static GLuint g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0; static int g_AttribLocationTex = 0, g_AttribLocationProjMtx = 0; static int g_AttribLocationPosition = 0, g_AttribLocationUV = 0, g_AttribLocationColor = 0; static unsigned int g_VboHandle = 0, g_ElementsHandle = 0; // Functions bool ImGui_ImplOpenGL3_Init(const char* glsl_version) { // Store GLSL version string so we can refer to it later in case we recreate shaders. Note: GLSL version is NOT the same as GL version. Leave this to NULL if unsure. #ifdef USE_GL_ES3 if (glsl_version == NULL) glsl_version = "#version 300 es"; #else if (glsl_version == NULL) glsl_version = "#version 130"; #endif IM_ASSERT((int)strlen(glsl_version) + 2 < IM_ARRAYSIZE(g_GlslVersionString)); strcpy(g_GlslVersionString, glsl_version); strcat(g_GlslVersionString, "\n"); return true; } void ImGui_ImplOpenGL3_Shutdown() { ImGui_ImplOpenGL3_DestroyDeviceObjects(); } void ImGui_ImplOpenGL3_NewFrame() { if (!g_FontTexture) ImGui_ImplOpenGL3_CreateDeviceObjects(); } // OpenGL3 Render function. // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) // Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly, in order to be able to run within any OpenGL engine that doesn't do so. void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) ImGuiIO& io = ImGui::GetIO(); int fb_width = (int)(draw_data->DisplaySize.x * io.DisplayFramebufferScale.x); int fb_height = (int)(draw_data->DisplaySize.y * io.DisplayFramebufferScale.y); if (fb_width <= 0 || fb_height <= 0) return; draw_data->ScaleClipRects(io.DisplayFramebufferScale); // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); GLint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); #ifdef GL_SAMPLER_BINDING GLint last_sampler; glGetIntegerv(GL_SAMPLER_BINDING, &last_sampler); #endif GLint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); GLint last_vertex_array; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); #ifdef GL_POLYGON_MODE GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); #endif GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); GLboolean last_enable_blend = glIsEnabled(GL_BLEND); GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill glEnable(GL_BLEND); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_CULL_FACE); glDisable(GL_DEPTH_TEST); glEnable(GL_SCISSOR_TEST); #ifdef GL_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); #endif // Setup viewport, orthographic projection matrix // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height); float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; const float ortho_projection[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, -1.0f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, }; glUseProgram(g_ShaderHandle); glUniform1i(g_AttribLocationTex, 0); glUniformMatrix4fv(g_AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); #ifdef GL_SAMPLER_BINDING glBindSampler(0, 0); // We use combined texture/sampler state. Applications using GL 3.3 may set that otherwise. #endif // Recreate the VAO every time // (This is to easily allow multiple GL contexts. VAO are not shared among GL contexts, and we don't track creation/deletion of windows so we don't have an obvious key to use to cache them.) GLuint vao_handle = 0; glGenVertexArrays(1, &vao_handle); glBindVertexArray(vao_handle); glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glEnableVertexAttribArray(g_AttribLocationPosition); glEnableVertexAttribArray(g_AttribLocationUV); glEnableVertexAttribArray(g_AttribLocationColor); glVertexAttribPointer(g_AttribLocationPosition, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, pos)); glVertexAttribPointer(g_AttribLocationUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, uv)); glVertexAttribPointer(g_AttribLocationColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)IM_OFFSETOF(ImDrawVert, col)); // Draw ImVec2 pos = draw_data->DisplayPos; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; const ImDrawIdx* idx_buffer_offset = 0; glBindBuffer(GL_ARRAY_BUFFER, g_VboHandle); glBufferData(GL_ARRAY_BUFFER, (GLsizeiptr)cmd_list->VtxBuffer.Size * sizeof(ImDrawVert), (const GLvoid*)cmd_list->VtxBuffer.Data, GL_STREAM_DRAW); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, g_ElementsHandle); glBufferData(GL_ELEMENT_ARRAY_BUFFER, (GLsizeiptr)cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx), (const GLvoid*)cmd_list->IdxBuffer.Data, GL_STREAM_DRAW); for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { // User callback (registered via ImDrawList::AddCallback) pcmd->UserCallback(cmd_list, pcmd); } else { ImVec4 clip_rect = ImVec4(pcmd->ClipRect.x - pos.x, pcmd->ClipRect.y - pos.y, pcmd->ClipRect.z - pos.x, pcmd->ClipRect.w - pos.y); if (clip_rect.x < fb_width && clip_rect.y < fb_height && clip_rect.z >= 0.0f && clip_rect.w >= 0.0f) { // Apply scissor/clipping rectangle glScissor((int)clip_rect.x, (int)(fb_height - clip_rect.w), (int)(clip_rect.z - clip_rect.x), (int)(clip_rect.w - clip_rect.y)); // Bind texture, Draw glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->TextureId); glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset); } } idx_buffer_offset += pcmd->ElemCount; } } glDeleteVertexArrays(1, &vao_handle); // Restore modified GL state glUseProgram(last_program); glBindTexture(GL_TEXTURE_2D, last_texture); #ifdef GL_SAMPLER_BINDING glBindSampler(0, last_sampler); #endif glActiveTexture(last_active_texture); glBindVertexArray(last_vertex_array); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef GL_POLYGON_MODE glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); #endif glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); } bool ImGui_ImplOpenGL3_CreateFontsTexture() { // Build texture atlas ImGuiIO& io = ImGui::GetIO(); unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. // Upload texture to graphics system GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGenTextures(1, &g_FontTexture); glBindTexture(GL_TEXTURE_2D, g_FontTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Store our identifier io.Fonts->TexID = (ImTextureID)(intptr_t)g_FontTexture; // Restore state glBindTexture(GL_TEXTURE_2D, last_texture); return true; } void ImGui_ImplOpenGL3_DestroyFontsTexture() { if (g_FontTexture) { ImGuiIO& io = ImGui::GetIO(); glDeleteTextures(1, &g_FontTexture); io.Fonts->TexID = 0; g_FontTexture = 0; } } // If you get an error please report on github. You may try different GL context version or GLSL version. static bool CheckShader(GLuint handle, const char* desc) { GLint status = 0, log_length = 0; glGetShaderiv(handle, GL_COMPILE_STATUS, &status); glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s!\n", desc); if (log_length > 0) { ImVector buf; buf.resize((int)(log_length + 1)); glGetShaderInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; } // If you get an error please report on github. You may try different GL context version or GLSL version. static bool CheckProgram(GLuint handle, const char* desc) { GLint status = 0, log_length = 0; glGetProgramiv(handle, GL_LINK_STATUS, &status); glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); if ((GLboolean)status == GL_FALSE) fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s!\n", desc); if (log_length > 0) { ImVector buf; buf.resize((int)(log_length + 1)); glGetProgramInfoLog(handle, log_length, NULL, (GLchar*)buf.begin()); fprintf(stderr, "%s\n", buf.begin()); } return (GLboolean)status == GL_TRUE; } bool ImGui_ImplOpenGL3_CreateDeviceObjects() { // Backup GL state GLint last_texture, last_array_buffer, last_vertex_array; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); // Parse GLSL version string int glsl_version = 130; sscanf(g_GlslVersionString, "#version %d", &glsl_version); const GLchar* vertex_shader_glsl_120 = "uniform mat4 ProjMtx;\n" "attribute vec2 Position;\n" "attribute vec2 UV;\n" "attribute vec4 Color;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_130 = "uniform mat4 ProjMtx;\n" "in vec2 Position;\n" "in vec2 UV;\n" "in vec4 Color;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_300_es = "precision mediump float;\n" "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" "uniform mat4 ProjMtx;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* vertex_shader_glsl_410_core = "layout (location = 0) in vec2 Position;\n" "layout (location = 1) in vec2 UV;\n" "layout (location = 2) in vec4 Color;\n" "uniform mat4 ProjMtx;\n" "out vec2 Frag_UV;\n" "out vec4 Frag_Color;\n" "void main()\n" "{\n" " Frag_UV = UV;\n" " Frag_Color = Color;\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" "}\n"; const GLchar* fragment_shader_glsl_120 = "#ifdef GL_ES\n" " precision mediump float;\n" "#endif\n" "uniform sampler2D Texture;\n" "varying vec2 Frag_UV;\n" "varying vec4 Frag_Color;\n" "void main()\n" "{\n" " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" "}\n"; const GLchar* fragment_shader_glsl_130 = "uniform sampler2D Texture;\n" "in vec2 Frag_UV;\n" "in vec4 Frag_Color;\n" "out ve
#!/bin/sh
[ -e /etc/functions.sh ] && . /etc/functions.sh || . ./functions.sh
[ -x /sbin/modprobe ] && insmod="modprobe" || insmod="insmod"

