VideoSW: Use OpenGL Core context

This commit is contained in:
degasus
2015-10-09 09:25:09 +02:00
parent 61c3a0d9e4
commit b69bff0690
4 changed files with 52 additions and 60 deletions

View File

@ -14,7 +14,7 @@ void SWOGLWindow::Init(void *window_handle)
{
InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
if (!GLInterface->Create(window_handle, false))
if (!GLInterface->Create(window_handle))
{
INFO_LOG(VIDEO, "GLInterface::Create failed.");
}
@ -42,39 +42,47 @@ void SWOGLWindow::Prepare()
ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
return;
}
else if (GLExtensions::Version() < 310)
{
ERROR_LOG(VIDEO, "OpenGL Version %d detected, but at least 3.1 is required.", GLExtensions::Version());
return;
}
static const char *fragShaderText =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"varying vec2 TexCoordOut;\n"
std::string frag_shader =
"in vec2 TexCoord;\n"
"out vec4 ColorOut;\n"
"uniform sampler2D Texture;\n"
"void main() {\n"
" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
"}\n";
static const char *vertShaderText =
"#ifdef GL_ES\n"
"precision highp float;\n"
"#endif\n"
"attribute vec4 pos;\n"
"attribute vec2 TexCoordIn;\n "
"varying vec2 TexCoordOut;\n "
"void main() {\n"
" gl_Position = pos;\n"
" TexCoordOut = TexCoordIn;\n"
" ColorOut = texture2D(Texture, TexCoord);\n"
"}\n";
m_image_program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
std::string vertex_shader =
"out vec2 TexCoord;\n"
"void main() {\n"
" vec2 rawpos = vec2(gl_VertexID & 1, (gl_VertexID & 2) >> 1);\n"
" gl_Position = vec4(rawpos * 2.0 - 1.0, 0.0, 1.0);\n"
" TexCoord = vec2(rawpos.x, -rawpos.y);\n"
"}\n";
std::string header =
GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL ?
"#version 140\n"
:
"#version 300 es\n"
"precision highp float;\n";
m_image_program = OpenGL_CompileProgram(header + vertex_shader, header + frag_shader);
glUseProgram(m_image_program);
m_uni_tex = glGetUniformLocation(m_image_program, "Texture");
m_attr_pos = glGetAttribLocation(m_image_program, "pos");
m_attr_tex = glGetAttribLocation(m_image_program, "TexCoordIn");
glUniform1i(m_uni_tex, 0);
glUniform1i(glGetUniformLocation(m_image_program, "Texture"), 0);
glGenTextures(1, &m_image_texture);
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glGenVertexArrays(1, &m_image_vao);
}
void SWOGLWindow::PrintText(const std::string& text, int x, int y, u32 color)
@ -97,32 +105,13 @@ void SWOGLWindow::ShowImage(u8* data, int stride, int width, int height, float a
glBindTexture(GL_TEXTURE_2D, m_image_texture);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
//glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / 4);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glUseProgram(m_image_program);
static const GLfloat verts[4][2] = {
{ -1, -1}, // Left top
{ -1, 1}, // left bottom
{ 1, 1}, // right bottom
{ 1, -1} // right top
};
static const GLfloat texverts[4][2] = {
{0, 1},
{0, 0},
{1, 0},
{1, 1}
};
glVertexAttribPointer(m_attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(m_attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glEnableVertexAttribArray(m_attr_pos);
glEnableVertexAttribArray(m_attr_tex);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(m_attr_pos);
glDisableVertexAttribArray(m_attr_tex);
glBindVertexArray(m_image_vao);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// TODO: implement OSD
// for (TextData& text : m_text)