/* * Apple // emulator for *nix * * This software package is subject to the GNU General Public License * version 2 or later (your choice) as published by the Free Software * Foundation. * * THERE ARE NO WARRANTIES WHATSOEVER. * */ // glvideo -- Created by Aaron Culliney #include "common.h" #include "video/glvideo.h" #include "video/glinput.h" #include "video/glnode.h" bool safe_to_do_opengl_logging = false; volatile bool _vid_dirty = true; static int windowWidth = SCANWIDTH*1.5; static int windowHeight = SCANHEIGHT*1.5; static int viewportX = 0; static int viewportY = 0; static int viewportWidth = SCANWIDTH*1.5; static int viewportHeight = SCANHEIGHT*1.5; #if MOBILE_DEVICE static int adjustedHeight = 0; #endif GLint uniformTex2Use = UNINITIALIZED_GL; GLint alphaValue = UNINITIALIZED_GL; static GLint uniformMVPIdx = UNINITIALIZED_GL; static GLenum crtElementType = UNINITIALIZED_GL; static GLuint crtNumElements = UNINITIALIZED_GL; static GLuint a2TextureName = UNINITIALIZED_GL; static GLuint defaultFBO = UNINITIALIZED_GL; static GLuint program = UNINITIALIZED_GL; static GLuint crtVAOName = UNINITIALIZED_GL; static GLuint posBufferName = UNINITIALIZED_GL; static GLuint texcoordBufferName = UNINITIALIZED_GL; static GLuint elementBufferName = UNINITIALIZED_GL; static GLModel *crtModel = NULL; static video_backend_s glvideo_backend = { 0 }; #if USE_GLUT static int glutWindow = -1; #endif //---------------------------------------------------------------------------- // // OpenGL helper routines // static void _create_CRT_model(void) { // NOTE: vertices in Normalized Device Coordinates const GLfloat crt_positions[] = { // CRT screen quad -1.0, -1.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, #if PERSPECTIVE // CRT back side point 0.0, 0.0, -1.0, 1.0, #endif }; const GLfloat crt_texcoords[] = { 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, }; const GLushort indices[] = { // CRT screen quad 0, 1, 2, 2, 1, 3 #if PERSPECTIVE // ... #endif }; GLModel *crt = calloc(1, sizeof(GLModel)); crt->numVertices = 4; crt->numElements = 6; crt->positions = malloc(sizeof(crt_positions)); memcpy(crt->positions, &crt_positions[0], sizeof(crt_positions)); crt->positionType = GL_FLOAT; crt->positionSize = 4; // x,y,z coordinates crt->positionArraySize = sizeof(crt_positions); crt->texCoords = malloc(sizeof(crt_texcoords)); memcpy(crt->texCoords, &crt_texcoords[0], sizeof(crt_texcoords)); crt->texcoordType = GL_FLOAT; crt->texcoordSize = 2; // s,t coordinates crt->texcoordArraySize = sizeof(crt_texcoords); crt->normals = NULL; crt->normalType = GL_NONE; crt->normalSize = GL_NONE; crt->normalArraySize = 0; crt->elements = malloc(sizeof(indices)); memcpy(crt->elements, &indices[0], sizeof(indices)); crt->elementType = GL_UNSIGNED_SHORT; crt->elementArraySize = sizeof(indices); mdlDestroyModel(&crtModel); crtModel = crt; } static void _create_VAO_VBOs(void) { // Create a vertex array object (VAO) to cache model parameters #if USE_VAO glGenVertexArrays(1, &crtVAOName); glBindVertexArray(crtVAOName); #endif // Create a vertex buffer object (VBO) to store positions and load data glGenBuffers(1, &posBufferName); glBindBuffer(GL_ARRAY_BUFFER, posBufferName); glBufferData(GL_ARRAY_BUFFER, crtModel->positionArraySize, crtModel->positions, GL_STATIC_DRAW); #if USE_VAO // Enable the position attribute for this VAO glEnableVertexAttribArray(POS_ATTRIB_IDX); // Get the size of the position type so we can set the stride properly GLsizei posTypeSize = getGLTypeSize(crtModel->positionType); // Set up parmeters for position attribute in the VAO including, // size, type, stride, and offset in the currenly bound VAO // This also attaches the position VBO to the VAO glVertexAttribPointer(POS_ATTRIB_IDX, // What attibute index will this array feed in the vertex shader (see buildProgram) crtModel->positionSize, // How many elements are there per position? crtModel->positionType, // What is the type of this data? GL_FALSE, // Do we want to normalize this data (0-1 range for fixed-pont types) crtModel->positionSize*posTypeSize, // What is the stride (i.e. bytes between positions)? 