- moved the surface shader to the backend and the shader source to the resource file.

This commit is contained in:
Christoph Oelckers 2019-10-05 13:09:15 +02:00
parent 644b07b718
commit b83349fe6b
6 changed files with 77 additions and 117 deletions

View file

@ -10,145 +10,42 @@
#include "baselayer.h"
#include "build.h"
#include "tarray.h"
#include "../../glbackend/glbackend.h"
static void* buffer;
static TArray<uint8_t> 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)
if (buffer.Size())
glsurface_destroy();
bufferRes = bufferResolution;
buffer = Xaligned_alloc(16, bufferRes.x * bufferRes.y);
buffer.Resize(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);
GLInterface.SetSurfaceShader();
return true;
}
void glsurface_destroy()
{
if (!buffer)
return;
ALIGNED_FREE_AND_NULL(buffer);
delete bufferTexture;
if (bufferTexture) delete bufferTexture;
bufferTexture = nullptr;
delete paletteTexture;
if (paletteTexture) delete paletteTexture;
paletteTexture = nullptr;
glUseProgram(0);
glDeleteProgram(shaderProgramID);
shaderProgramID = 0;
}
void glsurface_setPalette(void* pPalette)
{
if (!buffer)
if (!buffer.Size())
return;
if (!pPalette)
return;
@ -164,7 +61,7 @@ void glsurface_setPalette(void* pPalette)
void* glsurface_getBuffer()
{
return buffer;
return buffer.Data();
}
vec2_t glsurface_getBufferResolution()
@ -174,10 +71,10 @@ vec2_t glsurface_getBufferResolution()
void glsurface_blitBuffer()
{
if (!buffer)
return;
if (!buffer.Size())
return;
bufferTexture->LoadTexture((uint8_t*)buffer);
bufferTexture->LoadTexture(buffer.Data());
GLInterface.BindTexture(0, bufferTexture, Sampler2DNoFilter);
auto data = GLInterface.AllocVertices(4);