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https://github.com/bradgrantham/apple2e.git
synced 2024-12-28 08:29:40 +00:00
Change text and lores shaders from R8UI to RED
Last of the INTEGER textures. Scale values up from textport so they can be interpreted as byte values.
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6de05cefb2
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@ -116,21 +116,6 @@ opengl_texture initialize_texture(int w, int h, unsigned char *pixels = NULL)
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return {w, h, tex};
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}
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opengl_texture initialize_texture_integer(int w, int h, unsigned char *pixels = NULL)
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{
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GLuint tex;
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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CheckOpenGL(__FILE__, __LINE__);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_R8UI, w, h, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, pixels);
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CheckOpenGL(__FILE__, __LINE__);
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return {w, h, tex};
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}
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opengl_texture font_texture;
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const int fonttexture_w = 7;
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const int fonttexture_h = 8 * 96;
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@ -420,14 +405,14 @@ static const char *text_fragment_shader = "\n\
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uniform vec2 font_texture_coord_scale;\n\
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uniform sampler2D font_texture;\n\
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uniform vec2 textport_texture_coord_scale;\n\
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uniform usampler2D textport_texture;\n\
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uniform sampler2D textport_texture;\n\
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\n\
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out vec4 color;\n\
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\n\
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void main()\n\
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{\n\
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uint character;\n\
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character = texture(textport_texture, uvec2(uint(raster_coords.x) / 7u, uint(raster_coords.y) / 8u) * textport_texture_coord_scale).x; \n\
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character = uint(texture(textport_texture, uvec2(uint(raster_coords.x) / 7u, uint(raster_coords.y) / 8u) * textport_texture_coord_scale).x * 255.0); \n\
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bool inverse = false;\n\
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if(character >= 0u && character <= 31u) {\n\
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character = character - 0u + 32u;\n\
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@ -468,8 +453,8 @@ static const char *text80_fragment_shader = "\n\
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uniform vec2 font_texture_coord_scale;\n\
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uniform sampler2D font_texture;\n\
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uniform vec2 textport_texture_coord_scale;\n\
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uniform usampler2D textport_texture;\n\
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uniform usampler2D textport_aux_texture;\n\
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uniform sampler2D textport_texture;\n\
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uniform sampler2D textport_aux_texture;\n\
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\n\
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out vec4 color;\n\
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\n\
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@ -478,9 +463,9 @@ static const char *text80_fragment_shader = "\n\
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uint character;\n\
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uint x = uint(raster_coords.x * 2) / 7u; \n\
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if(x % 2u == 1u) \n\
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character = texture(textport_texture, uvec2((x - 1u) / 2u, uint(raster_coords.y) / 8u) * textport_texture_coord_scale).x; \n\
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character = uint(texture(textport_texture, uvec2((x - 1u) / 2u, uint(raster_coords.y) / 8u) * textport_texture_coord_scale).x * 255.0); \n\
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else \n\
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character = texture(textport_aux_texture, uvec2(x / 2u, uint(raster_coords.y) / 8u) * textport_texture_coord_scale).x; \n\
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character = uint(texture(textport_aux_texture, uvec2(x / 2u, uint(raster_coords.y) / 8u) * textport_texture_coord_scale).x * 255.0); \n\
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bool inverse = false;\n\
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if(character >= 0u && character <= 31u) {\n\
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character = character - 0u + 32u;\n\
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@ -517,14 +502,14 @@ static const char *text80_fragment_shader = "\n\
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static const char *lores_fragment_shader = "\n\
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in vec2 raster_coords;\n\
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uniform vec2 lores_texture_coord_scale;\n\
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uniform usampler2D lores_texture;\n\
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uniform sampler2D lores_texture;\n\
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\n\
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out vec4 color;\n\
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\n\
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void main()\n\
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{\n\
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uint byte;\n\
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byte = texture(lores_texture, uvec2(uint(raster_coords.x) / 7u, uint(raster_coords.y) / 8u) * lores_texture_coord_scale).x; \n\
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byte = uint(texture(lores_texture, uvec2(uint(raster_coords.x) / 7u, uint(raster_coords.y) / 8u) * lores_texture_coord_scale).x * 255.0); \n\
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uint inglyph_y = uint(raster_coords.y) % 8u;\n\
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uint lorespixel;\n\
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if(inglyph_y < 4u)\n\
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@ -1198,7 +1183,7 @@ struct text_widget : public widget
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bytes.get()[i] = 255;
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i++;
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}
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string_texture = initialize_texture_integer(i, 1, bytes.get());
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string_texture = initialize_texture(i, 1, bytes.get());
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rectangle = make_rectangle_vertex_array(0, 0, i * 7, 8);
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}
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@ -1388,10 +1373,10 @@ void initialize_gl(void)
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CheckOpenGL(__FILE__, __LINE__);
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font_texture = initialize_texture(fonttexture_w, fonttexture_h, font_bytes);
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textport_texture[0][0] = initialize_texture_integer(textport_w, textport_h);
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textport_texture[0][1] = initialize_texture_integer(textport_w, textport_h);
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textport_texture[1][0] = initialize_texture_integer(textport_w, textport_h);
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textport_texture[1][1] = initialize_texture_integer(textport_w, textport_h);
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textport_texture[0][0] = initialize_texture(textport_w, textport_h);
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textport_texture[0][1] = initialize_texture(textport_w, textport_h);
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textport_texture[1][0] = initialize_texture(textport_w, textport_h);
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textport_texture[1][1] = initialize_texture(textport_w, textport_h);
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hires_texture[0] = initialize_texture(hires_w, hires_h);
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hires_texture[1] = initialize_texture(hires_w, hires_h);
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CheckOpenGL(__FILE__, __LINE__);
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@ -2029,7 +2014,7 @@ void write2(int addr, bool aux, unsigned char data)
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if((within_page >= row_offset) && (within_page < row_offset + 40)) {
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int col = within_page - row_offset;
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glBindTexture(GL_TEXTURE_2D, textport_texture[aux ? 1 : 0][page]);
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glTexSubImage2D(GL_TEXTURE_2D, 0, col, row, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_BYTE, &data);
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glTexSubImage2D(GL_TEXTURE_2D, 0, col, row, 1, 1, GL_RED, GL_UNSIGNED_BYTE, &data);
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CheckOpenGL(__FILE__, __LINE__);
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}
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}
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