add_insmod() {
	eval "export isset=\${insmod_$1}"
	case "$isset" in
		1) ;;
		*) append INSMOD "$insmod $* >&- 2>&-" "$N"; export insmod_$1=1;;
	esac
}

[ -e /etc/config/network ] && {
	# only try to parse network config on openwrt

	find_ifname() {(
		reset_cb
		include /lib/network
		scan_interfaces
		config_load /var/state/network
		config_get "$1" ifname
	)}
} || {
	find_ifname() {
		echo "Interface not found."
		exit 1
	}
}

parse_matching_rule() {
	local var="$1"
	local section="$2"
	local options="$3"
	local prefix="$4"
	local suffix="$5"
	local proto="$6"
	local mport=""
	local ports=""

	append "$var" "$prefix" "$N"
	for option in $options; do
		case "$option" in
			proto) config_get value "$section" proto; proto="${proto:-$value}";;
		esac
	done
	config_get type "$section" TYPE
	case "$type" in
		classify) unset pkt; append "$var" "-m mark --mark 0";;
		default) pkt=1; append "$var" "-m mark --mark 0";;
		reclassify) pkt=1;;
	esac
	append "$var" "${proto:+-p $proto}"
	for option in $options; do
		config_get value "$section" "$option"
		
		case "$pkt:$option" in
			*:srchost)
				append "$var" "-s $value"
			;;
			*:dsthost)
				append "$var" "-d $value"
			;;
			*:ipp2p)
				add_insmod ipt_ipp2p
				append "$var" "-m ipp2p"
				case "$value" in
					all) append "$var" "--edk --dc --kazaa --gnu --bit";;
					*) append "$var" "--$value";;
				esac
			;;
			*:layer7)
				add_insmod ipt_layer7
				append "$var" "-m layer7 --l7proto $value${pkt:+ --l7pkt}"
			;;
			*:ports|*:srcports|*:dstports)
				value="$(echo "$value" | sed -e 's,-,:,g')"
				lproto=${lproto:-tcp}
				case "$proto" in
					""|tcp|udp) append "$var" "-m ${proto:-tcp -p tcp} -m multiport";;
					*) unset "$var"; return 0;;
				esac
				case "$option" in
					ports)
						config_set "$section" srcports ""
						config_set "$section" dstports ""
						config_set "$section" portrange ""
						append "$var" "--ports $value"
					;;
					srcports)
						config_set "$section" ports ""
						config_set "$section" dstports ""
						config_set "$section" portrange ""
						append "$var" "--sports $value"
					;;
					dstports)
						config_set "$section" ports ""
						config_set "$section" srcports ""
						config_set "$section" portrange ""
						append "$var" "--dports $value"
					;;
				esac
				ports=1
			;;
			*:portrange)
				config_set "$section" ports ""
				config_set "$section" srcports ""
				config_set "$section" dstports ""
				value="$(echo "$value" | sed -e 's,-,:,g')"
				case "$proto" in
					""|tcp|udp) append "$var" "-m ${proto:-tcp -p tcp} --sport $value --dport $value";;
					*) unset "$var"; return 0;;
				esac
				ports=1
			;;
			*:connbytes)
				value="$(echo "$value" | sed -e 's,-,:,g')"
				add_insmod ipt_connbytes
				append "$var" "-m connbytes --connbytes $value --connbytes-dir both --connbytes-mode bytes"
			;;
			*:tos)
                                add_insmod ipt_tos
                                case "$value" in
                                        !*) append "$var" "-m tos ! --tos $value";;
