start separating out GL into modules

This commit is contained in:
Brad Grantham 2018-10-14 12:07:05 -07:00
parent c22645848a
commit bb30c33d2d
4 changed files with 232 additions and 199 deletions

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@ -3,7 +3,7 @@ CXXFLAGS += $(INCFLAGS) -g -Wall --std=c++11 -O2
LDFLAGS += -L/opt/local/lib
LDLIBS += -lglfw -lao -framework OpenGL -framework Cocoa -framework IOkit
OBJECTS = apple2e.o dis6502.o fake6502.o interface.o
OBJECTS = apple2e.o dis6502.o fake6502.o interface.o glwidget.o
# keyboard.o

128
glwidget.cpp Normal file
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@ -0,0 +1,128 @@
#include <cstdlib>
#include <cstdio>
#if defined(__linux__)
#include <GL/glew.h>
#endif // defined(__linux__)
#define GLFW_INCLUDE_GLCOREARB
#include <GLFW/glfw3.h>
#include "glwidget.h"
void CheckOpenGL(const char *filename, int line)
{
int glerr;
bool stored_exit_flag = false;
bool exit_on_error;
if(!stored_exit_flag) {
exit_on_error = getenv("EXIT_ON_OPENGL_ERROR") != NULL;
stored_exit_flag = true;
}
while((glerr = glGetError()) != GL_NO_ERROR) {
printf("GL Error: %04X at %s:%d\n", glerr, filename, line);
if(exit_on_error)
exit(1);
}
}
// Destroy render target resources
render_target::~render_target()
{
glDeleteTextures(1, &color);
glDeleteRenderbuffers(1, &depth);
glDeleteFramebuffers(1, &framebuffer);
}
// Create render target resources if possible
render_target::render_target(int w, int h)
{
GLenum status;
// Create color texture
glGenTextures(1, &color);
glBindTexture(GL_TEXTURE_2D, color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
CheckOpenGL(__FILE__, __LINE__);
// Create depth texture
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
CheckOpenGL(__FILE__, __LINE__);
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
CheckOpenGL(__FILE__, __LINE__);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
CheckOpenGL(__FILE__, __LINE__);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "framebuffer status was %04X\n", status);
throw "Couldn't create OpenGL framebuffer";
}
CheckOpenGL(__FILE__, __LINE__);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
bool gPrintShaderLog = true;
bool CheckShaderCompile(GLuint shader, const std::string& shader_name)
{
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status == GL_TRUE)
return true;
if(gPrintShaderLog) {
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
char log[length];
glGetShaderInfoLog(shader, length, NULL, log);
fprintf(stderr, "%s shader error log:\n%s\n", shader_name.c_str(), log);
}
fprintf(stderr, "%s compile failure.\n", shader_name.c_str());
fprintf(stderr, "shader text:\n");
glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &length);
char source[length];
glGetShaderSource(shader, length, NULL, source);
fprintf(stderr, "%s\n", source);
}
return false;
}
bool CheckProgramLink(GLuint program)
{
int status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if(status == GL_TRUE)
return true;
if(gPrintShaderLog) {
int log_length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
char log[log_length];
glGetProgramInfoLog(program, log_length, NULL, log);
fprintf(stderr, "program error log: %s\n",log);
}
}
return false;
}

93
glwidget.h Normal file
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@ -0,0 +1,93 @@
#if !defined(__GLWIDGET_H__)
#define __GLWIDGET_H__
#if defined(__linux__)
#include <GL/glew.h>
#endif // defined(__linux__)
#define GLFW_INCLUDE_GLCOREARB
#include <GLFW/glfw3.h>
#include <vector>
#include <string>
void CheckOpenGL(const char *filename, int line);
bool CheckShaderCompile(GLuint shader, const std::string& shader_name);
bool CheckProgramLink(GLuint program);
struct vertex_attribute_buffer
{
GLuint buffer;
GLuint which;
GLuint count;
GLenum type;
GLboolean normalized;
GLsizei stride;
void bind() const
{
glBindBuffer(GL_ARRAY_BUFFER, buffer);
CheckOpenGL(__FILE__, __LINE__);
glVertexAttribPointer(which, count, type, normalized, stride, 0);
CheckOpenGL(__FILE__, __LINE__);
glEnableVertexAttribArray(which);
CheckOpenGL(__FILE__, __LINE__);
}
};
struct vertex_array : public std::vector<vertex_attribute_buffer>
{
void bind()
{
for(auto attr : *this) {
attr.bind();
}
}
};
/*
* OpenGL Render Target ; creates a framebuffer that can be used as a
* rendering target and as a texture color source.
*/
struct render_target
{
GLuint framebuffer;
GLuint color;
GLuint depth;
render_target(int w, int h);
~render_target();
// Start rendering; Draw()s will draw to this framebuffer
void start_rendering()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
}
// Stop rendering; Draw()s will draw to the back buffer
void stop_rendering()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
// Start reading; Read()s will read from this framebuffer
void start_reading()
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glReadBuffer(GL_COLOR_ATTACHMENT0);
}
// Stop reading; Read()s will read from the back buffer
void stop_reading()
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadBuffer(GL_BACK);
}
// Use this color as the currently bound texture source
void use_color()
{
glBindTexture(GL_TEXTURE_2D, color);
}
};
#endif /* __GLWIDGET_H__ */

