bsnes/ruby/video/opengl.hpp

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#include <GL/gl.h>
#if defined(PLATFORM_X)
#include <GL/glx.h>
#define glGetProcAddress(name) (*glXGetProcAddress)((const GLubyte*)(name))
#elif defined(PLATFORM_WIN)
#include <GL/glext.h>
#define glGetProcAddress(name) wglGetProcAddress(name)
#else
#error "ruby::OpenGL: unsupported platform"
#endif
PFNGLCREATEPROGRAMPROC glCreateProgram = 0;
PFNGLUSEPROGRAMPROC glUseProgram = 0;
PFNGLCREATESHADERPROC glCreateShader = 0;
PFNGLDELETESHADERPROC glDeleteShader = 0;
PFNGLSHADERSOURCEPROC glShaderSource = 0;
PFNGLCOMPILESHADERPROC glCompileShader = 0;
PFNGLATTACHSHADERPROC glAttachShader = 0;
PFNGLDETACHSHADERPROC glDetachShader = 0;
PFNGLLINKPROGRAMPROC glLinkProgram = 0;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = 0;
PFNGLUNIFORM1IPROC glUniform1i = 0;
PFNGLUNIFORM2FVPROC glUniform2fv = 0;
PFNGLUNIFORM4FVPROC glUniform4fv = 0;
class OpenGL {
public:
GLuint gltexture;
GLuint glprogram;
GLuint fragmentshader;
GLuint vertexshader;
bool shader_support;
uint32_t *buffer;
unsigned iwidth, iheight;
void resize(unsigned width, unsigned height) {
if(iwidth >= width && iheight >= height) return;
if(gltexture) glDeleteTextures(1, &gltexture);
iwidth = max(width, iwidth );
iheight = max(height, iheight);
if(buffer) delete[] buffer;
buffer = new uint32_t[iwidth * iheight];
glGenTextures(1, &gltexture);
glBindTexture(GL_TEXTURE_2D, gltexture);
glPixelStorei(GL_UNPACK_ROW_LENGTH, iwidth);
glTexImage2D(GL_TEXTURE_2D,
/* mip-map level = */ 0, /* internal format = */ GL_RGB,
iwidth, iheight, /* border = */ 0, /* format = */ GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, buffer);
}
bool lock(uint32_t *&data, unsigned &pitch) {
pitch = iwidth * sizeof(uint32_t);
return data = buffer;
}
void clear() {
memset(buffer, 0, iwidth * iheight * sizeof(uint32_t));
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glFlush();
}
void refresh(bool smooth, unsigned inwidth, unsigned inheight, unsigned outwidth, unsigned outheight) {
if(shader_support) {
glUseProgram(glprogram);
GLint location;
float inputSize[2] = { (float)inwidth, (float)inheight };
location = glGetUniformLocation(glprogram, "rubyInputSize");
glUniform2fv(location, 1, inputSize);
float outputSize[2] = { (float)outwidth, (float)outheight };
location = glGetUniformLocation(glprogram, "rubyOutputSize");
glUniform2fv(location, 1, outputSize);
float textureSize[2] = { (float)iwidth, (float)iheight };
location = glGetUniformLocation(glprogram, "rubyTextureSize");
glUniform2fv(location, 1, textureSize);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, smooth ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, smooth ? GL_LINEAR : GL_NEAREST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, outwidth, 0, outheight, -1.0, 1.0);
glViewport(0, 0, outwidth, outheight);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glPixelStorei(GL_UNPACK_ROW_LENGTH, iwidth);
glTexSubImage2D(GL_TEXTURE_2D,
/* mip-map level = */ 0, /* x = */ 0, /* y = */ 0,
inwidth, inheight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, buffer);
//OpenGL projection sets 0,0 as *bottom-left* of screen.
//therefore, below vertices flip image to support top-left source.
//texture range = x1:0.0, y1:0.0, x2:1.0, y2:1.0
//vertex range = x1:0, y1:0, x2:width, y2:height
double w = double(inwidth) / double(iwidth);
double h = double(inheight) / double(iheight);
int u = outwidth;
int v = outheight;
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0); glVertex3i(0, v, 0);
glTexCoord2f(w, 0); glVertex3i(u, v, 0);
glTexCoord2f(0, h); glVertex3i(0, 0, 0);
glTexCoord2f(w, h); glVertex3i(u, 0, 0);
glEnd();
glFlush();
if(shader_support) {
glUseProgram(0);
}
}
void set_fragment_shader(const char *source) {
if(!shader_support) return;
if(fragmentshader) {
glDetachShader(glprogram, fragmentshader);
glDeleteShader(fragmentshader);
fragmentshader = 0;
}
if(source) {
fragmentshader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentshader, 1, &source, 0);
glCompileShader(fragmentshader);
glAttachShader(glprogram, fragmentshader);
}
glLinkProgram(glprogram);
}
void set_vertex_shader(const char *source) {
if(!shader_support) return;
if(vertexshader) {
glDetachShader(glprogram, vertexshader);
glDeleteShader(vertexshader);
vertexshader = 0;
}
if(source) {
vertexshader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexshader, 1, &source, 0);
glCompileShader(vertexshader);
glAttachShader(glprogram, vertexshader);
}
glLinkProgram(glprogram);
}
void init() {
//disable unused features
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_POLYGON_SMOOTH);
glDisable(GL_STENCIL_TEST);
//enable useful and required features
glEnable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
//bind shader functions
glCreateProgram = (PFNGLCREATEPROGRAMPROC)glGetProcAddress("glCreateProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)glGetProcAddress("glUseProgram");
glCreateShader = (PFNGLCREATESHADERPROC)glGetProcAddress("glCreateShader");
glDeleteShader = (PFNGLDELETESHADERPROC)glGetProcAddress("glDeleteShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)glGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)glGetProcAddress("glCompileShader");
glAttachShader = (PFNGLATTACHSHADERPROC)glGetProcAddress("glAttachShader");
glDetachShader = (PFNGLDETACHSHADERPROC)glGetProcAddress("glDetachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)glGetProcAddress("glLinkProgram");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)glGetProcAddress("glGetUniformLocation");
glUniform1i = (PFNGLUNIFORM1IPROC)glGetProcAddress("glUniform1i");
glUniform2fv = (PFNGLUNIFORM2FVPROC)glGetProcAddress("glUniform2fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC)glGetProcAddress("glUniform4fv");
shader_support = glCreateProgram && glUseProgram && glCreateShader
&& glDeleteShader && glShaderSource && glCompileShader && glAttachShader
&& glDetachShader && glLinkProgram && glGetUniformLocation
&& glUniform1i && glUniform2fv && glUniform4fv;
if(shader_support) glprogram = glCreateProgram();
//create surface texture
resize(256, 256);
}
void term() {
if(gltexture) {
glDeleteTextures(1, &gltexture);
gltexture = 0;
}
if(buffer) {
delete[] buffer;
buffer = 0;
iwidth = 0;
iheight = 0;
}
}
OpenGL() {
gltexture = 0;
glprogram = 0;
fragmentshader = 0;
vertexshader = 0;
buffer = 0;
iwidth = 0;
iheight = 0;
}
};