                                        *) append "$var" "-m tos --tos $value"
                                esac
                        ;;
			*:dscp)
                                add_insmod ipt_dscp
				dscp_option="--dscp"
                                [ -z "${value%%[EBCA]*}" ] && dscp_option="--dscp-class"
				case "$value" in
                                       	!*) append "$var" "-m dscp ! $dscp_option $value";;
                                       	*) append "$var" "-m dscp $dscp_option $value"
                                esac
                        ;;
			*:direction)
				value="$(echo "$value" | sed -e 's,-,:,g')"
				if [ "$value" = "out" ]; then
					append "$var" "-o $device"
				elif [ "$value" = "in" ]; then
					append "$var" "-i $device"
				fi
			;;
			1:pktsize)
				value="$(echo "$value" | sed -e 's,-,:,g')"
				add_insmod ipt_length
				append "$var" "-m length --length $value"
			;;
			1:limit)
				add_insmod ipt_limit
				append "$var" "-m limit --limit $value"
			;;
			1:tcpflags)
				case "$proto" in
					tcp) append "$var" "-m tcp --tcp-flags ALL $value";;
					*) unset $var; return 0;;
				esac
			;;
			1:mark)
				config_get class "${value##!}" classnr
				[ -z "$class" ] && continue;
				case "$value" in
					!*) append "$var" "-m mark ! --mark $class";;
					*) append "$var" "-m mark --mark $class";;
				esac
			;;
			1:TOS)
				add_insmod ipt_TOS
				config_get TOS "$rule" 'TOS'
				suffix="-j TOS --set-tos "${TOS:-"Normal-Service"}
			;;
			1:DSCP)
				add_insmod ipt_DSCP
				config_get DSCP "$rule" 'DSCP'
				[ -z "${DSCP%%[EBCA]*}" ] && set_value="--set-dscp-class $DSCP" \
				|| set_value="--set-dscp $DSCP"
				suffix="-j DSCP $set_value"
			;;
		esac
	done
	append "$var" "$suffix"
	case "$ports:$proto" in
		1:)	parse_matching_rule "$var" "$section" "$options" "$prefix" "$suffix" "udp";;
	esac
}

config_cb() {
	option_cb() {
		return 0
	}

	# Section start
	case "$1" in
		interface)
			config_set "$2" "classgroup" "Default"
			config_set "$2" "upload" "128"
		;;
		classify|default|reclassify)
			option_cb() {
				append options "$1"
			}
		;;
	esac

    # Section end
	config_get TYPE "$CONFIG_SECTION" TYPE
	case "$TYPE" in
		interface)
			config_get_bool enabled "$CONFIG_SECTION" enabled 1
			[ 1 -eq "$enabled" ] || return 0
			config_get classgroup "$CONFIG_SECTION" classgroup
			config_set "$CONFIG_SECTION" imqdev "$C"
			C=$(($C+1))
			append INTERFACES "$CONFIG_SECTION"
			config_set "$classgroup" enabled 1
			config_get device "$CONFIG_SECTION" device
			[ -z "$device" ] && {
				device="$(find_ifname ${CONFIG_SECTION})"
				config_set "$CONFIG_SECTION" device "${device:-eth0}"
			}
		;;
		classgroup) append CG "$CONFIG_SECTION";;
		classify|default|reclassify)
			case "$TYPE" in
				classify) var="ctrules";;
				*) var="rules";;
			esac
			config_get target "$CONFIG_SECTION" target
			config_set "$CONFIG_SECTION" options "$options"
			append "$var" "$CONFIG_SECTION"
			unset options
		;;
	esac
}