0); // What is the offset in the VBO to the position data? #endif if (crtModel->texCoords) { // Create a VBO to store texcoords glGenBuffers(1, &texcoordBufferName); glBindBuffer(GL_ARRAY_BUFFER, texcoordBufferName); // Allocate and load texcoord data into the VBO glBufferData(GL_ARRAY_BUFFER, crtModel->texcoordArraySize, crtModel->texCoords, GL_STATIC_DRAW); #if USE_VAO // Enable the texcoord attribute for this VAO glEnableVertexAttribArray(TEXCOORD_ATTRIB_IDX); // Get the size of the texcoord type so we can set the stride properly GLsizei texcoordTypeSize = getGLTypeSize(crtModel->texcoordType); // Set up parmeters for texcoord attribute in the VAO including, // size, type, stride, and offset in the currenly bound VAO // This also attaches the texcoord VBO to VAO glVertexAttribPointer(TEXCOORD_ATTRIB_IDX, // What attibute index will this array feed in the vertex shader (see buildProgram) crtModel->texcoordSize, // How many elements are there per texture coord? crtModel->texcoordType, // What is the type of this data in the array? GL_TRUE, // Do we want to normalize this data (0-1 range for fixed-point types) crtModel->texcoordSize*texcoordTypeSize, // What is the stride (i.e. bytes between texcoords)? 0); // What is the offset in the VBO to the texcoord data? #endif } // Create a VBO to vertex array elements // This also attaches the element array buffer to the VAO glGenBuffers(1, &elementBufferName); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBufferName); // Allocate and load vertex array element data into VBO glBufferData(GL_ELEMENT_ARRAY_BUFFER, crtModel->elementArraySize, crtModel->elements, GL_STATIC_DRAW); GL_ERRLOG("finished creating VAO/VBOs"); } static void _destroy_VAO(GLuint vaoName) { // Bind the VAO so we can get data from it #if USE_VAO glBindVertexArray(vaoName); // For every possible attribute set in the VAO for (GLuint index = 0; index < 16; index++) { // Get the VBO set for that attibute GLuint bufName = 0; glGetVertexAttribiv(index , GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING, (GLint*)&bufName); // If there was a VBO set... if (bufName) { //...delete the VBO glDeleteBuffers(1, &bufName); } } // Get any element array VBO set in the VAO { GLuint bufName = 0; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, (GLint*)&bufName); // If there was a element array VBO set in the VAO if (bufName) { //...delete the VBO glDeleteBuffers(1, &bufName); } } // Finally, delete the VAO glDeleteVertexArrays(1, &vaoName); #else glDeleteBuffers(1, &posBufferName); posBufferName = UNINITIALIZED_GL; glDeleteBuffers(1, &texcoordBufferName); texcoordBufferName = UNINITIALIZED_GL; glDeleteBuffers(1, &elementBufferName); elementBufferName = UNINITIALIZED_GL; #endif GL_ERRLOG("destroying VAO/VBOs"); } static GLuint _create_CRT_texture(void) { GLuint texName; // Create a texture object to apply to model glGenTextures(1, &texName); glActiveTexture(TEXTURE_ACTIVE_FRAMEBUFFER); glBindTexture(GL_TEXTURE_2D, texName); // Set up filter and wrap modes for this texture object glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Indicate that pixel rows are tightly packed (defaults to a stride of sizeof(PIXEL_TYPE) which is good for RGBA or // FLOAT data types) glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // Allocate and load image data into texture