bsnes/ruby/video/opengl/opengl.hpp

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#if defined(PLATFORM_X)
#include <GL/gl.h>
#include <GL/glx.h>
#define glGetProcAddress(name) (*glXGetProcAddress)((const GLubyte*)(name))
#elif defined(PLATFORM_MACOSX)
#include <OpenGL/gl.h>
#include <OpenGL/gl3.h>
#elif defined(PLATFORM_WINDOWS)
#include <GL/gl.h>
#include <GL/glext.h>
#define glGetProcAddress(name) wglGetProcAddress(name)
#else
#error "ruby::OpenGL: unsupported platform"
#endif
namespace ruby {
#include "bind.hpp"
#include "shaders.hpp"
#include "utility.hpp"
struct OpenGL;
struct OpenGLTexture {
GLuint texture = 0;
unsigned width = 0;
unsigned height = 0;
GLuint format = GL_RGBA8;
GLuint filter = GL_LINEAR;
GLuint wrap = GL_CLAMP_TO_BORDER;
};
struct OpenGLSurface : OpenGLTexture {
GLuint program = 0;
GLuint framebuffer = 0;
GLuint vao = 0;
GLuint vbo[3] = {0, 0, 0};
GLuint vertex = 0;
GLuint geometry = 0;
GLuint fragment = 0;
uint32_t* buffer = nullptr;
void allocate();
void size(unsigned width, unsigned height);
void release();
void render(unsigned sourceWidth, unsigned sourceHeight, unsigned targetWidth, unsigned targetHeight);
};
struct OpenGLProgram : OpenGLSurface {
//configuration
unsigned phase = 0; //frame counter
unsigned modulo = 0; //frame counter modulus
unsigned absoluteWidth = 0;
unsigned absoluteHeight = 0;
double relativeWidth = 0;
double relativeHeight = 0;
vector<OpenGLTexture> pixmaps;
void bind(OpenGL* instance, const Markup::Node& node, const string& pathname);
void parse(OpenGL* instance, string& source);
void release();
};
struct OpenGL : OpenGLProgram {
vector<OpenGLProgram> programs;
vector<OpenGLTexture> frames;
struct History {
unsigned length = 0;
GLuint format = GL_RGBA8;
GLuint filter = GL_LINEAR;
GLuint wrap = GL_CLAMP_TO_BORDER;
} history;
GLuint inputFormat = GL_UNSIGNED_INT_8_8_8_8_REV;
unsigned outputWidth = 0;
unsigned outputHeight = 0;
struct Setting {
string name;
string value;
bool operator< (const Setting& source) { return name < source.name; }
bool operator==(const Setting& source) { return name == source.name; }
Setting() {}
Setting(const string& name) : name(name) {}
Setting(const string& name, const string& value) : name(name), value(value) {}
};
set<Setting> settings;
void shader(const char* pathname);
void bind(const Markup::Node& node, const string& pathname);
bool lock(uint32_t*& data, unsigned& pitch);
void clear();
void refresh();
bool init();
void term();
};
#include "surface.hpp"
#include "program.hpp"
#include "main.hpp"
}