take the OSD shito somewhere
This commit is contained in:
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4a4415fc2e
commit
2b3ca2089f
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@ -106,6 +106,7 @@
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\
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func(GLUNIFORM1I, glUniform1i); \
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func(GLUNIFORM1UI, glUniform1ui); \
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func(GLUNIFORM2I, glUniform2i); \
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func(GLUNIFORM4UI, glUniform4ui); \
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func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
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func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
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@ -35,7 +35,7 @@ namespace OSD
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const u32 kOSDMargin = 6;
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typedef struct
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struct Item
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{
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Uint32 Timestamp;
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char Text[256];
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@ -50,13 +50,45 @@ typedef struct
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bool GLTextureLoaded;
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GLuint GLTexture;
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} Item;
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};
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std::deque<Item*> ItemQueue;
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std::deque<Item> ItemQueue;
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GLint uOSDPos, uOSDSize;
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GLuint OSDVertexArray;
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GLuint OSDVertexBuffer;
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volatile bool Rendering;
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bool Init(bool opengl)
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{
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if (opengl)
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{
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GLuint prog; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&prog);
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uOSDPos = glGetUniformLocation(prog, "uOSDPos");
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uOSDSize = glGetUniformLocation(prog, "uOSDSize");
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float vertices[6*2] =
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{
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0, 0,
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1, 1,
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1, 0,
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0, 0,
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0, 1,
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1, 1
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};
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glGenBuffers(1, &OSDVertexBuffer);
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glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glGenVertexArrays(1, &OSDVertexArray);
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glBindVertexArray(OSDVertexArray);
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glEnableVertexAttribArray(0); // position
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (void*)(0));
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}
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return true;
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}
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@ -64,15 +96,13 @@ void DeInit(bool opengl)
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{
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for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
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{
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Item* item = *it;
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Item& item = *it;
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if (item->DrawBitmapLoaded && item->DrawBitmap) uiDrawFreeBitmap(item->DrawBitmap);
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if (item->GLTextureLoaded && opengl) glDeleteTextures(1, &item->GLTexture);
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if (item->Bitmap) delete[] item->Bitmap;
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if (item.DrawBitmapLoaded && item.DrawBitmap) uiDrawFreeBitmap(item.DrawBitmap);
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if (item.GLTextureLoaded && opengl) glDeleteTextures(1, &item.GLTexture);
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if (item.Bitmap) delete[] item.Bitmap;
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delete item;
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ItemQueue.erase(it);
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it = ItemQueue.erase(it);
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}
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}
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@ -276,15 +306,17 @@ void RenderText(u32 color, const char* text, Item* item)
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void AddMessage(u32 color, const char* text)
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{
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Item* item = new Item;
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while (Rendering);
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item->Timestamp = SDL_GetTicks();
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strncpy(item->Text, text, 255); item->Text[255] = '\0';
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item->Color = color;
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item->Bitmap = NULL;
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Item item;
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item->DrawBitmapLoaded = false;
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item->GLTextureLoaded = false;
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item.Timestamp = SDL_GetTicks();
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strncpy(item.Text, text, 255); item.Text[255] = '\0';
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item.Color = color;
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item.Bitmap = NULL;
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item.DrawBitmapLoaded = false;
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item.GLTextureLoaded = false;
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ItemQueue.push_back(item);
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}
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@ -293,7 +325,7 @@ void WindowResized(bool opengl)
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{
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/*for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
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{
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Item* item = *it;
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Item& item = *it;
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if (item->DrawBitmapLoaded && item->DrawBitmap) uiDrawFreeBitmap(item->DrawBitmap);
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//if (item->GLTextureLoaded && opengl) glDeleteTextures(1, &item->GLTexture);
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@ -309,53 +341,83 @@ void WindowResized(bool opengl)
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void Update(bool opengl, uiAreaDrawParams* params)
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{
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Rendering = true;
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Uint32 tick_now = SDL_GetTicks();
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Uint32 tick_min = tick_now - 2500;