glTexImage2D(GL_TEXTURE_2D, /*level*/0, TEX_FORMAT_INTERNAL, SCANWIDTH, SCANHEIGHT, /*border*/0, TEX_FORMAT, TEX_TYPE, NULL); GL_ERRLOG("finished creating CRT texture"); return texName; } static GLuint _build_program(demoSource *vertexSource, demoSource *fragmentSource, bool hasNormal, bool hasTexcoord) { GLuint prgName; GLint logLength, status; // String to pass to glShaderSource GLchar *sourceString = NULL; // Determine if GLSL version 140 is supported by this context. // We'll use this info to generate a GLSL shader source string // with the proper version preprocessor string prepended float glLanguageVersion = 0.f; char *shaderLangVersion = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION); if (shaderLangVersion == NULL) { ERRQUIT("shader toolchain unavailable"); } #if TARGET_OS_IPHONE sscanf(shaderLangVersion, "OpenGL ES GLSL ES %f", &glLanguageVersion); #else sscanf(shaderLangVersion, "%f", &glLanguageVersion); #endif // GL_SHADING_LANGUAGE_VERSION returns the version standard version form // with decimals, but the GLSL version preprocessor directive simply // uses integers (thus 1.10 should 110 and 1.40 should be 140, etc.) // We multiply the floating point number by 100 to get a proper // number for the GLSL preprocessor directive GLuint version = 100 * glLanguageVersion; // Get the size of the version preprocessor string info so we know // how much memory to allocate for our sourceString const GLsizei versionStringSize = sizeof("#version 123\n"); // Create a program object prgName = glCreateProgram(); // Indicate the attribute indicies on which vertex arrays will be // set with glVertexAttribPointer // See buildVAO to see where vertex arrays are actually set glBindAttribLocation(prgName, POS_ATTRIB_IDX, "inPosition"); if (hasNormal) { glBindAttribLocation(prgName, NORMAL_ATTRIB_IDX, "inNormal"); } if (hasTexcoord) { glBindAttribLocation(prgName, TEXCOORD_ATTRIB_IDX, "inTexcoord"); } ////////////////////////////////////// // Specify and compile VertexShader // ////////////////////////////////////// // Allocate memory for the source string including the version preprocessor information sourceString = malloc(vertexSource->byteSize + versionStringSize); // Prepend our vertex shader source string with the supported GLSL version so // the shader will work on ES, Legacy, and OpenGL 3.2 Core Profile contexts if (version) { sprintf(sourceString, "#version %d\n%s", version, vertexSource->string); } else { RELEASE_LOG("YAY, you have an awesome OpenGL vendor for this device ... no GLSL version specified ... so NOT adding a #version directive to shader sources =P"); sprintf(sourceString, "%s", vertexSource->string); } GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER); glShaderSource(vertexShader, 1, (const GLchar **)&(sourceString), NULL); glCompileShader(vertexShader); glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar *)malloc(logLength); glGetShaderInfoLog(vertexShader, logLength, &logLength, log); LOG("Vtx Shader compile log:%s\n", log); free(log); } glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &status); if (status == 0) { LOG("Failed to compile vtx shader:\n%s\n", sourceString); return 0; } free(sourceString); sourceString = NULL; // Attach the vertex shader to our program glAttachShader(prgName, vertexShader); // Delete the vertex shader since it is now attached // to the program, which will retain a reference to it glDeleteShader(vertexShader); ///////////////////////////////////////// // Specify and compile Fragment Shader // ///////////////////////////////////////// // Allocate memory for the source string including the version preprocessor information sourceString = malloc(fragmentSource->byteSize + versionStringSize); // Prepend