furnace/src/gui/render/renderGL.cpp

402 lines
12 KiB
C++

/**
* Furnace Tracker - multi-system chiptune tracker
* Copyright (C) 2021-2023 tildearrow and contributors
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "renderGL.h"
#include "../../ta-log.h"
#ifdef USE_GLES
#include "SDL_opengles2.h"
#define PIXEL_FORMAT GL_UNSIGNED_BYTE
#else
#include "SDL_opengl.h"
#define PIXEL_FORMAT GL_UNSIGNED_INT_8_8_8_8_REV
#endif
#include "backends/imgui_impl_opengl3.h"
#define C(x) x; if (glGetError()!=GL_NO_ERROR) logW("OpenGL error in %s:%d: " #x,__FILE__,__LINE__);
PFNGLGENBUFFERSPROC furGenBuffers=NULL;
PFNGLBINDBUFFERPROC furBindBuffer=NULL;
PFNGLBUFFERDATAPROC furBufferData=NULL;
PFNGLVERTEXATTRIBPOINTERPROC furVertexAttribPointer=NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC furEnableVertexAttribArray=NULL;
PFNGLACTIVETEXTUREPROC furActiveTexture=NULL;
PFNGLCREATESHADERPROC furCreateShader=NULL;
PFNGLSHADERSOURCEPROC furShaderSource=NULL;
PFNGLCOMPILESHADERPROC furCompileShader=NULL;
PFNGLGETSHADERIVPROC furGetShaderiv=NULL;
PFNGLATTACHSHADERPROC furAttachShader=NULL;
PFNGLBINDATTRIBLOCATIONPROC furBindAttribLocation=NULL;
PFNGLCREATEPROGRAMPROC furCreateProgram=NULL;
PFNGLLINKPROGRAMPROC furLinkProgram=NULL;
PFNGLGETPROGRAMIVPROC furGetProgramiv=NULL;
PFNGLUSEPROGRAMPROC furUseProgram=NULL;
PFNGLGETUNIFORMLOCATIONPROC furGetUniformLocation=NULL;
PFNGLUNIFORM1FPROC furUniform1f=NULL;
PFNGLGETSHADERINFOLOGPROC furGetShaderInfoLog=NULL;
#ifndef USE_GLES
PFNGLGETGRAPHICSRESETSTATUSARBPROC furGetGraphicsResetStatusARB=NULL;
#endif
class FurnaceGLTexture: public FurnaceGUITexture {
public:
GLuint id;
int width, height;
unsigned char* lockedData;
FurnaceGLTexture():
id(0),
width(0),
height(0),
lockedData(NULL) {}
};
#ifdef USE_GLES
const char* sh_wipe_srcV=
"attribute vec4 fur_position;\n"
"void main() {\n"
" gl_Position=fur_position;\n"
"}\n";
const char* sh_wipe_srcF=
"uniform float uAlpha;\n"
"void main() {\n"
" gl_FragColor=vec4(0.0,0.0,0.0,uAlpha);\n"
"}\n";
#else
const char* sh_wipe_srcV=
"#version 130\n"
"in vec4 fur_position;\n"
"void main() {\n"
" gl_Position=fur_position;\n"
"}\n";
const char* sh_wipe_srcF=
"#version 130\n"
"uniform float uAlpha;\n"
"out vec4 fur_FragColor;\n"
"void main() {\n"
" fur_FragColor=vec4(0.0,0.0,0.0,uAlpha);\n"
"}\n";
#endif
bool FurnaceGUIRenderGL::createShader(const char* vertexS, const char* fragmentS, int& vertex, int& fragment, int& program) {
int status;
char infoLog[4096];
int infoLogLen;
if (!furCreateShader || !furShaderSource || !furCompileShader || !furGetShaderiv ||
!furGetShaderInfoLog || !furCreateProgram || !furAttachShader || !furLinkProgram ||
!furBindAttribLocation || !furGetProgramiv) {
logW("I can't compile shaders");
return false;
}
vertex=furCreateShader(GL_VERTEX_SHADER);
furShaderSource(vertex,1,&vertexS,NULL);
furCompileShader(vertex);
furGetShaderiv(vertex,GL_COMPILE_STATUS,&status);
if (!status) {
logW("failed to compile vertex shader");
furGetShaderInfoLog(vertex,4095,&infoLogLen,infoLog);
infoLog[infoLogLen]=0;
logW("%s",infoLog);
return false;
}
fragment=furCreateShader(GL_FRAGMENT_SHADER);
furShaderSource(fragment,1,&fragmentS,NULL);
furCompileShader(fragment);
furGetShaderiv(fragment,GL_COMPILE_STATUS,&status);
if (!status) {
logW("failed to compile fragment shader");
return false;
}
program=furCreateProgram();
furAttachShader(program,vertex);
furAttachShader(program,fragment);
furBindAttribLocation(program,0,"fur_position");
furLinkProgram(program);
furGetProgramiv(program,GL_LINK_STATUS,&status);
if (!status) {
logW("failed to link shader!");
return false;
}
return true;
}
ImTextureID FurnaceGUIRenderGL::getTextureID(FurnaceGUITexture* which) {
intptr_t ret=((FurnaceGLTexture*)which)->id;
return (ImTextureID)ret;
}