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u32 y = kOSDMargin;
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if (opengl)
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{
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glBindBuffer(GL_ARRAY_BUFFER, OSDVertexBuffer);
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glBindVertexArray(OSDVertexArray);
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glActiveTexture(GL_TEXTURE0);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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}
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for (auto it = ItemQueue.begin(); it != ItemQueue.end(); )
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{
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Item* item = *it;
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Item& item = *it;
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if (item->Timestamp < tick_min)
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if (item.Timestamp < tick_min)
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{
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if (item->DrawBitmapLoaded && item->DrawBitmap) uiDrawFreeBitmap(item->DrawBitmap);
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if (item->GLTextureLoaded && opengl) glDeleteTextures(1, &item->GLTexture);
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if (item->Bitmap) delete[] item->Bitmap;
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if (item.DrawBitmapLoaded && item.DrawBitmap) uiDrawFreeBitmap(item.DrawBitmap);
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if (item.GLTextureLoaded && opengl) glDeleteTextures(1, &item.GLTexture);
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if (item.Bitmap) delete[] item.Bitmap;
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delete item;
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ItemQueue.erase(it);
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it = ItemQueue.erase(it);
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continue;
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}
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if (!item->Bitmap)
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if (!item.Bitmap)
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{
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RenderText(item->Color, item->Text, item);
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RenderText(item.Color, item.Text, &item);
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}
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if (opengl)
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{
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//
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if (!item.GLTextureLoaded)
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{
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glGenTextures(1, &item.GLTexture);
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glBindTexture(GL_TEXTURE_2D, item.GLTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, item.Width, item.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, item.Bitmap);
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item.GLTextureLoaded = true;
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}
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glBindTexture(GL_TEXTURE_2D, item.GLTexture);
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glUniform2i(uOSDPos, kOSDMargin, y);
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glUniform2i(uOSDSize, item.Width, item.Height);
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glDrawArrays(GL_TRIANGLES, 0, 2*3);
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}
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else
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{
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if (!item->DrawBitmapLoaded)
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if (!item.DrawBitmapLoaded)
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{
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item->DrawBitmap = uiDrawNewBitmap(params->Context, item->Width, item->Height, 1);
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uiDrawBitmapUpdate(item->DrawBitmap, item->Bitmap);
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item->DrawBitmapLoaded = true;
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item.DrawBitmap = uiDrawNewBitmap(params->Context, item.Width, item.Height, 1);
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uiDrawBitmapUpdate(item.DrawBitmap, item.Bitmap);
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item.DrawBitmapLoaded = true;
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}
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uiRect rc_src = {0, 0, item->Width, item->Height};
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uiRect rc_dst = {kOSDMargin, y, item->Width, item->Height};
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uiRect rc_src = {0, 0, item.Width, item.Height};
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uiRect rc_dst = {kOSDMargin, y, item.Width, item.Height};
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uiDrawBitmapDraw(params->Context, item->DrawBitmap, &rc_src, &rc_dst, 0);
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uiDrawBitmapDraw(params->Context, item.DrawBitmap, &rc_src, &rc_dst, 0);
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}
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y += item->Height;
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y += item.Height;
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it++;
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}
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Rendering = false;
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}
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}
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@ -112,6 +112,7 @@ uiDrawBitmap* ScreenBitmap[2] = {NULL,NULL};
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GLuint GL_ScreenShader[3];
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GLuint GL_ScreenShaderAccel[3];
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GLuint GL_ScreenShaderOSD[3];
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struct
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{
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float uScreenSize[2];
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@ -198,6 +199,29 @@ bool GLScreen_InitShader(GLuint* shader, const char* fs)
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return true;
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}
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bool GLScreen_InitOSDShader(GLuint* shader)
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{
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if (!OpenGL_BuildShaderProgram(kScreenVS_OSD, kScreenFS_OSD, shader, "ScreenShaderOSD"))
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return false;
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glBindAttribLocation(shader[2], 0, "vPosition");
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glBindFragDataLocation(shader[2], 0, "oColor");
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if (!OpenGL_LinkShaderProgram(shader))
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return false;
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GLuint uni_id;
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uni_id = glGetUniformBlockIndex(shader[2], "uConfig");
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glUniformBlockBinding(shader[2], uni_id, 16);
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glUseProgram(shader[2]);
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uni_id = glGetUniformLocation(shader[2], "OSDTex");
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glUniform1i(uni_id, 0);
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return true;
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}
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bool GLScreen_Init()
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{
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// TODO: consider using epoxy?
