/* * glsurface.cpp * A 32-bit rendering surface that can quickly blit 8-bit paletted buffers implemented in OpenGL. * * Copyright © 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) { char *infoLog = (char*) Bmalloc(logLength); glGetShaderInfoLog(shaderID, logLength, &logLength, infoLog); OSD_Printf("Log:\n%s\n", infoLog); Bfree(infoLog); } } return shaderID; } bool glsurface_initialize(vec2_t inputBufferResolution) { if (buffer) glsurface_destroy(); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); bufferRes = inputBufferResolution; buffer = Xaligned_alloc(16, bufferRes.x * bufferRes.y); 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); glActiveTexture(GL_TEXTURE0); 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; ALIGNED_FREE_AND_NULL(buffer); 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); }