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