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@ -213,6 +237,8 @@ bool GLScreen_Init()
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return false;
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if (!GLScreen_InitShader(GL_ScreenShaderAccel, kScreenFS_Accel))
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return false;
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if (!GLScreen_InitOSDShader(GL_ScreenShaderOSD))
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return false;
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memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
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@ -255,6 +281,7 @@ void GLScreen_DeInit()
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OpenGL_DeleteShaderProgram(GL_ScreenShader);
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OpenGL_DeleteShaderProgram(GL_ScreenShaderAccel);
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OpenGL_DeleteShaderProgram(GL_ScreenShaderOSD);
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}
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void GLScreen_DrawScreen()
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else
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OpenGL_UseShaderProgram(GL_ScreenShaderAccel);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
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glBindFramebuffer(GL_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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@ -434,6 +461,7 @@ void GLScreen_DrawScreen()
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glDrawArrays(GL_TRIANGLES, 0, 4*3);
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}
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OpenGL_UseShaderProgram(GL_ScreenShaderOSD);
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OSD::Update(true, NULL);
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glFlush();
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@ -947,19 +975,21 @@ int EmuThreadFunc(void* burp)
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if (joybuttons) delete[] joybuttons;
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if (Screen_UseGL) uiGLMakeContextCurrent(GLContext);
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NDS::DeInit();
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Platform::LAN_DeInit();
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if (Screen_UseGL)
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{
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uiGLMakeContextCurrent(GLContext);
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OSD::DeInit(true);
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GLScreen_DeInit();
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uiGLMakeContextCurrent(NULL);
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}
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else
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OSD::DeInit(false);
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if (Screen_UseGL) uiGLMakeContextCurrent(NULL);
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return 44203;
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}
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@ -1128,7 +1158,7 @@ int OnAreaKeyEvent(uiAreaHandler* handler, uiArea* area, uiAreaKeyEvent* evt)
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MicCommand |= 1;
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if (evt->Scancode == 0x57) // F11
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OSD::AddMessage(0, "OSD test");
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OSD::AddMessage(0x00FFFF, "OSD test");
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//NDS::debug(0);
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}
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@ -2302,6 +2332,11 @@ void CreateMainWindow(bool opengl)
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{
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uiGLMakeContextCurrent(GLContext);
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if (!GLScreen_Init()) opengl_good = false;
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if (opengl_good)
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{
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OpenGL_UseShaderProgram(GL_ScreenShaderOSD);
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OSD::Init(true);
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}
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uiGLMakeContextCurrent(NULL);
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}
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@ -2312,7 +2347,7 @@ void CreateMainWindow(bool opengl)
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Screen_UseGL = false;
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}
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OSD::Init(opengl);
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if (!opengl) OSD::Init(false);
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}
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void DestroyMainWindow()
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@ -36,7 +36,7 @@ smooth out vec2 fTexcoord;
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void main()
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{
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vec4 fpos;
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fpos.xy = ((vPosition.xy * 2.0) / uScreenSize) - 1.0;
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fpos.xy = ((vPosition * 2.0) / uScreenSize) - 1.0;
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fpos.y *= -1;
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fpos.z = 0.0;
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fpos.w = 1.0;
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@ -198,4 +198,53 @@ void main()
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}
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)";
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const char* kScreenVS_OSD = R"(#version 140
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layout(std140) uniform uConfig
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{
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vec2 uScreenSize;
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uint u3DScale;
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uint uFilterMode;
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};
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uniform ivec2 uOSDPos;
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uniform ivec2 uOSDSize;
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in vec2 vPosition;
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smooth out vec2 fTexcoord;
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void main()
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{
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vec4 fpos;
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vec2 osdpos = (vPosition * vec2(uOSDSize));
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fTexcoord = osdpos;
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osdpos += uOSDPos;
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fpos.xy = ((osdpos * 2.0) / uScreenSize) - 1.0;
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fpos.y *= -1;
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fpos.z = 0.0;
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fpos.w = 1.0;
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gl_Position = fpos;
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}
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)";
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const char* kScreenFS_OSD = R"(#version 140
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uniform sampler2D OSDTex;
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smooth in vec2 fTexcoord;
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out vec4 oColor;
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void main()
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{
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vec4 pixel = texelFetch(OSDTex, ivec2(fTexcoord), 0);
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oColor = pixel.bgra;
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}
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)";
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#endif // MAIN_SHADERS_H
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