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https://github.com/zellyn/apple2shader.git
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webgl: finished non-persistence parts of drawDisplayCanvas
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100
screenEmu.js
100
screenEmu.js
@ -280,8 +280,6 @@ varying vec2 v_texCoord;
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// all shaders have a main function
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void main() {
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// gl_Position is a special variable a vertex shader
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// is responsible for setting
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gl_Position = a_position;
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v_texCoord = a_texCoord;
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}
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@ -297,9 +295,7 @@ varying vec2 v_texCoord2;
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// all shaders have a main function
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void main() {
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// gl_Position is a special variable a vertex shader
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// is responsible for setting
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gl_Position = a_position;
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gl_Position = vec4(a_position.x, -a_position.y, a_position.z, a_position.w);
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v_texCoord = a_texCoord;
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v_texCoord2 = a_texCoord2;
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}
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@ -827,7 +823,7 @@ void main(void)
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const gl = this.gl;
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const image = this.image;
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this.resizeTexture("IMAGE_IN", image.width, image.height);
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this.resizeTexture("IMAGE_IN", image.width, image.height, true);
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const texInfoImage = this.textures["IMAGE_IN"];
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gl.bindTexture(gl.TEXTURE_2D, texInfoImage.glTexture);
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const format = gl.LUMINANCE;
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@ -1191,8 +1187,16 @@ void main(void)
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drawRectangle(shader, posRect, texRect, texRect2) {
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const gl = this.gl;
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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const positionLocation = gl.getAttribLocation(shader, "a_position");
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const texcoordLocation = gl.getAttribLocation(shader, "a_texCoord");
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const texcoordLocations = [gl.getAttribLocation(shader, "a_texCoord")];
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const texRects = [texRect];
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if (texRect2) {
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texcoordLocations.push(gl.getAttribLocation(shader, "a_texCoord2"));
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texRects.push(texRect2);
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}
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const positionBuffer = this.buffers[0];
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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@ -1209,31 +1213,30 @@ void main(void)
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p_x2, p_y2,
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]), gl.STATIC_DRAW);
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const texcoordBuffer = this.buffers[1];
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gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
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const t_x1 = texRect.l;
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const t_x2 = texRect.r;
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const t_y1 = texRect.t;
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const t_y2 = texRect.b;
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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t_x1, t_y1,
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t_x2, t_y1,
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t_x1, t_y2,
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t_x1, t_y2,
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t_x2, t_y1,
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t_x2, t_y2,
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]), gl.STATIC_DRAW);
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gl.clearColor(0, 0, 0, 0);
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gl.clear(gl.COLOR_BUFFER_BIT);
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gl.enableVertexAttribArray(positionLocation);
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gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
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gl.vertexAttribPointer(positionLocation, 2, gl.FLOAT, false, 0, 0);
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gl.enableVertexAttribArray(texcoordLocation);
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gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
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gl.vertexAttribPointer(texcoordLocation, 2, gl.FLOAT, false, 0, 0);
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for (let i = 0; i < texRects.length; i++) {
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const texcoordBuffer = this.buffers[i+1];
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gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
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const t_x1 = texRects[i].l;
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const t_x2 = texRects[i].r;
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const t_y1 = texRects[i].t;
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const t_y2 = texRects[i].b;
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
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t_x1, t_y1,
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t_x2, t_y1,
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t_x1, t_y2,
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t_x1, t_y2,
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t_x2, t_y1,
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t_x2, t_y2,
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]), gl.STATIC_DRAW);
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gl.enableVertexAttribArray(texcoordLocations[i]);
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gl.bindBuffer(gl.ARRAY_BUFFER, texcoordBuffer);
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gl.vertexAttribPointer(texcoordLocations[i], 2, gl.FLOAT, false, 0, 0);
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}
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gl.drawArrays(gl.TRIANGLES, 0, 6);
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}
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@ -1244,7 +1247,7 @@ void main(void)
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const displayShader = this.shaders["DISPLAY"];
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// Clear
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// TODO(zellyn): uncomment
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// (Moved inside drawRectangle)
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// gl.clearColor(0, 0, 0, 1);
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// gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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@ -1390,6 +1393,7 @@ void main(void)
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this.persistenceTexRect.x, this.persistenceTexRect.y);
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gl.uniform2f(gl.getUniformLocation(displayShader, "persistenceSize"),
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this.persistenceTexRect.width, this.persistenceTexRect.height);
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// Old fixed pipeline stuff.