bool FurnaceGUIRenderGL::lockTexture(FurnaceGUITexture* which, void** data, int* pitch) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->lockedData!=NULL) return false;
t->lockedData=new unsigned char[t->width*t->height*4];
*data=t->lockedData;
*pitch=t->width*4;
return true;
}
bool FurnaceGUIRenderGL::unlockTexture(FurnaceGUITexture* which) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->lockedData==NULL) return false;
C(glBindTexture(GL_TEXTURE_2D,t->id));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,t->width,t->height,0,GL_RGBA,PIXEL_FORMAT,t->lockedData));
C(glFlush());
delete[] t->lockedData;
t->lockedData=NULL;
return true;
}
bool FurnaceGUIRenderGL::updateTexture(FurnaceGUITexture* which, void* data, int pitch) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->width*4!=pitch) return false;
C(glBindTexture(GL_TEXTURE_2D,t->id));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,t->width,t->height,0,GL_RGBA,PIXEL_FORMAT,data));
return true;
}
FurnaceGUITexture* FurnaceGUIRenderGL::createTexture(bool dynamic, int width, int height) {
FurnaceGLTexture* t=new FurnaceGLTexture;
C(glGenTextures(1,&t->id));
C(glBindTexture(GL_TEXTURE_2D,t->id));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,PIXEL_FORMAT,NULL));
C(furActiveTexture(GL_TEXTURE0));
t->width=width;
t->height=height;
return t;
}
bool FurnaceGUIRenderGL::destroyTexture(FurnaceGUITexture* which) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
C(glDeleteTextures(1,&t->id));
delete t;
return true;
}
void FurnaceGUIRenderGL::setTextureBlendMode(FurnaceGUITexture* which, FurnaceGUIBlendMode mode) {
}
void FurnaceGUIRenderGL::setBlendMode(FurnaceGUIBlendMode mode) {
switch (mode) {
case GUI_BLEND_MODE_NONE:
C(glBlendFunc(GL_ONE,GL_ZERO));
C(glDisable(GL_BLEND));
break;
case GUI_BLEND_MODE_BLEND:
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA));
C(glEnable(GL_BLEND));
break;
case GUI_BLEND_MODE_ADD:
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE));
C(glEnable(GL_BLEND));
break;
case GUI_BLEND_MODE_MULTIPLY:
C(glBlendFunc(GL_ZERO,GL_SRC_COLOR));
C(glEnable(GL_BLEND));
break;
}
}
void FurnaceGUIRenderGL::clear(ImVec4 color) {
SDL_GL_MakeCurrent(sdlWin,context);
C(glClearColor(color.x,color.y,color.z,color.w));
C(glClear(GL_COLOR_BUFFER_BIT));
}
bool FurnaceGUIRenderGL::newFrame() {
return ImGui_ImplOpenGL3_NewFrame();
}
void FurnaceGUIRenderGL::createFontsTexture() {
ImGui_ImplOpenGL3_CreateFontsTexture();
}
void FurnaceGUIRenderGL::destroyFontsTexture() {
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
void FurnaceGUIRenderGL::renderGUI() {
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void FurnaceGUIRenderGL::wipe(float alpha) {
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA));
C(glEnable(GL_BLEND));
quadVertex[0][0]=-1.0f;
quadVertex[0][1]=-1.0f;
quadVertex[0][2]=0.0f;
quadVertex[1][0]=1.0f;
quadVertex[1][1]=-1.0f;
quadVertex[1][2]=0.0f;
quadVertex[2][0]=-1.0f;
quadVertex[2][1]=1.0f;
quadVertex[2][2]=0.0f;
quadVertex[3][0]=1.0f;
quadVertex[3][1]=1.0f;
quadVertex[3][2]=0.0f;
C(furBindBuffer(GL_ARRAY_BUFFER,quadBuf));
C(furBufferData(GL_ARRAY_BUFFER,sizeof(quadVertex),quadVertex,GL_STATIC_DRAW));
C(furVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,NULL));
C(furEnableVertexAttribArray(0));
C(furActiveTexture(GL_TEXTURE0));
C(glBindTexture(GL_TEXTURE_2D,0));
if (furUseProgram && furUniform1f) {
C(furUseProgram(sh_wipe_program));
C(furUniform1f(sh_wipe_uAlpha,alpha));
}
C(glDrawArrays(GL_TRIANGLE_STRIP,0,4));
}
void FurnaceGUIRenderGL::present() {
SDL_GL_SwapWindow(sdlWin);
C(glFlush());
}
bool FurnaceGUIRenderGL::getOutputSize(int& w, int& h) {
SDL_GL_GetDrawableSize(sdlWin,&w,&h);
return true;
}
int FurnaceGUIRenderGL::getWindowFlags() {
return SDL_WINDOW_OPENGL;
}
void FurnaceGUIRenderGL::preInit() {
#if defined(USE_GLES)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,0);
#elif defined(__APPLE__)
// not recommended...
