214 lines
4.5 KiB
C++
214 lines
4.5 KiB
C++
/*
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** gl-meta.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2014 Jonas Kulla <Nyocurio@gmail.com>
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**
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** mkxp 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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** mkxp 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
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "gl-meta.h"
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#include "gl-fun.h"
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#include "sharedstate.h"
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#include "glstate.h"
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#include "quad.h"
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namespace GLMeta
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{
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void subRectImageUpload(GLint srcW, GLint srcX, GLint srcY,
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GLint dstX, GLint dstY, GLsizei dstW, GLsizei dstH,
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SDL_Surface *src, GLenum format)
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{
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if (gl.unpack_subimage)
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{
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gl.PixelStorei(GL_UNPACK_ROW_LENGTH, srcW);
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gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, srcX);
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gl.PixelStorei(GL_UNPACK_SKIP_ROWS, srcY);
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TEX::uploadSubImage(dstX, dstY, dstW, dstH, src->pixels, format);
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}
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else
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{
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SDL_PixelFormat *form = src->format;
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SDL_Surface *tmp = SDL_CreateRGBSurface(0, dstW, dstH, form->BitsPerPixel,
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form->Rmask, form->Gmask, form->Bmask, form->Amask);
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SDL_Rect srcRect = { srcX, srcY, dstW, dstH };
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SDL_BlitSurface(src, &srcRect, tmp, 0);
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TEX::uploadSubImage(dstX, dstY, dstW, dstH, tmp->pixels, format);
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SDL_FreeSurface(tmp);
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}
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}
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void subRectImageEnd()
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{
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if (gl.unpack_subimage)
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{
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gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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gl.PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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}
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}
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#define HAVE_NATIVE_VAO gl.GenVertexArrays
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static void vaoBindRes(VAO &vao)
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{
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VBO::bind(vao.vbo);
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IBO::bind(vao.ibo);
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for (size_t i = 0; i < vao.attrCount; ++i)
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{
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const VertexAttribute &va = vao.attr[i];
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gl.EnableVertexAttribArray(va.index);
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gl.VertexAttribPointer(va.index, va.size, va.type, GL_FALSE, vao.vertSize, va.offset);
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}
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}
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void vaoInit(VAO &vao, bool keepBound)
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{
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if (HAVE_NATIVE_VAO)
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{
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gl.GenVertexArrays(1, &vao.nativeVAO);
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gl.BindVertexArray(vao.nativeVAO);
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vaoBindRes(vao);
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if (!keepBound)
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gl.BindVertexArray(0);
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}
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else
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{
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if (keepBound)
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{
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VBO::bind(vao.vbo);
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IBO::bind(vao.ibo);
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}
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}
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}
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void vaoFini(VAO &vao)
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{
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if (HAVE_NATIVE_VAO)
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gl.DeleteVertexArrays(1, &vao.nativeVAO);
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}
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void vaoBind(VAO &vao)
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{
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if (HAVE_NATIVE_VAO)
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gl.BindVertexArray(vao.nativeVAO);
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else
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vaoBindRes(vao);
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}
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void vaoUnbind(VAO &vao)
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{
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if (HAVE_NATIVE_VAO)
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{
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gl.BindVertexArray(0);
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}
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else
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{
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for (size_t i = 0; i < vao.attrCount; ++i)
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gl.DisableVertexAttribArray(vao.attr[i].index);
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VBO::unbind();
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IBO::unbind();
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}
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}
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#define HAVE_NATIVE_BLIT gl.BlitFramebuffer
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static void _blitBegin(FBO::ID fbo, const Vec2i &size)
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{
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if (HAVE_NATIVE_BLIT)
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{
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gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo.gl);
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}
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else
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{
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FBO::bind(fbo);
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glState.viewport.pushSet(IntRect(0, 0, size.x, size.y));
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SimpleShader &shader = shState->shaders().simple;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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}
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}
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void blitBegin(TEXFBO &target)
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{
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_blitBegin(target.fbo, Vec2i(target.width, target.height));
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}
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void blitBeginScreen(const Vec2i &size)
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{
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_blitBegin(FBO::ID(0), size);
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}
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void blitSource(TEXFBO &source)
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{
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if (HAVE_NATIVE_BLIT)
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{
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gl.BindFramebuffer(GL_READ_FRAMEBUFFER, source.fbo.gl);
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}
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else
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{
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SimpleShader &shader = shState->shaders().simple;
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shader.setTexSize(Vec2i(source.width, source.height));
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TEX::bind(source.tex);
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}
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}
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void blitRectangle(const IntRect &src, const Vec2i &dstPos, bool smooth)
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{
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blitRectangle(src, IntRect(dstPos.x, dstPos.y, src.w, src.h), smooth);
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}
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void blitRectangle(const IntRect &src, const IntRect &dst, bool smooth)
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{
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if (HAVE_NATIVE_BLIT)
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{
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gl.BlitFramebuffer(src.x, src.y, src.x+src.w, src.y+src.h,
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dst.x, dst.y, dst.x+dst.w, dst.y+dst.h,
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GL_COLOR_BUFFER_BIT, smooth ? GL_LINEAR : GL_NEAREST);
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}
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else
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{
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if (smooth)
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TEX::setSmooth(true);
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glState.blend.pushSet(false);
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Quad &quad = shState->gpQuad();
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quad.setTexPosRect(src, dst);
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quad.draw();
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glState.blend.pop();
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if (smooth)
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TEX::setSmooth(false);
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}
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}
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void blitEnd()
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{
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if (!HAVE_NATIVE_BLIT)
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glState.viewport.pop();
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}
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}
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