bsnes/ruby/video/opengl/main.hpp

203 lines
6.9 KiB
C++

void OpenGL::shader(const char* pathname) {
for(auto& program : programs) program.release();
programs.reset();
for(auto& frame : frames) glDeleteTextures(1, &frame.texture);
frames.reset();
settings.reset();
format = GL_RGBA8;
filter = GL_LINEAR;
wrap = GL_CLAMP_TO_BORDER;
absoluteWidth = 0, absoluteHeight = 0;
relativeWidth = 0, relativeHeight = 0;
if(pathname) {
auto document = Markup::Document(file::read({pathname, "manifest.bml"}));
for(auto& node : document["settings"]) {
settings.insert({node.name, node.text()});
}
for(auto& node : document.find("program")) {
unsigned n = programs.size();
programs(n).bind(this, node, pathname);
}
bind(document, pathname);
OpenGLProgram::bind(this, document["output"], pathname);
} else {
//no shader; assign default values
history.length = 0;
history.format = GL_RGBA8;
history.filter = GL_LINEAR;
history.wrap = GL_CLAMP_TO_BORDER;
}
}
void OpenGL::bind(const Markup::Node& node, const string& pathname) {
history.length = node["history/frames"].decimal();
if(node["history/format"].exists()) history.format = glrFormat(node["history/format"].text());
if(node["history/filter"].exists()) history.filter = glrFilter(node["history/filter"].text());
if(node["history/wrap"].exists()) history.wrap = glrWrap(node["history/wrap"].text());
}
bool OpenGL::lock(uint32_t*& data, unsigned& pitch) {
pitch = width * sizeof(uint32_t);
return data = buffer;
}
void OpenGL::clear() {
for(auto& p : programs) {
glUseProgram(p.program);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p.framebuffer);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
glUseProgram(0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
void OpenGL::refresh() {
clear();
//frame[] must always contain max# of previous frames: allocate them now, so first few frames can use them
while(frames.size() < history.length) {
OpenGLTexture frame;
glGenTextures(1, &frame.texture);
glBindTexture(GL_TEXTURE_2D, frame.texture);
glTexImage2D(GL_TEXTURE_2D, 0, frame.format = history.format, frame.width = width, frame.height = height, 0, GL_BGRA, inputFormat, buffer);
frame.filter = history.filter;
frame.wrap = history.wrap;
frames.append(frame);
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, inputFormat, buffer);
struct Source {
GLuint texture;
unsigned width, height;
GLuint filter, wrap;
};
vector<Source> sources;
unsigned sourceWidth = width, sourceHeight = height;
sources.prepend({texture, sourceWidth, sourceHeight, filter, wrap});
for(auto& p : programs) {
unsigned targetWidth = p.absoluteWidth ? p.absoluteWidth : outputWidth;
unsigned targetHeight = p.absoluteHeight ? p.absoluteHeight : outputHeight;
if(p.relativeWidth) targetWidth = sourceWidth * p.relativeWidth;
if(p.relativeHeight) targetHeight = sourceHeight * p.relativeHeight;
p.size(targetWidth, targetHeight);
glUseProgram(p.program);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, p.framebuffer);
glrUniform1i("phase", p.phase);
glrUniform1i("frameLength", frames.size());
glrUniform1i("sourceLength", sources.size());
glrUniform1i("pixmapLength", p.pixmaps.size());
glrUniform4f("targetSize", targetWidth, targetHeight, 1.0 / targetWidth, 1.0 / targetHeight);
glrUniform4f("outputSize", outputWidth, outputHeight, 1.0 / outputWidth, 1.0 / outputHeight);
unsigned aid = 0;
for(auto& frame : frames) {
glrUniform1i({"frame[", aid, "]"}, aid);
glrUniform4f({"frameSize[", aid, "]"}, frame.width, frame.height, 1.0 / frame.width, 1.0 / frame.height);
glActiveTexture(GL_TEXTURE0 + (aid++));
glBindTexture(GL_TEXTURE_2D, frame.texture);
glrParameters(frame.filter, frame.wrap);
}
unsigned bid = 0;
for(auto& source : sources) {
glrUniform1i({"source[", bid, "]"}, aid + bid);
glrUniform4f({"sourceSize[", bid, "]"}, source.width, source.height, 1.0 / source.width, 1.0 / source.height);
glActiveTexture(GL_TEXTURE0 + aid + (bid++));
glBindTexture(GL_TEXTURE_2D, source.texture);
glrParameters(source.filter, source.wrap);
}
unsigned cid = 0;
for(auto& pixmap : p.pixmaps) {
glrUniform1i({"pixmap[", cid, "]"}, aid + bid + cid);
glrUniform4f({"pixmapSize[", bid, "]"}, pixmap.width, pixmap.height, 1.0 / pixmap.width, 1.0 / pixmap.height);
glActiveTexture(GL_TEXTURE0 + aid + bid + (cid++));
glBindTexture(GL_TEXTURE_2D, pixmap.texture);
glrParameters(pixmap.filter, pixmap.wrap);
}
glActiveTexture(GL_TEXTURE0);
glrParameters(p.filter, p.wrap);
p.render(sourceWidth, sourceHeight, targetWidth, targetHeight);
glBindTexture(GL_TEXTURE_2D, p.texture);
p.phase = (p.phase + 1) % p.modulo;
sourceWidth = p.width, sourceHeight = p.height;
sources.prepend({p.texture, sourceWidth, sourceHeight, p.filter, p.wrap});
}
unsigned targetWidth = absoluteWidth ? absoluteWidth : outputWidth;
unsigned targetHeight = absoluteHeight ? absoluteHeight : outputHeight;
if(relativeWidth) targetWidth = sourceWidth * relativeWidth;
if(relativeHeight) targetHeight = sourceHeight * relativeHeight;
glUseProgram(program);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glrUniform1i("source[0]", 0);
glrUniform4f("targetSize", targetWidth, targetHeight, 1.0 / targetWidth, 1.0 / targetHeight);
glrUniform4f("outputSize", outputWidth, outputHeight, 1.0 / outputWidth, 1.0 / outputHeight);
glrParameters(filter, wrap);
render(sourceWidth, sourceHeight, outputWidth, outputHeight);
if(frames.size() > 0) {
OpenGLTexture frame = frames.take();
glBindTexture(GL_TEXTURE_2D, frame.texture);
if(width == frame.width && height == frame.height) {
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_BGRA, inputFormat, buffer);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, frame.format, frame.width = width, frame.height = height, 0, GL_BGRA, inputFormat, buffer);
}
frames.prepend(frame);
}
}
bool OpenGL::init() {
if(!OpenGLBind()) return false;
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_POLYGON_SMOOTH);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DITHER);
glEnable(GL_TEXTURE_2D);
program = glCreateProgram();
vertex = glrCreateShader(program, GL_VERTEX_SHADER, OpenGLOutputVertexShader);
//geometry = glrCreateShader(program, GL_GEOMETRY_SHADER, OpenGLGeometryShader);
fragment = glrCreateShader(program, GL_FRAGMENT_SHADER, OpenGLFragmentShader);
OpenGLSurface::allocate();
glrLinkProgram(program);
shader(nullptr);
return true;
}
void OpenGL::term() {
shader(nullptr); //release shader resources (eg frame[] history)
OpenGLSurface::release();
if(buffer) { delete[] buffer; buffer = nullptr; }
}