our fragment shader source string with the supported GLSL version so // the shader will work on ES, Legacy, and OpenGL 3.2 Core Profile contexts if (version) { sprintf(sourceString, "#version %d\n%s", version, fragmentSource->string); } else { sprintf(sourceString, "%s", fragmentSource->string); } GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER); glShaderSource(fragShader, 1, (const GLchar **)&(sourceString), NULL); glCompileShader(fragShader); glGetShaderiv(fragShader, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar *)malloc(logLength); glGetShaderInfoLog(fragShader, logLength, &logLength, log); LOG("Frag Shader compile log:\n%s\n", log); free(log); } glGetShaderiv(fragShader, GL_COMPILE_STATUS, &status); if (status == 0) { LOG("Failed to compile frag shader:\n%s\n", sourceString); return 0; } free(sourceString); sourceString = NULL; // Attach the fragment shader to our program glAttachShader(prgName, fragShader); // Delete the fragment shader since it is now attached // to the program, which will retain a reference to it glDeleteShader(fragShader); ////////////////////// // Link the program // ////////////////////// glLinkProgram(prgName); glGetProgramiv(prgName, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar*)malloc(logLength); glGetProgramInfoLog(prgName, logLength, &logLength, log); LOG("Program link log:\n%s\n", log); free(log); } glGetProgramiv(prgName, GL_LINK_STATUS, &status); if (status == 0) { LOG("Failed to link program"); return 0; } glValidateProgram(prgName); glGetProgramiv(prgName, GL_INFO_LOG_LENGTH, &logLength); if (logLength > 0) { GLchar *log = (GLchar*)malloc(logLength); glGetProgramInfoLog(prgName, logLength, &logLength, log); LOG("Program validate log:\n%s\n", log); free(log); } glGetProgramiv(prgName, GL_VALIDATE_STATUS, &status); if (status == 0) { LOG("Failed to validate program"); return 0; } glUseProgram(prgName); /////////////////////////////////////// // Setup common program input points // /////////////////////////////////////// GLint fbSamplerLoc = glGetUniformLocation(prgName, "framebufferTexture"); if (fbSamplerLoc < 0) { LOG("OOPS, no framebufferTexture shader : %d", fbSamplerLoc); } else { glUniform1i(fbSamplerLoc, TEXTURE_ID_FRAMEBUFFER); } GLint messageSamplerLoc = glGetUniformLocation(prgName, "messageTexture"); if (messageSamplerLoc < 0) { LOG("OOPS, no messageSamplerLoc shader : %d", messageSamplerLoc); } else { glUniform1i(messageSamplerLoc, TEXTURE_ID_MESSAGE); } GLint maxTextureUnits = -1; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextureUnits); if (maxTextureUnits < TEXTURE_ID_MAX) { #warning FIXME TODO ... gracefully handle devices with low max texture units? ERRLOG("OOPS ... MAX TEXTURE UNITS : %d (<%d)", maxTextureUnits, TEXTURE_ID_MAX); } else { LOG("GL_MAX_TEXTURE_IMAGE_UNITS : %d", maxTextureUnits); } #if INTERFACE_TOUCH GLint axisSamplerLoc = glGetUniformLocation(prgName, "axisTexture"); if (axisSamplerLoc < 0) { LOG("OOPS, no axisSamplerLoc shader : %d", axisSamplerLoc); } else { glUniform1i(axisSamplerLoc, TEXTURE_ID_TOUCHJOY_AXIS); } GLint buttonSamplerLoc = glGetUniformLocation(prgName, "buttonTexture"); if (buttonSamplerLoc < 0) { LOG("OOPS, no buttonSamplerLoc shader : %d", buttonSamplerLoc); } else { glUniform1i(buttonSamplerLoc, TEXTURE_ID_TOUCHJOY_BUTTON); } GLint kbdSamplerLoc = glGetUniformLocation(prgName, "kbdTexture"); if (kbdSamplerLoc < 0) { LOG("OOPS, no kbdSamplerLoc shader : %d", kbdSamplerLoc); } else { glUniform1i(kbdSamplerLoc, TEXTURE_ID_TOUCHKBD); } GLint menuLeftSamplerLoc = glGetUniformLocation(prgName, "menuLeftTexture"); if (menuLeftSamplerLoc < 0) { LOG("OOPS, no menuLeftSamplerLoc shader : %d", menuLeftSamplerLoc); } else { glUniform1i(menuLeftSamplerLoc, TEXTURE_ID_TOUCHMENU_LEFT); } GLint menuRightSamplerLoc = glGetUniformLocation(prgName, "menuRightTexture"); if (menuRightSamplerLoc < 0) { LOG("OOPS, no menuRightSamplerLoc shader : %d", menuRightSamplerLoc); } else { glUniform1i(menuRightSamplerLoc, TEXTURE_ID_TOUCHMENU_RIGHT); } #endif uniformMVPIdx = glGetUniformLocation(prgName, "modelViewProjectionMatrix"); if (uniformMVPIdx < 0) { LOG("OOPS, no modelViewProjectionMatrix in shader : %d", uniformMVPIdx); } uniformTex2Use = glGetUniformLocation(prgName, "tex2Use"); if (uniformTex2Use < 0) { LOG("OOPS, no texture selector in shader : %d", uniformTex2Use); } alphaValue = glGetUniformLocation(prgName, "aValue"); if (alphaValue < 0) { LOG("OOPS, no texture selector in shader : %d", alphaValue); } GL_ERRLOG("build program"); return prgName; } static demoSource *_create_shader_source(const char *fileName) { demoSource *src = NULL; #if defined(__APPLE__) CFBundleRef mainBundle = CFBundleGetMainBundle(); CFStringRef fileString = CFStringCreateWithCString(/*allocator*/NULL, fileName, CFStringGetSystemEncoding()); CFURLRef fileURL = CFBundleCopyResourceURL(mainBundle, fileString, NULL, NULL); CFRELEASE(fileString); CFStringRef filePath = CFURLCopyFileSystemPath(fileURL, kCFURLPOSIXPathStyle); CFRELEASE(fileURL); src = srcLoadSource(CFStringGetCStringPtr(filePath, CFStringGetSystemEncoding())); CFRELEASE(filePath); #else char *filePath = NULL; asprintf(&filePath, "%s/shaders/%s", data_dir, fileName); if (filePath) { src = srcLoadSource(filePath); free(filePath); } else { ERRLOG("OOPS Could not load shader from %s (%s)", filePath, fileName); } #endif return src; } static void gldriver_render(void); static void gldriver_init_common(void) { LOG("%s %s", glGetString(GL_RENDERER), glGetString(GL_VERSION)); if (!viewportWidth) { viewportWidth = 400; } if (!viewportHeight) { viewportHeight = 400; } // ---------------------------- // Create CRT model VAO/VBOs // create CRT model _create_CRT_model(); // Build Vertex Buffer Objects (VBOs) and Vertex Array Object (VAOs) with our model data _create_VAO_VBOs(); // Cache the number of element and primType to use later in our glDrawElements calls crtNumElements = crtModel->numElements; crtElementType = crtModel->elementType; #if USE_VAO // We're using VAOs we can destroy certain buffers since they are already // loaded into GL and we've saved anything else we need FREE(crtModel->elements); FREE(crtModel->positions); FREE(crtModel->normals); FREE(crtModel->texCoords); #endif // Build a default texture object with our image data a2TextureName = _create_CRT_texture(); // ---------------------------- // Load/setup shaders demoSource *vtxSource = _create_shader_source("Basic.vsh"); demoSource *frgSource = _create_shader_source("Basic.fsh"); // Build/use Program program = _build_program(vtxSource, frgSource, /*withNormal:*/false, /*withTexcoord:*/true); srcDestroySource(vtxSource); srcDestroySource(frgSource); // ---------------------------- // setup static OpenGL state // Depth test will always be enabled glEnable(GL_DEPTH_TEST); // We will always cull back faces for better performance glEnable(GL_CULL_FACE); // Always use this clear color glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Draw our scene once without presenting the rendered image. // This is done in order to pre-warm OpenGL // We don't need to present the buffer since we don't actually want the // user to see this, we're only drawing as a pre-warm stage gldriver_render(); // Check for errors to make sure all of our setup went ok GL_ERRLOG("finished initialization"); #if !defined(__APPLE__) //glBindFramebuffer(GL_FRAMEBUFFER, defaultFBO); #endif GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { