weak little attempt at a zbuffer.

still bad for wbuffering because of course it is
This commit is contained in:
Arisotura 2019-04-24 22:38:50 +02:00
parent 15b7903170
commit 448806fada
1 changed files with 81 additions and 38 deletions

View File

@ -49,7 +49,7 @@ PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
@ -65,21 +65,29 @@ PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
const char* kRenderVS = R"(#version 400
PFNGLGETSTRINGIPROC glGetStringi;
const char* kRenderVS = R"(#version 420
layout(location=0) in uvec4 vPosition;
layout(location=1) in uvec4 vColor;
layout(location=2) in uvec2 vTexcoord;
layout(location=3) in uvec3 vPolygonAttr;
smooth out vec4 fColor;
void main()
{
// burp
uint attr = vPolygonAttr.x;
uint zshift = (attr >> 16) & 0x1F;
vec4 fpos;
fpos.x = ((float(vPosition.x) * 2.0) / 256.0) - 1.0;
fpos.y = ((float(vPosition.y) * 2.0) / 192.0) - 1.0;
fpos.z = 0.5;
fpos.z = float(vPosition.z << zshift) / 16777216.0;
fpos.w = float(vPosition.w) / 65535.0f;
fpos.xyz *= fpos.w;
@ -89,7 +97,7 @@ void main()
}
)";
const char* kRenderFS = R"(#version 400
const char* kRenderFS = R"(#version 420
smooth in vec4 fColor;
@ -129,10 +137,13 @@ GLuint VertexArrayID;
u16 IndexBuffer[2048 * 10];
u32 NumTriangles;
GLuint FramebufferTex[2];
GLuint FramebufferID, PixelbufferID;
u8 Framebuffer[256*192*4];
u8 CurLine[256*4];
GLuint AuxBufferID;
bool InitGLExtensions()
{
@ -175,6 +186,10 @@ bool InitGLExtensions()
LOADPROC(GLDELETESHADER, glDeleteShader);
LOADPROC(GLDELETEPROGRAM, glDeleteProgram);
LOADPROC(GLBINDIMAGETEXTURE, glBindImageTexture);
LOADPROC(GLGETSTRINGI, glGetStringi);
#undef LOADPROC
return true;
}
@ -259,10 +274,28 @@ bool Init()
printf("OpenGL: renderer: %s\n", renderer);
printf("OpenGL: version: %s\n", version);
int barg1, barg2;
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &barg1);
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &barg2);
printf("max texture: %d\n", barg1);
printf("max comb. texture: %d\n", barg2);
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &barg1);
printf("max arraytex levels: %d\n", barg1);
/*glGetIntegerv(GL_NUM_EXTENSIONS, &barg1);
printf("extensions: %d\n", barg1);
for (int i = 0; i < barg1; i++)
{
const GLubyte* ext = glGetStringi(GL_EXTENSIONS, i);
printf("- %s\n", ext);
}*/
// TODO: make configurable (hires, etc)
glViewport(0, 0, 256, 192);
glDepthRange(0, 1);
glClearDepth(1.0);
if (!BuildShaderProgram(kRenderVS, kRenderFS, RenderShader, "RenderShader"))
@ -285,53 +318,46 @@ bool Init()
glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
u8* test_tex = new u8[256*192*4];
u8* ptr = test_tex;
for (int y = 0; y < 192; y++)
{
for (int x = 0; x < 256; x++)
{
if ((x & 0x10) ^ (y & 0x10))
{
*ptr++ = 0x3F;
*ptr++ = 0x00;
*ptr++ = 0;
*ptr++ = 0x1F;
}
else
{
*ptr++ = 0x3F;
*ptr++ = y>>2;
*ptr++ = 0;
*ptr++ = 0x1F;
}
}
}
glGenFramebuffers(1, &FramebufferID);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID);
GLuint frametex;
glGenTextures(1, &frametex);
glBindTexture(GL_TEXTURE_2D, frametex);
glGenTextures(1, &FramebufferTex[0]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, test_tex);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, frametex, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 192, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
glGenTextures(1, &FramebufferTex[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, 256, 192, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL); // welp
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, FramebufferTex[1], 0);
glGenBuffers(1, &PixelbufferID);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
//glBufferData(GL_PIXEL_PACK_BUFFER, 256*48*4, NULL, GL_DYNAMIC_READ);
glBufferData(GL_PIXEL_PACK_BUFFER, 256*192*4, NULL, GL_DYNAMIC_READ);
glGenTextures(1, &AuxBufferID);
glBindTexture(GL_TEXTURE_2D, AuxBufferID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32UI, 256, 192, 0, GL_RG_INTEGER, GL_UNSIGNED_INT, NULL);
return true;
}
void DeInit()
{
//
// TODO CLEAN UP SHIT!!!!
}
void Reset()
@ -378,7 +404,7 @@ void BuildPolygons(Polygon** polygons, int npolys)
// TODO hires-upgraded positions?
*vptr++ = vtx->FinalPosition[0] | (vtx->FinalPosition[1] << 16);
*vptr++ = z | (w << 16);
//printf("vertex %d (%d): %08X\n", j, vidx, vptr[-2]);
*vptr++ = (vtx->FinalColor[0] >> 1) |
((vtx->FinalColor[1] >> 1) << 8) |
((vtx->FinalColor[2] >> 1) << 16) |
@ -397,8 +423,6 @@ void BuildPolygons(Polygon** polygons, int npolys)
*iptr++ = vidx - 1;
*iptr++ = vidx;
numtriangles++;
//printf("BUILDZORZ TRIANGLE: %d,%d,%d\n", vidx_first, vidx-1, vidx);
}
vidx++;
@ -418,11 +442,30 @@ void RenderFrame()
{
// TODO: proper clear color!!
glClearColor(0, 0, 0, 31.0/255.0);
glClear(GL_COLOR_BUFFER_BIT);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
u32* dorp = new u32[256*192*2];
for (int i = 0; i < 256*192; i++)
{
dorp[i*2+0] = 0xFFFFFF;
dorp[i*2+1] = 0;
}
glBindTexture(GL_TEXTURE_2D, AuxBufferID);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 192, GL_RG_INTEGER, GL_UNSIGNED_INT, dorp);
delete[] dorp;
}
// render shit here
glUseProgram(RenderShader[2]);
glBindTexture(GL_TEXTURE_2D, AuxBufferID);
glBindImageTexture(0, AuxBufferID, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32UI);
// zorp
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
BuildPolygons(&RenderPolygonRAM[0], RenderNumPolygons);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);