raze-gles/source/build/src/glsurface.cpp

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/*
* glsurface.cpp
* A 32-bit rendering surface that can quickly blit 8-bit paletted buffers implemented in OpenGL.
*
* Copyright <EFBFBD> 2018, Alex Dawson. All rights reserved.
*/
#include "glsurface.h"
#include "glad/glad.h"
#include "baselayer.h"
#include "build.h"
#include "../../glbackend/glbackend.h"
static void* buffer;
static FHardwareTexture* bufferTexture;
static vec2_t bufferRes;
static FHardwareTexture* paletteTexture;
static GLuint shaderProgramID = 0;
static GLint texSamplerLoc = -1;
static GLint paletteSamplerLoc = -1;
static GLuint compileShader(GLenum shaderType, const char* const source)
{
GLuint shaderID = glCreateShader(shaderType);
if (shaderID == 0)
return 0;
const char* const sources[1] = {source};
glShaderSource(shaderID,
1,
sources,
NULL);
glCompileShader(shaderID);
GLint compileStatus;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compileStatus);
if (!compileStatus)
{
GLint logLength;
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
OSD_Printf("Compile Status: %u\n", compileStatus);
if (logLength > 0)
{
char *infoLog = (char*) Xmalloc(logLength);
glGetShaderInfoLog(shaderID, logLength, &logLength, infoLog);
OSD_Printf("Log:\n%s\n", infoLog);
Xfree(infoLog);
}
}
return shaderID;
}
bool glsurface_initialize(vec2_t bufferResolution)
{
if (buffer)
glsurface_destroy();
bufferRes = bufferResolution;
buffer = Xaligned_alloc(16, bufferRes.x * bufferRes.y);
bufferTexture = GLInterface.NewTexture();
bufferTexture->CreateTexture(bufferRes.x, bufferRes.y, true, false);
glsurface_setPalette(curpalettefaded);
const char* const VERTEX_SHADER_CODE =
"#version 110\n\
\n\
attribute vec4 i_vertPos;\n\
attribute vec2 i_texCoord;\n\
\n\
varying vec2 v_texCoord;\n\
\n\
void main()\n\
{\n\
gl_Position = i_vertPos;\n\
v_texCoord = i_texCoord;\n\
}\n";
const char* const FRAGMENT_SHADER_CODE =
"#version 110\n\
\n\
//s_texture points to an indexed color texture\n\
uniform sampler2D s_texture;\n\
//s_palette is the palette texture\n\
uniform sampler2D s_palette;\n\
\n\
varying vec2 v_texCoord;\n\
\n\
const float c_paletteScale = 255.0/256.0;\n\
const float c_paletteOffset = 0.5/256.0;\n\
\n\
void main()\n\
{\n\
vec4 color = texture2D(s_texture, v_texCoord.xy);\n\
color.r = c_paletteOffset + c_paletteScale*color.r;\n\
color.rgb = texture2D(s_palette, color.rg).rgb;\n\
\n\
// DEBUG \n\
//color = texture2D(s_palette, v_texCoord.xy);\n\
//color = texture2D(s_texture, v_texCoord.xy);\n\
\n\
gl_FragColor = color;\n\
}\n";
shaderProgramID = glCreateProgram();
GLuint vertexShaderID = compileShader(GL_VERTEX_SHADER, VERTEX_SHADER_CODE);
GLuint fragmentShaderID = compileShader(GL_FRAGMENT_SHADER, FRAGMENT_SHADER_CODE);
glAttachShader(shaderProgramID, vertexShaderID);
glAttachShader(shaderProgramID, fragmentShaderID);
glBindAttribLocation(shaderProgramID, 0, "i_vertPos");
glBindAttribLocation(shaderProgramID, 1, "i_texCoord");
glLinkProgram(shaderProgramID);
glDetachShader(shaderProgramID, vertexShaderID);
glDeleteShader(vertexShaderID);
glDetachShader(shaderProgramID, fragmentShaderID);
glDeleteShader(fragmentShaderID);
glUseProgram(shaderProgramID);
texSamplerLoc = glGetUniformLocation(shaderProgramID, "s_texture");
paletteSamplerLoc = glGetUniformLocation(shaderProgramID, "s_palette");
glUniform1i(texSamplerLoc, 0);
glUniform1i(paletteSamplerLoc, 1);
return true;
}
void glsurface_destroy()
{
if (!buffer)
return;
ALIGNED_FREE_AND_NULL(buffer);
delete bufferTexture;
bufferTexture = nullptr;
delete paletteTexture;
paletteTexture = nullptr;
glUseProgram(0);
glDeleteProgram(shaderProgramID);
shaderProgramID = 0;
}
void glsurface_setPalette(void* pPalette)
{
if (!buffer)
return;
if (!pPalette)
return;
if (!paletteTexture)
{
paletteTexture = GLInterface.NewTexture();
paletteTexture->CreateTexture(256, 1, false, false);
}
paletteTexture->LoadTexture(palette);
GLInterface.BindTexture(1, paletteTexture, Sampler2DNoFilter);
}
void* glsurface_getBuffer()
{
return buffer;
}
vec2_t glsurface_getBufferResolution()
{
return bufferRes;
}
void glsurface_blitBuffer()
{
if (!buffer)
return;
bufferTexture->LoadTexture((uint8_t*)buffer);
GLInterface.BindTexture(0, bufferTexture, Sampler2DNoFilter);
auto data = GLInterface.AllocVertices(4);
auto vt = data.second;
vt[0].Set(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f); //top-left
vt[1].Set(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f); //bottom-left
vt[2].Set(1.0f, 1.0f, 0.0f, 1.0f, 0.0f); //top-right
vt[3].Set(1.0f, -1.0f, 0.0f, 1.0f, 1.0f); //bottom-right
GLInterface.Draw(DT_TRIANGLE_STRIP, data.first, 4);
}