2018-06-13 19:15:16 +00:00
|
|
|
|
/*
|
|
|
|
|
* 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"
|
|
|
|
|
|
|
|
|
|
static void* buffer;
|
|
|
|
|
static GLuint bufferTexID;
|
|
|
|
|
static vec2_t bufferRes;
|
|
|
|
|
|
|
|
|
|
static GLuint paletteTexIDs[MAXBASEPALS];
|
|
|
|
|
|
|
|
|
|
static GLuint quadVertsID = 0;
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
OSD_Printf("Compile Status: %u\n", compileStatus);
|
|
|
|
|
|
|
|
|
|
if (!compileStatus)
|
|
|
|
|
{
|
|
|
|
|
GLint logLength;
|
|
|
|
|
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
|
|
|
|
|
if (logLength > 0)
|
|
|
|
|
{
|
2018-06-24 00:55:17 +00:00
|
|
|
|
char *infoLog = (char*) Bmalloc(logLength);
|
2018-06-13 19:15:16 +00:00
|
|
|
|
glGetShaderInfoLog(shaderID, logLength, &logLength, infoLog);
|
|
|
|
|
OSD_Printf("Log:\n%s\n", infoLog);
|
2018-06-24 00:55:17 +00:00
|
|
|
|
Bfree(infoLog);
|
2018-06-13 19:15:16 +00:00
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return shaderID;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool glsurface_initialize(vec2_t inputBufferResolution)
|
|
|
|
|
{
|
|
|
|
|
if (buffer)
|
|
|
|
|
glsurface_destroy();
|
|
|
|
|
|
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
|
|
|
|
|
|
|
|
|
bufferRes = inputBufferResolution;
|
2018-06-24 00:55:17 +00:00
|
|
|
|
buffer = Xaligned_alloc(16, bufferRes.x * bufferRes.y);
|
2018-06-13 19:15:16 +00:00
|
|
|
|
|
|
|
|
|
glGenBuffers(1, &quadVertsID);
|
|
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, quadVertsID);
|
|
|
|
|
const float quadVerts[] =
|
|
|
|
|
{
|
|
|
|
|
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, //top-left
|
|
|
|
|
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f, //bottom-left
|
|
|
|
|
1.0f, 1.0f, 0.0f, 1.0f, 0.0f, //top-right
|
|
|
|
|
1.0f, -1.0f, 0.0f, 1.0f, 1.0f //bottom-right
|
|
|
|
|
};
|
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVerts), quadVerts, GL_STATIC_DRAW);
|
|
|
|
|
|
|
|
|
|
//specify format/arrangement for vertex positions:
|
|
|
|
|
glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(float) * 5, 0);
|
|
|
|
|
//specify format/arrangement for vertex texture coords:
|
|
|
|
|
glVertexAttribPointer(1, 2, GL_FLOAT, false, sizeof(float) * 5, (const void*) (sizeof(float) * 3));
|
|
|
|
|
|
|
|
|
|
glEnableVertexAttribArray(0);
|
|
|
|
|
glEnableVertexAttribArray(1);
|
|
|
|
|
|
2018-06-25 14:53:42 +00:00
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
2018-06-13 19:15:16 +00:00
|
|
|
|
glGenTextures(1, &bufferTexID);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, bufferTexID);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, bufferRes.x, bufferRes.y, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
|
|
|
|
|
|
|
|
|
|
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 = texture2D(s_palette, color.rg);\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);
|
|
|
|
|
|
|
|
|
|
for (int basepalnum = 0; basepalnum < MAXBASEPALS; ++basepalnum)
|
|
|
|
|
{
|
|
|
|
|
glsurface_setPalette(basepalnum, basepaltable[basepalnum]);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void glsurface_destroy()
|
|
|
|
|
{
|
|
|
|
|
if (!buffer)
|
|
|
|
|
return;
|
|
|
|
|
|
2018-06-24 00:55:17 +00:00
|
|
|
|
ALIGNED_FREE_AND_NULL(buffer);
|
2018-06-13 19:15:16 +00:00
|
|
|
|
|
|
|
|
|
glDeleteBuffers(1, &quadVertsID);
|
|
|
|
|
quadVertsID = 0;
|
|
|
|
|
|
|
|
|
|
glDeleteTextures(1, &bufferTexID);
|
|
|
|
|
bufferTexID = 0;
|
|
|
|
|
glDeleteTextures(MAXBASEPALS, paletteTexIDs);
|
|
|
|
|
memset(paletteTexIDs, 0, sizeof(paletteTexIDs));
|
|
|
|
|
|
|
|
|
|
glDeleteProgram(shaderProgramID);
|
|
|
|
|
shaderProgramID = 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void glsurface_setPalette(int32_t paletteID, void* pPalette)
|
|
|
|
|
{
|
|
|
|
|
if (!buffer)
|
|
|
|
|
return;
|
|
|
|
|
if (!pPalette)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
|
if (paletteTexIDs[paletteID])
|
|
|
|
|
{
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, paletteTexIDs[paletteID]);
|
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, GL_RGB, GL_UNSIGNED_BYTE, (void*) buffer);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
glGenTextures(1, paletteTexIDs+paletteID);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, paletteTexIDs[paletteID]);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, 256, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, pPalette);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void* glsurface_getBuffer()
|
|
|
|
|
{
|
|
|
|
|
return buffer;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
vec2_t glsurface_getBufferResolution()
|
|
|
|
|
{
|
|
|
|
|
return bufferRes;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void glsurface_blitBuffer(int32_t paletteID)
|
|
|
|
|
{
|
|
|
|
|
if (!buffer)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE1);
|
|
|
|
|
glBindTexture(GL_TEXTURE_2D, paletteTexIDs[paletteID]);
|
|
|
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, bufferRes.x, bufferRes.y, GL_RED, GL_UNSIGNED_BYTE, (void*) buffer);
|
|
|
|
|
|
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP,
|
|
|
|
|
0,
|
|
|
|
|
4);
|
|
|
|
|
}
|