enum_classes() {
	local c="0"
	config_get classes "$1" classes
	config_get default "$1" default
	for class in $classes; do
		c="$(($c + 1))"
		config_set "${class}" classnr $c
		case "$class" in
			$default) class_default=$c;;
		esac
	done
	class_default="${class_default:-$c}"
}

cls_var() {
	local varname="$1"
	local class="$2"
	local name="$3"
	local type="$4"
	local default="$5"
	local tmp tmp1 tmp2
	config_get tmp1 "$class" "$name"
	config_get tmp2 "${class}_${type}" "$name"
	tmp="${tmp2:-$tmp1}"
	tmp="${tmp:-$tmp2}"
	export ${varname}="${tmp:-$default}"
}

tcrules() {
	dir=/usr/lib/qos
	[ -e $dir/tcrules.awk ] || dir=.
	echo "$cstr" | awk \
		-v device="$dev" \
		-v linespeed="$rate" \
		-f $dir/tcrules.awk
}

start_interface() {
	local iface="$1"
	local num_imq="$2"
	config_get device "$iface" device
	config_get_bool enabled "$iface" enabled 1
	[ -z "$device" -o 1 -ne "$enabled" ] && {
		return 1 
	}
	config_get upload "$iface" upload
	config_get halfduplex "$iface" halfduplex
	config_get download "$iface" download
	config_get classgroup "$iface" classgroup
	config_get_bool overhead "$iface" overhead 0
	
	download="${download:-${halfduplex:+$upload}}"
	enum_classes "$classgroup"
	for dir in up${halfduplex} ${download:+down}; do
		case "$dir" in
			up)
				[ "$overhead" = 1 ] && upload=$(($upload * 98 / 100 - (15 * 128 / $upload)))
				dev="$device"
				rate="$upload"
				dl_mode=""
				prefix="cls"
			;;
			down)
				add_insmod imq numdevs="$num_imq"
				config_get imqdev "$iface" imqdev
				[ "$overhead" = 1 ] && download=$(($download * 98 / 100 - (80 * 1024 / $download)))
				dev="imq$imqdev"
				rate="$download"
				dl_mode=1
				prefix="d_cls"
			;;
			*) continue;;
		esac
		cstr=
		for class in $classes; do
			cls_var pktsize "$class" packetsize $dir 1500
			cls_var pktdelay "$class" packetdelay $dir 0
			cls_var maxrate "$class" limitrate $dir 100
			cls_var prio "$class" priority $dir 1
			cls_var avgrate "$class" avgrate $dir 0
			config_get classnr "$class" classnr
			append cstr "$classnr:$prio:$avgrate:$pktsize:$pktdelay:$maxrate" "$N"
		done
		append ${prefix}q "$(tcrules)" "$N"
		export dev_${dir}="ifconfig $dev up txqueuelen 5 >&- 2>&-
tc qdisc del dev $dev root >&- 2>&-
tc qdisc add dev $dev root handle 1: hfsc default ${class_default}0
tc class add dev $dev parent 1: classid 1:1 hfsc sc rate ${rate}kbit ul rate ${rate}kbit"
	done
	add_insmod cls_fw
	add_insmod sch_hfsc
	add_insmod sch_sfq
	add_insmod sch_red

	cat <<EOF
${INSMOD:+$INSMOD$N}${dev_up:+$dev_up
$clsq
}${imqdev:+$dev_down
$d_clsq
$d_clsl
$d_clsf
}
EOF
	unset INSMOD clsq clsf clsl d_clsq d_clsl d_clsf dev_up dev_down
}

start_interfaces() {
	local C="$1"
	for iface in $INTERFACES; do
		start_interface "$iface" "$C"
	done
}

add_rules() {
	local var="$1"
	local rules="$2"
	local prefix="$3"
	
	for rule in $rules; do
		unset iptrule
		config_get target "$rule" target
		config_get target "$target" classnr
		config_get options "$rule" options

