raze/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"
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);
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);
}