flycast/core/rend/gles/opengl_driver.cpp

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/*
Copyright 2021 flyinghead
This file is part of Flycast.
Flycast is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
Flycast is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Flycast. If not, see <https://www.gnu.org/licenses/>.
*/
#include "opengl_driver.h"
#include "imgui_impl_opengl3.h"
#include "wsi/gl_context.h"
#include "rend/osd.h"
#include "rend/gui.h"
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#include "glcache.h"
#include "gles.h"
#ifndef GL_CLAMP_TO_BORDER
#define GL_CLAMP_TO_BORDER 0x812D
#endif
#ifndef GL_TEXTURE_BORDER_COLOR
#define GL_TEXTURE_BORDER_COLOR 0x1004
#endif
static constexpr int vmu_coords[8][2] = {
{ 0 , 0 },
{ 0 , 0 },
{ 1 , 0 },
{ 1 , 0 },
{ 0 , 1 },
{ 0 , 1 },
{ 1 , 1 },
{ 1 , 1 },
};
constexpr int VMU_WIDTH = 70 * 48 / 32;
constexpr int VMU_HEIGHT = 70;
constexpr int VMU_PADDING = 8;
OpenGLDriver::OpenGLDriver()
{
for (auto& tex : vmu_lcd_tex_ids)
tex = ImTextureID();
ImGui_ImplOpenGL3_Init();
EventManager::listen(Event::Resume, emuEventCallback, this);
EventManager::listen(Event::Terminate, emuEventCallback, this);
}
OpenGLDriver::~OpenGLDriver()
{
EventManager::unlisten(Event::Resume, emuEventCallback, this);
EventManager::unlisten(Event::Terminate, emuEventCallback, this);
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std::vector<GLuint> texIds;
texIds.reserve(std::size(vmu_lcd_tex_ids) + 1 + textures.size());
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for (ImTextureID texId : vmu_lcd_tex_ids)
if (texId != ImTextureID())
texIds.push_back((GLuint)(uintptr_t)texId);
if (crosshairTexId != ImTextureID())
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texIds.push_back((GLuint)(uintptr_t)crosshairTexId);
for (const auto& it : textures)
texIds.push_back((GLuint)(uintptr_t)it.second);
if (!texIds.empty())
glcache.DeleteTextures(texIds.size(), &texIds[0]);
ImGui_ImplOpenGL3_Shutdown();
}
void OpenGLDriver::displayVmus()
{
if (!gameStarted)
return;
ImGui::SetNextWindowBgAlpha(0);
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
ImGui::Begin("vmu-window", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoInputs
| ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoFocusOnAppearing);
const float width = VMU_WIDTH * settings.display.uiScale;
const float height = VMU_HEIGHT * settings.display.uiScale;
const float padding = VMU_PADDING * settings.display.uiScale;
for (int i = 0; i < 8; i++)
{
if (!vmu_lcd_status[i])
continue;
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if (vmu_lcd_changed[i] || vmu_lcd_tex_ids[i] == ImTextureID())
vmu_lcd_tex_ids[i] = updateTexture("__vmu" + std::to_string(i), (const u8 *)vmu_lcd_data[i], 48, 32);
int x = vmu_coords[i][0];
int y = vmu_coords[i][1];
ImVec2 pos;
if (x == 0)
pos.x = padding;
else
pos.x = ImGui::GetIO().DisplaySize.x - width - padding;
if (y == 0)
{
pos.y = padding;
if (i & 1)
pos.y += height + padding;
}
else
{
pos.y = ImGui::GetIO().DisplaySize.y - height - padding;
if (i & 1)
pos.y -= height + padding;
}
ImVec2 pos_b(pos.x + width, pos.y + height);
ImGui::GetWindowDrawList()->AddImage(vmu_lcd_tex_ids[i], pos, pos_b, ImVec2(0, 1), ImVec2(1, 0), 0xC0ffffff);
}
ImGui::End();
}
void OpenGLDriver::displayCrosshairs()
{
if (!gameStarted)
return;
if (!crosshairsNeeded())
return;
if (crosshairTexId == ImTextureID())
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crosshairTexId = updateTexture("__crosshair", (const u8 *)getCrosshairTextureData(), 16, 16);
ImGui::SetNextWindowBgAlpha(0);
ImGui::SetNextWindowPos(ImVec2(0, 0));
ImGui::SetNextWindowSize(ImGui::GetIO().DisplaySize);
ImGui::Begin("xhair-window", nullptr, ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoNav | ImGuiWindowFlags_NoInputs
| ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoFocusOnAppearing);
for (u32 i = 0; i < config::CrosshairColor.size(); i++)
{
if (config::CrosshairColor[i] == 0)
continue;
if (settings.platform.isConsole() && config::MapleMainDevices[i] != MDT_LightGun)
continue;
ImVec2 pos;
std::tie(pos.x, pos.y) = getCrosshairPosition(i);
pos.x -= (XHAIR_WIDTH * settings.display.uiScale) / 2.f;
pos.y += (XHAIR_WIDTH * settings.display.uiScale) / 2.f;
ImVec2 pos_b(pos.x + XHAIR_WIDTH * settings.display.uiScale, pos.y - XHAIR_HEIGHT * settings.display.uiScale);
ImGui::GetWindowDrawList()->AddImage(crosshairTexId, pos, pos_b, ImVec2(0, 1), ImVec2(1, 0), config::CrosshairColor[i]);
}
ImGui::End();
}
void OpenGLDriver::newFrame()
{
ImGui_ImplOpenGL3_NewFrame();
}
void OpenGLDriver::renderDrawData(ImDrawData* drawData, bool gui_open)
{
ImGui_ImplOpenGL3_RenderDrawData(drawData);
if (gui_open)
frameRendered = true;
}
void OpenGLDriver::present()
{
if (frameRendered)
theGLContext.swap();
frameRendered = false;
}
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ImTextureID OpenGLDriver::updateTexture(const std::string& name, const u8 *data, int width, int height)
{
ImTextureID oldId = getTexture(name);
if (oldId != ImTextureID())
glcache.DeleteTextures(1, (GLuint *)&oldId);
GLuint texId = glcache.GenTexture();
glcache.BindTexture(GL_TEXTURE_2D, texId);
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (gl.border_clamp_supported)
{
float color[] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
}
else
{
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glcache.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
return textures[name] = (ImTextureID)(u64)texId;
}