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,2);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,0);
#endif
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
}
#define LOAD_PROC_MANDATORY(_v,_t,_s) \
_v=(_t)SDL_GL_GetProcAddress(_s); \
if (!_v) { \
logE(_s " not found"); \
return false; \
}
#define LOAD_PROC_OPTIONAL(_v,_t,_s) \
_v=(_t)SDL_GL_GetProcAddress(_s); \
if (!_v) { \
logW(_s " not found"); \
}
bool FurnaceGUIRenderGL::init(SDL_Window* win) {
sdlWin=win;
context=SDL_GL_CreateContext(win);
if (context==NULL) {
return false;
}
SDL_GL_MakeCurrent(win,context);
SDL_GL_SetSwapInterval(1);
LOAD_PROC_MANDATORY(furGenBuffers,PFNGLGENBUFFERSPROC,"glGenBuffers");
LOAD_PROC_MANDATORY(furBindBuffer,PFNGLBINDBUFFERPROC,"glBindBuffer");
LOAD_PROC_MANDATORY(furBufferData,PFNGLBUFFERDATAPROC,"glBufferData");
LOAD_PROC_MANDATORY(furVertexAttribPointer,PFNGLVERTEXATTRIBPOINTERPROC,"glVertexAttribPointer");
LOAD_PROC_MANDATORY(furEnableVertexAttribArray,PFNGLENABLEVERTEXATTRIBARRAYPROC,"glEnableVertexAttribArray");
LOAD_PROC_MANDATORY(furActiveTexture,PFNGLACTIVETEXTUREPROC,"glActiveTexture");
LOAD_PROC_OPTIONAL(furCreateShader,PFNGLCREATESHADERPROC,"glCreateShader");
LOAD_PROC_OPTIONAL(furShaderSource,PFNGLSHADERSOURCEPROC,"glShaderSource");
LOAD_PROC_OPTIONAL(furCompileShader,PFNGLCOMPILESHADERPROC,"glCompileShader");
LOAD_PROC_OPTIONAL(furGetShaderiv,PFNGLGETSHADERIVPROC,"glGetShaderiv");
LOAD_PROC_OPTIONAL(furAttachShader,PFNGLATTACHSHADERPROC,"glAttachShader");
LOAD_PROC_OPTIONAL(furBindAttribLocation,PFNGLBINDATTRIBLOCATIONPROC,"glBindAttribLocation");
LOAD_PROC_OPTIONAL(furCreateProgram,PFNGLCREATEPROGRAMPROC,"glCreateProgram");
LOAD_PROC_OPTIONAL(furLinkProgram,PFNGLLINKPROGRAMPROC,"glLinkProgram");
LOAD_PROC_OPTIONAL(furGetProgramiv,PFNGLGETPROGRAMIVPROC,"glGetProgramiv");
LOAD_PROC_OPTIONAL(furUseProgram,PFNGLUSEPROGRAMPROC,"glUseProgram");
LOAD_PROC_OPTIONAL(furGetUniformLocation,PFNGLGETUNIFORMLOCATIONPROC,"glGetUniformLocation");
LOAD_PROC_OPTIONAL(furUniform1f,PFNGLUNIFORM1FPROC,"glUniform1f");
LOAD_PROC_OPTIONAL(furGetShaderInfoLog,PFNGLGETSHADERINFOLOGPROC,"glGetShaderInfoLog");
#ifndef USE_GLES
LOAD_PROC_OPTIONAL(furGetGraphicsResetStatusARB,PFNGLGETGRAPHICSRESETSTATUSARBPROC,"glGetGraphicsResetStatusARB");
#endif
if (createShader(sh_wipe_srcV,sh_wipe_srcF,sh_wipe_vertex,sh_wipe_fragment,sh_wipe_program)) {
sh_wipe_uAlpha=furGetUniformLocation(sh_wipe_program,"uAlpha");
}
C(furGenBuffers(1,&quadBuf));
return true;
}
void FurnaceGUIRenderGL::initGUI(SDL_Window* win) {
ImGui_ImplSDL2_InitForOpenGL(win,context);
ImGui_ImplOpenGL3_Init();
}
bool FurnaceGUIRenderGL::quit() {
if (context==NULL) return false;
SDL_GL_DeleteContext(context);
context=NULL;
return true;
}
void FurnaceGUIRenderGL::quitGUI() {
ImGui_ImplOpenGL3_Shutdown();
}
bool FurnaceGUIRenderGL::isDead() {
#ifndef USE_GLES
if (furGetGraphicsResetStatusARB==NULL) return false;
return (furGetGraphicsResetStatusARB()!=GL_NO_ERROR);
#else
// handled by SDL... I think
return false;
#endif
}