// // Renderer_GLES10.cpp // // OpenGL ES 1.0 rendering functions. // #if defined(USE_OPENGLES_10) #include "renderers/Renderer.h" #include "math/Transform4x4f.h" #include "Log.h" #include "Settings.h" #include #include namespace Renderer { static SDL_GLContext sdlContext = nullptr; static GLuint whiteTexture = 0; static GLenum convertBlendFactor(const Blend::Factor _blendFactor) { switch (_blendFactor) { case Blend::ZERO: { return GL_ZERO; } break; case Blend::ONE: { return GL_ONE; } break; case Blend::SRC_COLOR: { return GL_SRC_COLOR; } break; case Blend::ONE_MINUS_SRC_COLOR: { return GL_ONE_MINUS_SRC_COLOR; } break; case Blend::SRC_ALPHA: { return GL_SRC_ALPHA; } break; case Blend::ONE_MINUS_SRC_ALPHA: { return GL_ONE_MINUS_SRC_ALPHA; } break; case Blend::DST_COLOR: { return GL_DST_COLOR; } break; case Blend::ONE_MINUS_DST_COLOR: { return GL_ONE_MINUS_DST_COLOR; } break; case Blend::DST_ALPHA: { return GL_DST_ALPHA; } break; case Blend::ONE_MINUS_DST_ALPHA: { return GL_ONE_MINUS_DST_ALPHA; } break; default: { return GL_ZERO; } } } static GLenum convertTextureType(const Texture::Type _type) { switch (_type) { case Texture::RGBA: { return GL_RGBA; } break; case Texture::ALPHA: { return GL_ALPHA; } break; default: { return GL_ZERO; } } } unsigned int convertColor(const unsigned int _color) { // Convert from rgba to abgr. unsigned char r = ((_color & 0xff000000) >> 24) & 255; unsigned char g = ((_color & 0x00ff0000) >> 16) & 255; unsigned char b = ((_color & 0x0000ff00) >> 8) & 255; unsigned char a = ((_color & 0x000000ff) ) & 255; return ((a << 24) | (b << 16) | (g << 8) | (r)); } unsigned int getWindowFlags() { return SDL_WINDOW_OPENGL; } void setupWindow() { SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); 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_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); } bool createContext() { sdlContext = SDL_GL_CreateContext(getSDLWindow()); SDL_GL_MakeCurrent(getSDLWindow(), sdlContext); std::string vendor = glGetString(GL_VENDOR) ? (const char*)glGetString(GL_VENDOR) : ""; std::string renderer = glGetString(GL_RENDERER) ? (const char*)glGetString(GL_RENDERER) : ""; std::string version = glGetString(GL_VERSION) ? (const char*)glGetString(GL_VERSION) : ""; std::string extensions = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : ""; LOG(LogInfo) << "GL vendor: " << vendor; LOG(LogInfo) << "GL renderer: " << renderer; LOG(LogInfo) << "GL version: " << version; LOG(LogInfo) << "EmulationStation renderer: OpenGL ES 1.0"; LOG(LogInfo) << "Checking available OpenGL extensions..."; std::string glExts = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : ""; LOG(LogInfo) << "GL_OES_texture_npot: " << (extensions.find("GL_OES_texture_npot") != std::string::npos ? "OK" : "MISSING"); uint8_t data[4] = {255, 255, 255, 255}; whiteTexture = createTexture(Texture::RGBA, false, true, 1, 1, data); GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f)); GL_CHECK_ERROR(glEnable(GL_TEXTURE_2D)); GL_CHECK_ERROR(glEnable(GL_BLEND)); GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1)); GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); GL_CHECK_ERROR(glEnableClientState(GL_VERTEX_ARRAY)); GL_CHECK_ERROR(glEnableClientState(GL_TEXTURE_COORD_ARRAY)); GL_CHECK_ERROR(glEnableClientState(GL_COLOR_ARRAY)); return true; } void destroyContext() { SDL_GL_DeleteContext(sdlContext); sdlContext = nullptr; } unsigned int createTexture( const Texture::Type _type, const bool _linear, const bool _repeat, const unsigned int _width, const unsigned int _height, void* _data) { const GLenum type = convertTextureType(_type); unsigned int texture; GL_CHECK_ERROR(glGenTextures(1, &texture)); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture)); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE)); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE)); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST)); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)); GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data)); return texture; } void destroyTexture(const unsigned int _texture) { GL_CHECK_ERROR(glDeleteTextures(1, &_texture)); } void updateTexture( const unsigned int _texture, const Texture::Type _type, const unsigned int _x, const unsigned _y, const unsigned int _width, const unsigned int _height, void* _data) { const GLenum type = convertTextureType(_type); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture)); GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, type, GL_UNSIGNED_BYTE, _data)); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture)); } void bindTexture(const unsigned int _texture) { if (_texture == 0) GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture)); else GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture)); } void drawLines( const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor) { GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos)); GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex)); GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col)); GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor))); GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, _numVertices)); } void drawTriangleStrips( const Vertex* _vertices, const unsigned int _numVertices, const Transform4x4f& _trans, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor, const shaderParameters& _parameters) { GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos)); GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex)); GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col)); GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor))); GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices)); } void setProjection(const Transform4x4f& _projection) { GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION)); GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&_projection)); } void setMatrix(const Transform4x4f& _matrix) { Transform4x4f matrix = _matrix; matrix.round(); GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW)); GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&matrix)); } void setViewport(const Rect& _viewport) { // glViewport starts at the bottom left of the window. GL_CHECK_ERROR(glViewport( _viewport.x, getWindowHeight() - _viewport.y - _viewport.h, _viewport.w, _viewport.h)); } void setScissor(const Rect& _scissor) { if ((_scissor.x == 0) && (_scissor.y == 0) && (_scissor.w == 0) && (_scissor.h == 0)) { GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST)); } else { // glScissor starts at the bottom left of the window. GL_CHECK_ERROR(glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h)); GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST)); } } void setSwapInterval() { // vsync. if (Settings::getInstance()->getBool("VSync")) { // SDL_GL_SetSwapInterval(0) for immediate updates (no vsync, default), // 1 for updates synchronized with the vertical retrace, // or -1 for late swap tearing. // SDL_GL_SetSwapInterval returns 0 on success, -1 on error. // if vsync is requested, try normal vsync; if that doesn't work, try late swap tearing // if that doesn't work, report an error. if (SDL_GL_SetSwapInterval(1) != 0 && SDL_GL_SetSwapInterval(-1) != 0) { LOG(LogWarning) << "Tried to enable vsync, but failed! (" << SDL_GetError() << ")"; } } else { SDL_GL_SetSwapInterval(0); } } void swapBuffers() { SDL_GL_SwapWindow(getSDLWindow()); GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)); } } // Renderer:: #endif // USE_OPENGLES_10