ERRQUIT("framebuffer status: %04X", status); } } static void _gldriver_shutdown(void) { // Cleanup all OpenGL objects emulator_shutting_down = true; glDeleteTextures(1, &a2TextureName); a2TextureName = UNINITIALIZED_GL; _destroy_VAO(crtVAOName); crtVAOName = UNINITIALIZED_GL; mdlDestroyModel(&crtModel); glDeleteProgram(program); program = UNINITIALIZED_GL; glnode_shutdownNodes(); LOG("Completed GLDriver shutdown ..."); } static void gldriver_shutdown(void) { #if USE_GLUT glutLeaveMainLoop(); #else _gldriver_shutdown(); #endif } //---------------------------------------------------------------------------- // // update, render, reshape // #if USE_GLUT static void gldriver_update(int unused) { #if DEBUG_GL static uint32_t prevCount = 0; static uint32_t idleCount = 0; idleCount++; static struct timespec prev = { 0 }; struct timespec now; clock_gettime(CLOCK_MONOTONIC, &now); if (now.tv_sec != prev.tv_sec) { LOG("gldriver_update() : %u", idleCount-prevCount); prevCount = idleCount; prev = now; } #endif c_keys_handle_input(-1, 0, 0); glutPostRedisplay(); glutTimerFunc(17, gldriver_update, 0); } #endif static void gldriver_render(void) { const uint8_t * const fb = video_current_framebuffer(); if (UNLIKELY(!fb)) { return; } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #if MOBILE_DEVICE glViewport(viewportX, adjustedHeight, viewportWidth, viewportHeight); #endif #if PERSPECTIVE // Calculate modelview and projection matrices GLfloat modelView[16]; GLfloat projection[16]; mtxLoadPerspective(projection, 90, (float)viewportWidth / (float)viewportHeight, 5.0, 10000); #endif // Calculate the modelview matrix to render our character // at the proper position and rotation GLfloat mvp[16]; #if PERSPECTIVE // Create model-view-projection matrix //mtxLoadTranslate(modelView, 0, 150, -450); //mtxRotateXApply(modelView, -90.0f); //mtxRotateApply(modelView, -45.0f, 0.7, 0.3, 1); mtxMultiply(mvp, projection, modelView); #else // Just load an identity matrix for a pure orthographic/non-perspective viewing mtxLoadIdentity(mvp); #endif // Have our shader use the modelview projection matrix // that we calculated above glUniformMatrix4fv(uniformMVPIdx, 1, GL_FALSE, mvp); char pixels[SCANWIDTH * SCANHEIGHT * sizeof(PIXEL_TYPE)]; if (_vid_dirty) { // Update texture from indexed-color Apple //e internal framebuffer unsigned int count = SCANWIDTH * SCANHEIGHT; for (unsigned int i=0, j=0; ipositionType); GLsizei texcoordTypeSize = getGLTypeSize(crtModel->texcoordType); // Set up parmeters for position attribute in the VAO including, size, type, stride, and offset in the currenly // bound VAO This also attaches the position VBO to the VAO glVertexAttribPointer(POS_ATTRIB_IDX, // What attibute index will this array feed in the vertex shader (see buildProgram) crtModel->positionSize, // How many elements are there per position? crtModel->positionType, // What is the type of this data? GL_FALSE, // Do we want to normalize this data (0-1 range for fixed-pont types) crtModel->positionSize*posTypeSize, // What is the stride (i.e. bytes between positions)? 0); // What is the offset in the VBO to the position data? glEnableVertexAttribArray(POS_ATTRIB_IDX); // Set up parmeters for texcoord attribute in the VAO including, size, type, stride, and offset in the currenly // bound VAO This also attaches the texcoord VBO to VAO glBindBuffer(GL_ARRAY_BUFFER, texcoordBufferName); glVertexAttribPointer(TEXCOORD_ATTRIB_IDX, // What attibute index will this array feed in the vertex shader (see buildProgram) crtModel->texcoordSize, // How many elements are there per texture coord? crtModel->texcoordType, // What is the type of this data in the array? GL_TRUE, // Do we want to normalize this data (0-1 range for fixed-point types) crtModel->texcoordSize*texcoordTypeSize, // What is the stride (i.e. bytes between texcoords)? 