bsnes/ruby/video/opengl/opengl.hpp

98 lines
2.6 KiB
C++

#if defined(DISPLAY_XORG)
#include <GL/gl.h>
#include <GL/glx.h>
#ifndef glGetProcAddress
#define glGetProcAddress(name) (*glXGetProcAddress)((const GLubyte*)(name))
#endif
#elif defined(DISPLAY_QUARTZ)
#include <OpenGL/gl3.h>
#elif defined(DISPLAY_WINDOWS)
#include <GL/gl.h>
#include <GL/glext.h>
#ifndef glGetProcAddress
#define glGetProcAddress(name) wglGetProcAddress(name)
#endif
#else
#error "ruby::OpenGL3: unsupported platform"
#endif
#include "bind.hpp"
#include "shaders.hpp"
#include "utility.hpp"
struct OpenGL;
struct OpenGLTexture {
auto getFormat() const -> GLuint;
auto getType() const -> GLuint;
GLuint texture = 0;
uint width = 0;
uint height = 0;
GLuint format = GL_RGBA8;
GLuint filter = GL_LINEAR;
GLuint wrap = GL_CLAMP_TO_BORDER;
};
struct OpenGLSurface : OpenGLTexture {
auto allocate() -> void;
auto size(uint width, uint height) -> void;
auto release() -> void;
auto render(uint sourceWidth, uint sourceHeight, uint targetWidth, uint targetHeight) -> void;
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;
};
struct OpenGLProgram : OpenGLSurface {
auto bind(OpenGL* instance, const Markup::Node& node, const string& pathname) -> void;
auto parse(OpenGL* instance, string& source) -> void;
auto release() -> void;
uint phase = 0; //frame counter
uint modulo = 0; //frame counter modulus
uint absoluteWidth = 0;
uint absoluteHeight = 0;
double relativeWidth = 0;
double relativeHeight = 0;
vector<OpenGLTexture> pixmaps;
};
struct OpenGL : OpenGLProgram {
auto shader(const string& pathname) -> void;
auto allocateHistory(uint size) -> void;
auto clear() -> void;
auto lock(uint32_t*& data, uint& pitch) -> bool;
auto output() -> void;
auto initialize() -> bool;
auto terminate() -> void;
vector<OpenGLProgram> programs;
vector<OpenGLTexture> history;
GLuint inputFormat = GL_RGBA8;
uint outputWidth = 0;
uint outputHeight = 0;
struct Setting {
string name;
string value;
bool operator< (const Setting& source) const { return name < source.name; }
bool operator==(const Setting& source) const { return name == source.name; }
Setting() = default;
Setting(const string& name) : name(name) {}
Setting(const string& name, const string& value) : name(name), value(value) {}
};
set<Setting> settings;
bool initialized = false;
};
#include "texture.hpp"
#include "surface.hpp"
#include "program.hpp"
#include "main.hpp"