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// gl.loadIdentity();
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// gl.rotatef(180, 1, 0, 0);
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@ -1402,29 +1406,12 @@ void main(void)
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
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gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
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// TODO(zellyn): implement
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// zjh:begin
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/*
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// Render
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gl.begin(gl.QUADS);
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gl.texCoord2f(OEMinX(canvasTexRect), OEMinY(canvasTexRect));
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gl.multiTexCoord2d(1, OEMinX(baseTexRect), OEMinY(baseTexRect));
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gl.vertex2f(OEMinX(vertexRect), OEMinY(vertexRect));
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gl.texCoord2f(OEMaxX(canvasTexRect), OEMinY(canvasTexRect));
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gl.multiTexCoord2d(1, OEMaxX(baseTexRect), OEMinY(baseTexRect));
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gl.vertex2f(OEMaxX(vertexRect), OEMinY(vertexRect));
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gl.texCoord2f(OEMaxX(canvasTexRect), OEMaxY(canvasTexRect));
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gl.multiTexCoord2d(1, OEMaxX(baseTexRect), OEMaxY(baseTexRect));
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gl.vertex2f(OEMaxX(vertexRect), OEMaxY(vertexRect));
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gl.texCoord2f(OEMinX(canvasTexRect), OEMaxY(canvasTexRect));
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gl.multiTexCoord2d(1, OEMinX(baseTexRect), OEMaxY(baseTexRect));
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gl.vertex2f(OEMinX(vertexRect), OEMaxY(vertexRect));
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gl.end();
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this.drawRectangle(displayShader, vertexRect, canvasTexRect, baseTexRect);
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// TODO(zellyn): implement
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/*
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if (displayConfiguration.displayPersistence != 0.0)
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{
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updateTextureSize(OPENGLCANVAS_IMAGE_PERSISTENCE, viewportSize);
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@ -1449,11 +1436,8 @@ void main(void)
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persistenceTexRect.origin.y += persistenceTexRect.size.height;
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persistenceTexRect.size.height = -persistenceTexRect.size.height;
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}
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gl.useProgram(0);
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// zjh:end
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*/
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}
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getDisplayCanvasTexPoint(p) {
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@ -1475,7 +1459,7 @@ void main(void)
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// Resize the texture with the given name to the next
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// highest power of two width and height. Wouldn't be
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// necessary with webgl2.
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resizeTexture(name, width, height) {
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resizeTexture(name, width, height, luminance=false) {
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const gl = this.gl;
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const texInfo = this.textures[name];
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if (!texInfo) {
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@ -1489,9 +1473,11 @@ void main(void)
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texInfo.width = width;
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texInfo.height = height;
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gl.bindTexture(gl.TEXTURE_2D, texInfo.glTexture);
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const dummy = new Uint8Array(width * height);
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gl.texImage2D(gl.TEXTURE_2D, 0, gl.LUMINANCE, width, height, 0,
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gl.LUMINANCE, gl.UNSIGNED_BYTE, dummy);
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const length = width * height * (luminance ? 1 : 4);
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const dummy = new Uint8Array(length);
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const type = luminance ? gl.LUMINANCE : gl.RGBA;
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gl.texImage2D(gl.TEXTURE_2D, 0, type, width, height, 0,
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type, gl.UNSIGNED_BYTE, dummy);
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}
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}
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}
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