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