mirror of
https://github.com/RetroDECK/ES-DE.git
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9de16045c9
fix faulty line endings silence warnings on windows
252 lines
7.7 KiB
C++
252 lines
7.7 KiB
C++
#if defined(USE_OPENGLES_10)
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#include "renderers/Renderer.h"
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#include "Log.h"
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#include "Settings.h"
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#include <GLES/gl.h>
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#include <SDL.h>
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namespace Renderer
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{
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static SDL_GLContext sdlContext = nullptr;
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static GLenum convertBlendFactor(const Blend::Factor _blendFactor)
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{
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switch(_blendFactor)
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{
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case Blend::ZERO: { return GL_ZERO; } break;
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case Blend::ONE: { return GL_ONE; } break;
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case Blend::SRC_COLOR: { return GL_SRC_COLOR; } break;
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case Blend::ONE_MINUS_SRC_COLOR: { return GL_ONE_MINUS_SRC_COLOR; } break;
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case Blend::SRC_ALPHA: { return GL_SRC_ALPHA; } break;
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case Blend::ONE_MINUS_SRC_ALPHA: { return GL_ONE_MINUS_SRC_ALPHA; } break;
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case Blend::DST_COLOR: { return GL_DST_COLOR; } break;
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case Blend::ONE_MINUS_DST_COLOR: { return GL_ONE_MINUS_DST_COLOR; } break;
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case Blend::DST_ALPHA: { return GL_DST_ALPHA; } break;
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case Blend::ONE_MINUS_DST_ALPHA: { return GL_ONE_MINUS_DST_ALPHA; } break;
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default: { return GL_ZERO; }
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}
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} // convertBlendFactor
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static GLenum convertTextureType(const Texture::Type _type)
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{
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switch(_type)
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{
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case Texture::RGBA: { return GL_RGBA; } break;
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case Texture::ALPHA: { return GL_ALPHA; } break;
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default: { return GL_ZERO; }
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}
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} // convertTextureType
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unsigned int convertColor(const unsigned int _color)
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{
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// convert from rgba to abgr
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unsigned char r = ((_color & 0xff000000) >> 24) & 255;
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unsigned char g = ((_color & 0x00ff0000) >> 16) & 255;
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unsigned char b = ((_color & 0x0000ff00) >> 8) & 255;
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unsigned char a = ((_color & 0x000000ff) ) & 255;
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return ((a << 24) | (b << 16) | (g << 8) | (r));
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} // convertColor
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unsigned int getWindowFlags()
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{
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return SDL_WINDOW_OPENGL;
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} // getWindowFlags
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void setupWindow()
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{
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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_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 0);
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} // setupWindow
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void createContext()
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{
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sdlContext = SDL_GL_CreateContext(getSDLWindow());
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SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
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glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
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std::string glExts = (const char*)glGetString(GL_EXTENSIONS);
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LOG(LogInfo) << "Checking available OpenGL extensions...";
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LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
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} // createContext
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void destroyContext()
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{
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SDL_GL_DeleteContext(sdlContext);
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sdlContext = nullptr;
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} // destroyContext
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unsigned int createTexture(const Texture::Type _type, const bool _linear, const bool _repeat, const unsigned int _width, const unsigned int _height, void* _data)
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{
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const GLenum type = convertTextureType(_type);
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unsigned int texture;
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glGenTextures(1, &texture);
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bindTexture(texture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _linear ? GL_LINEAR : GL_NEAREST);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data);
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return texture;
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} // createTexture
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void destroyTexture(const unsigned int _texture)
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{
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glDeleteTextures(1, &_texture);
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} // destroyTexture
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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)
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{
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bindTexture(_texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, convertTextureType(_type), GL_UNSIGNED_BYTE, _data);
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bindTexture(0);
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} // updateTexture
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void bindTexture(const unsigned int _texture)
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{
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glBindTexture(GL_TEXTURE_2D, _texture);
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if(_texture == 0) glDisable(GL_TEXTURE_2D);
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else glEnable(GL_TEXTURE_2D);
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} // bindTexture
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void drawLines(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
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{
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glEnable(GL_BLEND);
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glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor));
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex);
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glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col);
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glDrawArrays(GL_LINES, 0, _numVertices);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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} // drawLines
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void drawTriangleStrips(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
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{
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glEnable(GL_BLEND);
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glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor));
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex);
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glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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} // drawTriangleStrips
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void setProjection(const Transform4x4f& _projection)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((GLfloat*)&_projection);
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} // setProjection
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void setMatrix(const Transform4x4f& _matrix)
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{
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((GLfloat*)&_matrix);
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} // setMatrix
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void setViewport(const Rect& _viewport)
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{
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// glViewport starts at the bottom left of the window
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glViewport( _viewport.x, getWindowHeight() - _viewport.y - _viewport.h, _viewport.w, _viewport.h);
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} // setViewport
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void setScissor(const Rect& _scissor)
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{
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if((_scissor.x == 0) && (_scissor.y == 0) && (_scissor.w == 0) && (_scissor.h == 0))
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{
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glDisable(GL_SCISSOR_TEST);
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}
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else
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{
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// glScissor starts at the bottom left of the window
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glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h);
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glEnable(GL_SCISSOR_TEST);
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}
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} // setScissor
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void setSwapInterval()
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{
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// vsync
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if(Settings::getInstance()->getBool("VSync"))
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{
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// SDL_GL_SetSwapInterval(0) for immediate updates (no vsync, default),
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// 1 for updates synchronized with the vertical retrace,
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// or -1 for late swap tearing.
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// SDL_GL_SetSwapInterval returns 0 on success, -1 on error.
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// if vsync is requested, try normal vsync; if that doesn't work, try late swap tearing
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// if that doesn't work, report an error
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if(SDL_GL_SetSwapInterval(1) != 0 && SDL_GL_SetSwapInterval(-1) != 0)
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LOG(LogWarning) << "Tried to enable vsync, but failed! (" << SDL_GetError() << ")";
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}
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else
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SDL_GL_SetSwapInterval(0);
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} // setSwapInterval
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void swapBuffers()
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{
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SDL_GL_SwapWindow(getSDLWindow());
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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} // swapBuffers
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} // Renderer::
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#endif // USE_OPENGLES_10
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