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@ -28,6 +28,8 @@
#define GLFW_INCLUDE_GLCOREARB
#include <GLFW/glfw3.h>
#include "glwidget.h"
#include "interface.h"
using namespace std;
@ -35,147 +37,6 @@ using namespace std;
namespace APPLE2Einterface
{
static void CheckOpenGL(const char *filename, int line)
{
int glerr;
bool stored_exit_flag = false;
bool exit_on_error;
if(!stored_exit_flag) {
exit_on_error = getenv("EXIT_ON_OPENGL_ERROR") != NULL;
stored_exit_flag = true;
}
while((glerr = glGetError()) != GL_NO_ERROR) {
printf("GL Error: %04X at %s:%d\n", glerr, filename, line);
if(exit_on_error)
exit(1);
}
}
struct vertex_attribute_buffer
{
GLuint buffer;
GLuint which;
GLuint count;
GLenum type;
GLboolean normalized;
GLsizei stride;
void bind() const
{
glBindBuffer(GL_ARRAY_BUFFER, buffer);
CheckOpenGL(__FILE__, __LINE__);
glVertexAttribPointer(which, count, type, normalized, stride, 0);
CheckOpenGL(__FILE__, __LINE__);
glEnableVertexAttribArray(which);
CheckOpenGL(__FILE__, __LINE__);
}
};
struct vertex_array : public vector<vertex_attribute_buffer>
{
void bind()
{
for(auto attr : *this) {
attr.bind();
}
}
};
/*
* OpenGL Render Target ; creates a framebuffer that can be used as a
* rendering target and as a texture color source.
*/
struct render_target
{
GLuint framebuffer;
GLuint color;
GLuint depth;
render_target(int w, int h);
~render_target();
// Start rendering; Draw()s will draw to this framebuffer
void start_rendering()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
}
// Stop rendering; Draw()s will draw to the back buffer
void stop_rendering()
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
}
// Start reading; Read()s will read from this framebuffer
void start_reading()
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
glReadBuffer(GL_COLOR_ATTACHMENT0);
}
// Stop reading; Read()s will read from the back buffer
void stop_reading()
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadBuffer(GL_BACK);
}
// Use this color as the currently bound texture source
void use_color()
{
glBindTexture(GL_TEXTURE_2D, color);
}
};
// Destroy render target resources
render_target::~render_target()
{
glDeleteTextures(1, &color);
glDeleteRenderbuffers(1, &depth);
glDeleteFramebuffers(1, &framebuffer);
}
// Create render target resources if possible
render_target::render_target(int w, int h)
{
GLenum status;
// Create color texture
glGenTextures(1, &color);
glBindTexture(GL_TEXTURE_2D, color);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
CheckOpenGL(__FILE__, __LINE__);
// Create depth texture
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, w, h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
CheckOpenGL(__FILE__, __LINE__);
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
CheckOpenGL(__FILE__, __LINE__);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
CheckOpenGL(__FILE__, __LINE__);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE) {
fprintf(stderr, "framebuffer status was %04X\n", status);
throw "Couldn't create OpenGL framebuffer";
}
CheckOpenGL(__FILE__, __LINE__);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
const int apple2_screen_width = 280;
const int apple2_screen_height = 192;
const int recording_scale = 2;
@ -197,8 +58,6 @@ extern unsigned char font_bytes[96 * 7 * 8];
static int gWindowWidth, gWindowHeight;
bool gPrintShaderLog = true;
// to handle https://github.com/glfw/glfw/issues/161
static double gMotionReported = false;
@ -330,54 +189,6 @@ tuple<float,bool> get_paddle(int num)
}
const int raster_coords_attrib = 0;
static bool CheckShaderCompile(GLuint shader, const std::string& shader_name)
{
int status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if(status == GL_TRUE)
return true;
if(gPrintShaderLog) {
int length;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
char log[length];
glGetShaderInfoLog(shader, length, NULL, log);
fprintf(stderr, "%s shader error log:\n%s\n", shader_name.c_str(), log);
}
fprintf(stderr, "%s compile failure.\n", shader_name.c_str());
fprintf(stderr, "shader text:\n");
glGetShaderiv(shader, GL_SHADER_SOURCE_LENGTH, &length);
char source[length];
glGetShaderSource(shader, length, NULL, source);
fprintf(stderr, "%s\n", source);
}
return false;
}
static bool CheckProgramLink(GLuint program)
{
int status;
glGetProgramiv(program, GL_LINK_STATUS, &status);
if(status == GL_TRUE)
return true;
if(gPrintShaderLog) {
int log_length;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
if (log_length > 0) {
char log[log_length];
glGetProgramInfoLog(program, log_length, NULL, log);
fprintf(stderr, "program error log: %s\n",log);
}
}
return false;
}
static const char *hires_vertex_shader = "\n\
uniform mat3 to_screen;\n\
@ -744,13 +555,6 @@ vertex_array make_rectangle_vertex_array(float x, float y, float w, float h)
return array;
}
void initialize_screen_areas()
{
for(int i = 0; i < apple2_screen_height; i++) {
line_to_area[i] = make_rectangle_vertex_array(0, i, apple2_screen_width, 1);
}
}
void set_image_shader(float to_screen[9], const opengl_texture& texture, float x, float y)
{
glUseProgram(image_program);
@ -763,6 +567,14 @@ void set_image_shader(float to_screen[9], const opengl_texture& texture, float x
glUniform1f(image_y_offset_location, y);
}
void initialize_screen_areas()
{
for(int i = 0; i < apple2_screen_height; i++) {
line_to_area[i] = make_rectangle_vertex_array(0, i, apple2_screen_width, 1);
}
}
void set_hires_shader(float to_screen[9], const opengl_texture& texture, bool color, float x, float y)
{
if(color) {