188 lines
4.8 KiB
C++
188 lines
4.8 KiB
C++
/*
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Copyright 2021 flyinghead
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This file is part of Flycast.
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Flycast is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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Flycast is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Flycast. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "gles.h"
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static const char* VertexShader = R"(
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in highp vec3 in_pos;
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in mediump vec2 in_uv;
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out mediump vec2 vtx_uv;
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void main()
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{
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vtx_uv = in_uv;
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#if ROTATE == 1
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gl_Position = vec4(-in_pos.y, in_pos.x, in_pos.z, 1.0);
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#else
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gl_Position = vec4(in_pos, 1.0);
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#endif
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}
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)";
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static const char* FragmentShader = R"(
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in mediump vec2 vtx_uv;
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uniform sampler2D tex;
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void main()
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{
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gl_FragColor = texture(tex, vtx_uv);
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}
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)";
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static GLuint shader;
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static GLuint rot90shader;
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static GLuint quadVertexArray;
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static GLuint quadBuffer;
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static GLuint quadIndexBuffer;
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static void bindVAO(GLuint vao)
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{
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#ifndef GLES2
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if (gl.gl_major >= 3)
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glBindVertexArray(vao);
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#endif
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}
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static void setupVertexAttribs()
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{
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glEnableVertexAttribArray(VERTEX_POS_ARRAY);
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glVertexAttribPointer(VERTEX_POS_ARRAY, 3, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)0);
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glEnableVertexAttribArray(VERTEX_UV_ARRAY);
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glVertexAttribPointer(VERTEX_UV_ARRAY, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 5, (void*)(sizeof(float) * 3));
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glDisableVertexAttribArray(VERTEX_COL_BASE_ARRAY);
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glDisableVertexAttribArray(VERTEX_COL_OFFS_ARRAY);
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glDisableVertexAttribArray(VERTEX_COL_BASE1_ARRAY);
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glDisableVertexAttribArray(VERTEX_COL_OFFS1_ARRAY);
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glDisableVertexAttribArray(VERTEX_UV1_ARRAY);
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}
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void initQuad()
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{
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if (shader == 0)
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{
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OpenGlSource fragmentShader;
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fragmentShader.addSource(PixelCompatShader)
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.addSource(FragmentShader);
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OpenGlSource vertexShader;
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vertexShader.addConstant("ROTATE", 0)
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.addSource(VertexCompatShader)
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.addSource(VertexShader);
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const std::string fragmentGlsl = fragmentShader.generate();
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shader = gl_CompileAndLink(vertexShader.generate().c_str(), fragmentGlsl.c_str());
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GLint tex = glGetUniformLocation(shader, "tex");
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glUniform1i(tex, 0); // texture 0
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vertexShader.setConstant("ROTATE", 1);
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rot90shader = gl_CompileAndLink(vertexShader.generate().c_str(), fragmentGlsl.c_str());
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tex = glGetUniformLocation(rot90shader, "tex");
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glUniform1i(tex, 0); // texture 0
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}
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#ifndef GLES2
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if (quadVertexArray == 0 && gl.gl_major >= 3)
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glGenVertexArrays(1, &quadVertexArray);
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#endif
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if (quadIndexBuffer == 0)
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{
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glGenBuffers(1, &quadIndexBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadIndexBuffer);
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static const GLushort indices[] = { 0, 1, 2, 1, 3 };
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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if (quadBuffer == 0)
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{
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glGenBuffers(1, &quadBuffer);
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#ifndef GLES2
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if (gl.gl_major >= 3)
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{
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bindVAO(quadVertexArray);
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glBindBuffer(GL_ARRAY_BUFFER, quadBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadIndexBuffer);
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setupVertexAttribs();
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bindVAO(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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#endif
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}
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glCheck();
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}
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void termQuad()
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{
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if (quadBuffer != 0)
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{
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glDeleteBuffers(1, &quadBuffer);
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quadBuffer = 0;
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}
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if (quadIndexBuffer != 0)
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{
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glDeleteBuffers(1, &quadIndexBuffer);
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quadIndexBuffer = 0;
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}
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if (quadVertexArray != 0)
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{
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#ifndef GLES2
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glDeleteVertexArrays(1, &quadVertexArray);
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#endif
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quadVertexArray = 0;
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}
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if (shader != 0)
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{
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glcache.DeleteProgram(shader);
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shader = 0;
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glcache.DeleteProgram(rot90shader);
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rot90shader = 0;
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}
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}
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void drawQuad(GLuint texId, bool rotate, bool swapY)
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{
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float vertices[4][5] = {
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{ -1.f, 1.f, 1.f, 0.f, (float)!swapY },
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{ -1.f, -1.f, 1.f, 0.f, (float)swapY },
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{ 1.f, 1.f, 1.f, 1.f, (float)!swapY },
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{ 1.f, -1.f, 1.f, 1.f, (float)swapY },
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};
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glcache.Disable(GL_SCISSOR_TEST);
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glcache.Disable(GL_DEPTH_TEST);
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glcache.Disable(GL_STENCIL_TEST);
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glcache.Disable(GL_CULL_FACE);
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glcache.Disable(GL_BLEND);
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glcache.UseProgram(rotate ? rot90shader : shader);
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glActiveTexture(GL_TEXTURE0);
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glcache.BindTexture(GL_TEXTURE_2D, texId);
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glBindBuffer(GL_ARRAY_BUFFER, quadBuffer);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, quadIndexBuffer);
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if (gl.gl_major < 3)
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setupVertexAttribs();
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else
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bindVAO(quadVertexArray);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STREAM_DRAW);
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glDrawElements(GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, (GLvoid *)0);
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bindVAO(0);
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glCheck();
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}
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