		## If we want to override the TOS field, let's clear the DSCP field first.
		[ ! -z "$(echo $options | grep 'TOS')" ] && {
			s_options=${options%%TOS}
			add_insmod ipt_DSCP
			parse_matching_rule iptrule "$rule" "$s_options" "$prefix" "-j DSCP --set-dscp 0"
			append "$var" "$iptrule" "$N"
			unset iptrule
		}

		parse_matching_rule iptrule "$rule" "$options" "$prefix" "-j MARK --set-mark $target"
		append "$var" "$iptrule" "$N"
	done
}

start_cg() {
	local cg="$1"
	local iptrules
	local pktrules
	local sizerules
	local download
	enum_classes "$cg"
	add_rules iptrules "$ctrules" "iptables -t mangle -A ${cg}_ct"
	config_get classes "$cg" classes
	for class in $classes; do
		config_get mark "$class" classnr
		config_get maxsize "$class" maxsize
		[ -z "$maxsize" -o -z "$mark" ] || {
			add_insmod ipt_length
			append pktrules "iptables -t mangle -A ${cg} -m mark --mark $mark -m length --length $maxsize: -j MARK --set-mark 0" "$N"
		}
	done
	add_rules pktrules "$rules" "iptables -t mangle -A ${cg}"
	for iface in $INTERFACES; do
		config_get classgroup "$iface" classgroup
		config_get device "$iface" device
		config_get imqdev "$iface" imqdev
		config_get dl "$iface" download
		config_get halfduplex "$iface" halfduplex
		add_insmod ipt_IMQ
		append up "iptables -t mangle -A OUTPUT -o $device -j ${cg}" "$N"
		append up "iptables -t mangle -A FORWARD -o $device -j ${cg}" "$N"
		[ -z "$dl" ] || {
			[ -z "$halfduplex" ] || {
				append down "iptables -t mangle -A POSTROUTING -o $device -j IMQ --todev $imqdev" "$N"
			}
			append down "iptables -t mangle -A PREROUTING -i $device -j ${cg}" "$N"
			append down "iptables -t mangle -A POSTROUTING -o $device -j ${cg}" "$N"
			append down "iptables -t mangle -A PREROUTING -i $device -j IMQ --todev $imqdev" "$N"
		}
	done
	cat <<EOF
$INSMOD
iptables -t mangle -N ${cg} >&- 2>&-
iptables -t mangle -N ${cg}_ct >&- 2>&-
${iptrules:+${iptrules}${N}iptables -t mangle -A ${cg}_ct -j CONNMARK --save-mark}
iptables -t mangle -A ${cg} -j CONNMARK --restore-mark
iptables -t mangle -A ${cg} -m mark --mark 0 -j ${cg}_ct
$pktrules
$up$N${down:+${down}$N}
EOF
	unset INSMOD
}

start_firewall() {
	add_insmod ipt_multiport
	add_insmod ipt_CONNMARK
	cat <<EOF
iptables -t mangle -F
iptables -t mangle -X
EOF
	for group in $CG; do
		start_cg $group
	done
}

C="0"
INTERFACES=""
[ -e ./qos.conf ] && {
	. ./qos.conf
	config_cb
} || config_load qos

C="0"
for iface in $INTERFACES; do
	export C="$(($C + 1))"
done

case "$1" in
	all)
		start_interfaces "$C"
		start_firewall
	;;
	interface)
		start_interface "$2" "$C"
	;;
	interfaces)
		start_interfaces
	;;
	firewall)
		start_firewall
	;;
esac