it renders shit!!

albeit in monochrome and with fucky clipping for some reason
This commit is contained in:
Arisotura 2019-04-10 22:49:06 +02:00
parent 32c75e20a6
commit ccc9608ad2
1 changed files with 148 additions and 4 deletions

View File

@ -42,6 +42,14 @@ PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
@ -60,12 +68,18 @@ PFNGLDELETEPROGRAMPROC glDeleteProgram;
const char* kRenderVS = R"(#version 400
in vec4 vPosition;
layout(location=0) in uvec4 vPosition;
void main()
{
// burp
gl_Position = vPosition;
vec4 fpos;
fpos.x = ((float(vPosition.x) / 256.0) * 2.0) - 1.0;
fpos.y = ((float(vPosition.y) / 192.0) * 2.0) - 1.0;
fpos.z = 0.0;
fpos.w = 1.0;
gl_Position = fpos;
}
)";
@ -75,13 +89,33 @@ out vec4 oColor;
void main()
{
oColor = vec4(0,1,1,1);
oColor = vec4(0, 63.0/255.0, 63.0/255.0, 31.0/255.0);
}
)";
GLuint RenderShader[3];
// vertex buffer
// * XYZW: 4x16bit
// * RGBA: 4x8bit
// * ST: 2x16bit
// * polygon data: 3x32bit (polygon/texture attributes)
//
// polygon attributes:
// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
// * bit16-20: Z shift
// * bit8: front-facing (?)
// * bit9: W-buffering
GLuint VertexBufferID;
u32 VertexBuffer[10240 * 7];
u32 NumVertices;
GLuint VertexArrayID;
u16 IndexBuffer[2048 * 10];
u32 NumTriangles;
GLuint FramebufferID, PixelbufferID;
u8 Framebuffer[256*192*4];
u8 CurLine[256*4];
@ -105,6 +139,14 @@ bool InitGLExtensions()
LOADPROC(GLMAPBUFFERRANGE, glMapBufferRange);
LOADPROC(GLUNMAPBUFFER, glUnmapBuffer);
LOADPROC(GLBUFFERDATA, glBufferData);
LOADPROC(GLBUFFERSUBDATA, glBufferSubData);
LOADPROC(GLGENVERTEXARRAYS, glGenVertexArrays);
LOADPROC(GLDELETEVERTEXARRAYS, glDeleteVertexArrays);
LOADPROC(GLBINDVERTEXARRAY, glBindVertexArray);
LOADPROC(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray);
LOADPROC(GLVERTEXATTRIBPOINTER, glVertexAttribPointer);
LOADPROC(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer);
LOADPROC(GLCREATESHADER, glCreateShader);
LOADPROC(GLSHADERSOURCE, glShaderSource);
@ -150,7 +192,7 @@ bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char*
}
ids[1] = glCreateShader(GL_FRAGMENT_SHADER);
len = strlen(vs);
len = strlen(fs);
glShaderSource(ids[1], 1, &fs, &len);
glCompileShader(ids[1]);
@ -205,10 +247,31 @@ bool Init()
printf("OpenGL: version: %s\n", version);
// TODO: make configurable (hires, etc)
glViewport(0, 0, 256, 192);
glDepthRange(0, 1);
if (!BuildShaderProgram(kRenderVS, kRenderFS, RenderShader, "RenderShader"))
return false;
glGenBuffers(1, &VertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW);
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0));
glEnableVertexAttribArray(1); // color
glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4));
glEnableVertexAttribArray(2); // texcoords
glVertexAttribIPointer(2, 2, GL_UNSIGNED_SHORT, 7*4, (void*)(3*4));
glEnableVertexAttribArray(3); // attrib
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++)
@ -264,13 +327,94 @@ void Reset()
}
void BuildPolygons(Polygon** polygons, int npolys)
{
u32* vptr = &VertexBuffer[0];
u32 vidx = 0;
u16* iptr = &IndexBuffer[0];
u32 numtriangles = 0;
for (int i = 0; i < npolys; i++)
{
Polygon* poly = polygons[i];
if (poly->Degenerate) continue;
u32 vidx_first = vidx;
u32 polyattr = poly->Attr;
u32 alpha = (polyattr >> 16) & 0x1F;
u32 vtxattr = polyattr & 0x1F00C8F0;
if (poly->FacingView) vtxattr |= (1<<8);
if (poly->WBuffer) vtxattr |= (1<<9);
// assemble vertices
for (int j = 0; j < poly->NumVertices; j++)
{
Vertex* vtx = poly->Vertices[j];
u32 z = poly->FinalZ[j];
u32 w = poly->FinalW[j];
// Z should always fit within 16 bits, so it's okay to do this
u32 zshift = 0;
while (z > 0xFFFF) { z >>= 1; zshift++; }
// TODO hires-upgraded positions?
*vptr++ = vtx->FinalPosition[0] | (vtx->FinalPosition[1] << 16);
*vptr++ = z | (w << 16);
*vptr++ = (vtx->FinalColor[0] >> 1) |
((vtx->FinalColor[1] >> 1) << 8) |
((vtx->FinalColor[2] >> 1) << 16) |
(alpha << 24);
*vptr++ = vtx->TexCoords[0] | (vtx->TexCoords[1] << 16);
*vptr++ = vtxattr | (zshift << 16);
*vptr++ = poly->TexParam;
*vptr++ = poly->TexPalette;
if (j >= 2)
{
// build a triangle
*iptr++ = vidx_first;
*iptr++ = vidx - 1;
*iptr++ = vidx;
numtriangles++;
}
vidx++;
}
}
NumTriangles = numtriangles;
NumVertices = vidx;
}
void VCount144()
{
}
void RenderFrame()
{
// TODO: proper clear color!!
glClearColor(0, 0, 0, 31.0/255.0);
glClear(GL_COLOR_BUFFER_BIT);
// render shit here
glUseProgram(RenderShader[2]);
BuildPolygons(&RenderPolygonRAM[0], RenderNumPolygons);
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
glBindVertexArray(VertexArrayID);
glDrawElements(GL_TRIANGLES, NumTriangles, GL_UNSIGNED_SHORT, IndexBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID);
glReadBuffer(GL_COLOR_ATTACHMENT0);