Files
palladium/backends/source/gfx_opengl2.cpp
tobid7 d4c59e5b61 Add backends
- Renamed GfxOpenGL to GfxOPenGL2
- Added GfxOpenGL3 backend for OpenGL 3.3+
- Added WIP DirectX9 backend
- Added structure for Citro3D
- Added linear Allocator
2026-03-17 16:47:19 +01:00

184 lines
5.6 KiB
C++

#include <pd_system/gfx_opengl2.hpp>
#if defined(PD_ENABLE_OPENGL2)
#include <glad/glad.h>
#include <pd/drivers/drivers.hpp>
#include <pd_system/gl-helper.hpp>
namespace PD {
const char* GfxOpenGL2::pVertCode = R"(
#version 120
attribute vec2 pos;
attribute vec2 uv;
attribute vec4 color;
varying vec2 oUV;
varying vec4 oColor;
// Probably forgot about this matrix and
// searched hours for why the rendering isn't working :/
uniform mat4 projection;
void main() {
gl_Position = projection*vec4(pos, 0.0, 1.0);
oUV = uv;
oColor = color;
}
)";
const char* GfxOpenGL2::pFragCode = R"(
#version 120
varying vec2 oUV;
varying vec4 oColor;
uniform sampler2D tex;
uniform bool alfa;
void main() {
vec4 tc = texture2D(tex, oUV);
if (alfa) {
gl_FragColor = vec4(oColor.rgb, tc.a * oColor.a);
} else {
gl_FragColor = tc * oColor;
}
}
)";
void GfxOpenGL2::pSetupShaderAttribs(u32 shader) {
GLint _pos = glGetAttribLocation(shader, "pos");
GLint _uv = glGetAttribLocation(shader, "uv");
GLint _color = glGetAttribLocation(shader, "color");
glVertexAttribPointer(_pos, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
(void*)offsetof(PD::Li::Vertex, pos));
glEnableVertexAttribArray(_pos);
glVertexAttribPointer(_uv, 2, GL_FLOAT, GL_FALSE, sizeof(PD::Li::Vertex),
(void*)offsetof(PD::Li::Vertex, uv));
glEnableVertexAttribArray(_uv);
glVertexAttribPointer(_color, 4, GL_UNSIGNED_BYTE, GL_TRUE,
sizeof(PD::Li::Vertex),
(void*)offsetof(PD::Li::Vertex, color));
glEnableVertexAttribArray(_color);
}
void GfxOpenGL2::SysInit() {
pShader = CreateShaderProgram(pVertCode, pFragCode);
glUseProgram(pShader);
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glGenBuffers(1, &IBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
pSetupShaderAttribs(pShader);
pLocTex = glGetUniformLocation(pShader, "tex");
pLocAlfa = glGetUniformLocation(pShader, "alfa");
pLocProjection = glGetUniformLocation(pShader, "projection");
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
PDLOG(
"GfxOpenGL2::SysInit():\n pShader = {}\n pLocTex = {}\n pLocAlfa = "
"{}\n pLocProjection = {}\n VBO = {}\n IBO = {}",
pShader, pLocTex, pLocAlfa, pLocProjection, VBO, IBO);
}
void GfxOpenGL2::SysDeinit() {
glDeleteBuffers(1, &VBO);
glDeleteBuffers(1, &IBO);
PDLOG("GfxOpenGL2::SysDeinit()");
}
void GfxOpenGL2::Submit(size_t count, size_t start) {
BindTexture(CurrentTex);
glUseProgram(pShader);
glUniformMatrix4fv(pLocProjection, 1, GL_FALSE, Projection.m.data());
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, CurrentVertex * sizeof(PD::Li::Vertex),
GetVertexBufPtr(0), GL_DYNAMIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, IBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, CurrentIndex * sizeof(PD::u16),
GetIndexBufPtr(0), GL_DYNAMIC_DRAW);
pSetupShaderAttribs(pShader);
GLint ibo = 0;
glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &ibo);
glDrawElements(GL_TRIANGLES, count, GL_UNSIGNED_SHORT,
reinterpret_cast<void*>(start * sizeof(u16)));
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
BindTexture(0);
}
void GfxOpenGL2::BindTexture(TextureID id) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, (GLuint)id);
glUniform1i(pLocTex, 0);
GLint fmt = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &fmt);
glUniform1i(pLocAlfa, fmt == GL_ALPHA);
}
void GfxOpenGL2::SysReset() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
TextureID GfxOpenGL2::LoadTexture(const std::vector<PD::u8>& pixels, int w,
int h, TextureFormat type,
TextureFilter filter) {
GLuint texID;
glGenTextures(1, &texID);
glBindTexture(GL_TEXTURE_2D, texID);
// Set base format (Always using RGBA as base)
GLenum fmt = GL_RGBA;
if (type == TextureFormat::RGB24) {
fmt = GL_RGB;
} else if (type == TextureFormat::A8) {
fmt = GL_ALPHA;
}
glTexImage2D(GL_TEXTURE_2D, 0, fmt, w, h, 0, fmt, GL_UNSIGNED_BYTE,
pixels.data());
if (filter == TextureFilter::Linear) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else if (filter == TextureFilter::Nearest) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
PDLOG("GfxOpenGL2::LoadTexture -> [{}] {}, [{}, {}]", PD::ivec2(w, h), texID,
type, filter);
return texID;
}
void GfxOpenGL2::DeleteTexture(const TextureID& tex) {
GLuint tex_ = tex;
glDeleteTextures(1, &tex_);
}
} // namespace PD
#else
namespace PD {
void GfxOpenGL2::SysInit() {
PDLOG(
"GfxOpenGL2::SysInit: OpenGL2 Driver is not included in "
"palladium-system");
}
void GfxOpenGL2::SysDeinit() {}
void GfxOpenGL2::Submit(size_t count, size_t start) {}
void GfxOpenGL2::BindTexture(TextureID id) {}
void GfxOpenGL2::SysReset() {}
TextureID GfxOpenGL2::LoadTexture(const std::vector<PD::u8>& pixels, int w,
int h, TextureFormat type,
TextureFilter filter) {
return 0;
}
void GfxOpenGL2::DeleteTexture(const TextureID& tex) {}
void GfxOpenGL2::pSetupShaderAttribs(u32 shader) {}
} // namespace PD
#endif