0); // What is the offset in the VBO to the texcoord data? glEnableVertexAttribArray(TEXCOORD_ATTRIB_IDX); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBufferName); #endif glUniform1f(alphaValue, 1.0); // Cull back faces now that we no longer render // with an inverted matrix //glCullFace(GL_BACK); // Draw the CRT object and others glDrawElements(GL_TRIANGLES, crtNumElements, crtElementType, 0); // Render HUD nodes glnode_renderNodes(); _vid_dirty = false; #if USE_GLUT glutSwapBuffers(); #endif GL_ERRLOG("gldriver_render"); } static void gldriver_reshape(int w, int h) { //LOG("reshape to w:%d h:%d", w, h); windowWidth = w; windowHeight = h; #if MOBILE_DEVICE int viewportHeightPrevious = viewportHeight; #endif int w2 = ((float)h * (SCANWIDTH/(float)SCANHEIGHT)); int h2 = ((float)w / (SCANWIDTH/(float)SCANHEIGHT)); if (w2 <= w) { // h is priority viewportX = (w-w2)/2; viewportY = 0; viewportWidth = w2; viewportHeight = h; //LOG("OK1 : x:%d,y:%d w:%d,h:%d", viewportX, viewportY, viewportWidth, viewportHeight); } else if (h2 <= h) { viewportX = 0; viewportY = (h-h2)/2; viewportWidth = w; viewportHeight = h2; //LOG("OK2 : x:%d,y:%d w:%d,h:%d", viewportX, viewportY, viewportWidth, viewportHeight); } else { viewportX = 0; viewportY = 0; viewportWidth = w; viewportHeight = h; //LOG("small viewport : x:%d,y:%d w:%d,h:%d", viewportX, viewportY, viewportWidth, viewportHeight); } #if MOBILE_DEVICE if (viewportHeight < viewportHeightPrevious) { adjustedHeight = viewportHeightPrevious - viewportHeight; } else { adjustedHeight = 0; } #endif glViewport(viewportX, viewportY, viewportWidth, viewportHeight); // Reshape HUD nodes glnode_reshapeNodes(w, h); } #if USE_GLUT static void gldriver_init_glut(GLuint fbo) { glutInit(&argc, argv); glutInitDisplayMode(/*GLUT_DOUBLE|*/GLUT_RGBA|GLUT_DEPTH); glutInitWindowSize(windowWidth, windowHeight); //glutInitContextVersion(4, 0); -- Is this needed? glutInitContextProfile(GLUT_CORE_PROFILE); glutWindow = glutCreateWindow(PACKAGE_NAME); GL_ERRQUIT("GLUT initialization"); if (glewInit()) { ERRQUIT("Unable to initialize GLEW"); } gldriver_init_common(); glutTimerFunc(16, gldriver_update, 0); glutDisplayFunc(gldriver_render); glutReshapeFunc(gldriver_reshape); #if !TESTING glutKeyboardFunc(gldriver_on_key_down); glutKeyboardUpFunc(gldriver_on_key_up); glutSpecialFunc(gldriver_on_key_special_down); glutSpecialUpFunc(gldriver_on_key_special_up); //glutMouseFunc(gldriver_mouse); //glutMotionFunc(gldriver_mouse_drag); #endif } #endif //---------------------------------------------------------------------------- // backend renderer API static void gldriver_init(void *fbo) { safe_to_do_opengl_logging = true; #pragma GCC diagnostic push #pragma GCC diagnostic ignored "-Wpointer-to-int-cast" defaultFBO = (GLuint)fbo; #pragma GCC diagnostic pop #if defined(__APPLE__) gldriver_init_common(); #elif defined(ANDROID) gldriver_init_common(); #elif USE_GLUT gldriver_init_glut(defaultFBO); #else #error no working codepaths #endif glnode_setupNodes(); } static void gldriver_main_loop(void) { #if USE_GLUT glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); glutMainLoop(); LOG("GLUT main loop finished..."); _gldriver_shutdown(); #endif // fall through if not GLUT } __attribute__((constructor(CTOR_PRIORITY_EARLY))) static void _init_glvideo(void) { LOG("Initializing OpenGL renderer"); glvideo_backend.init = &gldriver_init; glvideo_backend.main_loop = &gldriver_main_loop; glvideo_backend.reshape = &gldriver_reshape; glvideo_backend.render = &gldriver_render; glvideo_backend.shutdown = &gldriver_shutdown; video_backend = &glvideo_backend; }