Supermodel/Src/Graphics/Shaders2D.h
Ian Curtis 40c8259130 Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.

A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.

This is a big update so I apologise in advance if I accidently broke something :]
2022-11-07 21:33:01 +00:00

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C

/**
** Supermodel
** A Sega Model 3 Arcade Emulator.
** Copyright 2011-2012 Bart Trzynadlowski, Nik Henson
**
** This file is part of Supermodel.
**
** Supermodel 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 3 of the License, or (at your option)
** any later version.
**
** Supermodel 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 Supermodel. If not, see <http://www.gnu.org/licenses/>.
**/
/*
* Shaders2D.h
*
* Header file containing the 2D vertex and fragment shaders.
*/
#ifndef INCLUDED_SHADERS2D_H
#define INCLUDED_SHADERS2D_H
// Vertex shader
static const char s_vertexShaderSource[] = R"glsl(
#version 410 core
// outputs
out vec2 fsTexCoord;
void main(void)
{
const vec4 vertices[] = vec4[](vec4(-1.0, -1.0, 0.0, 1.0),
vec4(-1.0, 1.0, 0.0, 1.0),
vec4( 1.0, -1.0, 0.0, 1.0),
vec4( 1.0, 1.0, 0.0, 1.0));
fsTexCoord = ((vertices[gl_VertexID % 4].xy + 1.0) / 2.0);
fsTexCoord.y = 1.0 - fsTexCoord.y; // flip upside down
gl_Position = vertices[gl_VertexID % 4];
}
)glsl";
// Fragment shader
static const char s_fragmentShaderSource[] = R"glsl(
#version 410 core
// inputs
uniform sampler2D tex1; // texture
in vec2 fsTexCoord;
// outputs
out vec4 fragColor;
void main()
{
fragColor = texture(tex1, fsTexCoord);
}
)glsl";
#endif // INCLUDED_SHADERS2D_H