mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-11-05 20:41:06 +00:00
194 lines
5.2 KiB
C++
194 lines
5.2 KiB
C++
/*
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* glsurface.cpp
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* A 32-bit rendering surface that can quickly blit 8-bit paletted buffers implemented in OpenGL.
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*
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* Copyright © 2018, Alex Dawson. All rights reserved.
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*/
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#include "glsurface.h"
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#include "glad/glad.h"
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#include "baselayer.h"
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#include "build.h"
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#include "../../glbackend/glbackend.h"
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static void* buffer;
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static FHardwareTexture* bufferTexture;
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static vec2_t bufferRes;
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static FHardwareTexture* paletteTexture;
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static GLuint shaderProgramID = 0;
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static GLint texSamplerLoc = -1;
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static GLint paletteSamplerLoc = -1;
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static GLuint compileShader(GLenum shaderType, const char* const source)
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{
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GLuint shaderID = glCreateShader(shaderType);
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if (shaderID == 0)
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return 0;
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const char* const sources[1] = {source};
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glShaderSource(shaderID,
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1,
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sources,
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NULL);
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glCompileShader(shaderID);
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GLint compileStatus;
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glGetShaderiv(shaderID, GL_COMPILE_STATUS, &compileStatus);
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if (!compileStatus)
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{
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GLint logLength;
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glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &logLength);
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OSD_Printf("Compile Status: %u\n", compileStatus);
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if (logLength > 0)
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{
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char *infoLog = (char*) Xmalloc(logLength);
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glGetShaderInfoLog(shaderID, logLength, &logLength, infoLog);
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OSD_Printf("Log:\n%s\n", infoLog);
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Bfree(infoLog);
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}
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}
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return shaderID;
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}
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bool glsurface_initialize(vec2_t bufferResolution)
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{
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if (buffer)
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glsurface_destroy();
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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bufferRes = bufferResolution;
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buffer = Xaligned_alloc(16, bufferRes.x * bufferRes.y);
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bufferTexture = GLInterface.NewTexture();
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bufferTexture->CreateTexture(bufferRes.x, bufferRes.y, true, false);
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GLInterface.Init();
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glsurface_setPalette(curpalettefaded);
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const char* const VERTEX_SHADER_CODE =
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"#version 110\n\
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\n\
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attribute vec4 i_vertPos;\n\
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attribute vec2 i_texCoord;\n\
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\n\
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varying vec2 v_texCoord;\n\
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\n\
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void main()\n\
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{\n\
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gl_Position = i_vertPos;\n\
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v_texCoord = i_texCoord;\n\
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}\n";
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const char* const FRAGMENT_SHADER_CODE =
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"#version 110\n\
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\n\
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//s_texture points to an indexed color texture\n\
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uniform sampler2D s_texture;\n\
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//s_palette is the palette texture\n\
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uniform sampler2D s_palette;\n\
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\n\
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varying vec2 v_texCoord;\n\
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\n\
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const float c_paletteScale = 255.0/256.0;\n\
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const float c_paletteOffset = 0.5/256.0;\n\
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\n\
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void main()\n\
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{\n\
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vec4 color = texture2D(s_texture, v_texCoord.xy);\n\
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color.r = c_paletteOffset + c_paletteScale*color.r;\n\
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color.rgb = texture2D(s_palette, color.rg).rgb;\n\
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\n\
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// DEBUG \n\
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//color = texture2D(s_palette, v_texCoord.xy);\n\
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//color = texture2D(s_texture, v_texCoord.xy);\n\
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\n\
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gl_FragColor = color;\n\
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}\n";
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shaderProgramID = glCreateProgram();
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GLuint vertexShaderID = compileShader(GL_VERTEX_SHADER, VERTEX_SHADER_CODE);
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GLuint fragmentShaderID = compileShader(GL_FRAGMENT_SHADER, FRAGMENT_SHADER_CODE);
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glAttachShader(shaderProgramID, vertexShaderID);
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glAttachShader(shaderProgramID, fragmentShaderID);
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glBindAttribLocation(shaderProgramID, 0, "i_vertPos");
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glBindAttribLocation(shaderProgramID, 1, "i_texCoord");
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glLinkProgram(shaderProgramID);
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glDetachShader(shaderProgramID, vertexShaderID);
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glDeleteShader(vertexShaderID);
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glDetachShader(shaderProgramID, fragmentShaderID);
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glDeleteShader(fragmentShaderID);
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glUseProgram(shaderProgramID);
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texSamplerLoc = glGetUniformLocation(shaderProgramID, "s_texture");
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paletteSamplerLoc = glGetUniformLocation(shaderProgramID, "s_palette");
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glUniform1i(texSamplerLoc, 0);
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glUniform1i(paletteSamplerLoc, 1);
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return true;
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}
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void glsurface_destroy()
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{
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if (!buffer)
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return;
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ALIGNED_FREE_AND_NULL(buffer);
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delete bufferTexture;
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bufferTexture = nullptr;
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delete paletteTexture;
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paletteTexture = nullptr;
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glUseProgram(0);
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glDeleteProgram(shaderProgramID);
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shaderProgramID = 0;
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}
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void glsurface_setPalette(void* pPalette)
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{
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if (!buffer)
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return;
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if (!pPalette)
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return;
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if (!paletteTexture)
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{
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paletteTexture = GLInterface.NewTexture();
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paletteTexture->CreateTexture(256, 1, false, false);
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}
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paletteTexture->LoadTexture(palette);
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GLInterface.BindTexture(1, paletteTexture, Sampler2DNoFilter);
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}
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void* glsurface_getBuffer()
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{
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return buffer;
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}
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vec2_t glsurface_getBufferResolution()
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{
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return bufferRes;
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}
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void glsurface_blitBuffer()
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{
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if (!buffer)
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return;
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bufferTexture->LoadTexture((uint8_t*)buffer);
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GLInterface.BindTexture(0, bufferTexture, Sampler2DNoFilter);
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auto data = GLInterface.AllocVertices(4);
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auto vt = data.second;
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vt[0].Set(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f); //top-left
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vt[1].Set(-1.0f, -1.0f, 0.0f, 0.0f, 1.0f); //bottom-left
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vt[2].Set(1.0f, 1.0f, 0.0f, 1.0f, 0.0f); //top-right
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vt[3].Set(1.0f, -1.0f, 0.0f, 1.0f, 1.0f); //bottom-right
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GLInterface.Draw(DT_TRIANGLE_STRIP, data.first, 4);
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}
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