mirror of https://github.com/bsnes-emu/bsnes.git
109 lines
3.8 KiB
C++
Executable File
109 lines
3.8 KiB
C++
Executable File
auto OpenGLProgram::bind(OpenGL* instance, const Markup::Node& node, const string& pathname) -> void {
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filter = glrFilter(node["filter"].text());
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wrap = glrWrap(node["wrap"].text());
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modulo = glrModulo(node["modulo"].integer());
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string w = node["width"].text(), h = node["height"].text();
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if(w.endsWith("%")) relativeWidth = toReal(w.trimRight("%", 1L)) / 100.0;
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else absoluteWidth = w.natural();
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if(h.endsWith("%")) relativeHeight = toReal(h.trimRight("%", 1L)) / 100.0;
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else absoluteHeight = h.natural();
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format = glrFormat(node["format"].text());
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program = glCreateProgram();
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glGenFramebuffers(1, &framebuffer);
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if(file::exists({pathname, node["vertex"].text()})) {
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string source = file::read({pathname, node["vertex"].text()});
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parse(instance, source);
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vertex = glrCreateShader(program, GL_VERTEX_SHADER, source);
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} else {
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vertex = glrCreateShader(program, GL_VERTEX_SHADER, OpenGLVertexShader);
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}
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if(file::exists({pathname, node["geometry"].text()})) {
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string source = file::read({pathname, node["geometry"].text()});
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parse(instance, source);
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geometry = glrCreateShader(program, GL_GEOMETRY_SHADER, source);
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} else {
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//geometry shaders, when attached, must pass all vertex output through to the fragment shaders
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//geometry = glrCreateShader(program, GL_GEOMETRY_SHADER, OpenGLGeometryShader);
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}
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if(file::exists({pathname, node["fragment"].text()})) {
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string source = file::read({pathname, node["fragment"].text()});
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parse(instance, source);
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fragment = glrCreateShader(program, GL_FRAGMENT_SHADER, source);
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} else {
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fragment = glrCreateShader(program, GL_FRAGMENT_SHADER, OpenGLFragmentShader);
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}
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for(auto& leaf : node.find("pixmap")) {
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nall::image image({pathname, leaf.text()});
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if(!image) continue;
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image.transform();
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GLuint texture;
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glGenTextures(1, &texture);
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uint n = pixmaps.size();
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pixmaps(n).texture = texture;
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pixmaps(n).width = image.width();
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pixmaps(n).height = image.height();
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pixmaps(n).format = format;
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pixmaps(n).filter = filter;
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pixmaps(n).wrap = wrap;
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if(leaf["format"]) pixmaps(n).format = glrFormat(leaf["format"].text());
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if(leaf["filter"]) pixmaps(n).filter = glrFilter(leaf["filter"].text());
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if(leaf["wrap"]) pixmaps(n).wrap = glrWrap(leaf["wrap"].text());
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uint w = glrSize(image.width()), h = glrSize(image.height());
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uint32_t* buffer = new uint32_t[w * h]();
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(GL_TEXTURE_2D, 0, pixmaps(n).format, w, h, 0, pixmaps(n).getFormat(), pixmaps(n).getType(), buffer);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image.width(), image.height(), getFormat(), getType(), image.data());
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delete[] buffer;
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}
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OpenGLSurface::allocate();
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glrLinkProgram(program);
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}
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//apply manifest settings to shader source #in tags
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auto OpenGLProgram::parse(OpenGL* instance, string& source) -> void {
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auto lines = source.split("\n");
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for(auto& line : lines) {
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string s = line;
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if(auto position = s.find("//")) s.resize(position()); //strip comments
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s.strip(); //remove extraneous whitespace
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if(s.match("#in ?*")) {
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s.trimLeft("#in ", 1L).strip();
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if(auto setting = instance->settings.find({s})) {
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line = {"#define ", setting().name, " ", setting().value};
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} else {
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line.reset(); //undefined variable (test in source with #ifdef)
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}
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}
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}
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source = lines.merge("\n");
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}
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auto OpenGLProgram::release() -> void {
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OpenGLSurface::release();
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for(auto& pixmap : pixmaps) glDeleteTextures(1, &pixmap.texture);
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pixmaps.reset();
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width = 0;
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height = 0;
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format = GL_RGBA8;
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filter = GL_LINEAR;
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wrap = GL_CLAMP_TO_BORDER;
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phase = 0;
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modulo = 0;
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absoluteWidth = 0;
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absoluteHeight = 0;
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relativeWidth = 0;
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relativeHeight = 0;
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}
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