feat(platform): draw fullscreen triangle instead of quad
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parent
4c57f0b5f4
commit
b9d4482531
102
src/platform.zig
102
src/platform.zig
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@ -39,7 +39,7 @@ pub const Ui = struct {
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
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if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
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if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MINOR_VERSION, 3) < 0) panic();
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const window = SDL.SDL_CreateWindow(
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const window = SDL.SDL_CreateWindow(
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window_title,
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window_title,
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@ -90,20 +90,20 @@ pub const Ui = struct {
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pub fn run(self: *Self, nds7_group: nds7.Group, nds9_group: nds9.Group) !void {
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pub fn run(self: *Self, nds7_group: nds7.Group, nds9_group: nds9.Group) !void {
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// TODO: Sort this out please
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// TODO: Sort this out please
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const objects = opengl_impl.createObjects();
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const vao_id = opengl_impl.vao();
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defer gl.deleteBuffers(3, &[_]GLuint{ objects.vao, objects.vbo, objects.ebo });
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defer gl.deleteVertexArrays(1, &[_]GLuint{vao_id});
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const top_tex = opengl_impl.createScreenTexture(nds9_group.bus.ppu.fb.top(.front));
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const top_tex = opengl_impl.screenTex(nds9_group.bus.ppu.fb.top(.front));
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const btm_tex = opengl_impl.createScreenTexture(nds9_group.bus.ppu.fb.btm(.front));
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const btm_tex = opengl_impl.screenTex(nds9_group.bus.ppu.fb.btm(.front));
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const top_out_tex = opengl_impl.createOutputTexture();
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const top_out_tex = opengl_impl.outTex();
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const btm_out_tex = opengl_impl.createOutputTexture();
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const btm_out_tex = opengl_impl.outTex();
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defer gl.deleteTextures(4, &[_]GLuint{ top_tex, top_out_tex, btm_tex, btm_out_tex });
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defer gl.deleteTextures(4, &[_]GLuint{ top_tex, top_out_tex, btm_tex, btm_out_tex });
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const top_fbo = try opengl_impl.createFrameBuffer(top_out_tex);
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const top_fbo = try opengl_impl.frameBuffer(top_out_tex);
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const btm_fbo = try opengl_impl.createFrameBuffer(btm_out_tex);
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const btm_fbo = try opengl_impl.frameBuffer(btm_out_tex);
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defer gl.deleteFramebuffers(2, &[_]GLuint{ top_fbo, btm_fbo });
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defer gl.deleteFramebuffers(2, &[_]GLuint{ top_fbo, btm_fbo });
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const prog_id = try opengl_impl.compileShaders();
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const prog_id = try opengl_impl.program();
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defer gl.deleteProgram(prog_id);
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defer gl.deleteProgram(prog_id);
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var event: SDL.SDL_Event = undefined;
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var event: SDL.SDL_Event = undefined;
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@ -175,7 +175,7 @@ pub const Ui = struct {
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreenTexture(top_tex, prog_id, objects, nds9_group.bus.ppu.fb.top(.front));
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opengl_impl.drawScreen(top_tex, prog_id, vao_id, nds9_group.bus.ppu.fb.top(.front));
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}
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}
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{
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{
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@ -183,7 +183,7 @@ pub const Ui = struct {
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
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gl.viewport(0, 0, nds_width, nds_height);
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gl.viewport(0, 0, nds_width, nds_height);
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opengl_impl.drawScreenTexture(btm_tex, prog_id, objects, nds9_group.bus.ppu.fb.btm(.front));
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opengl_impl.drawScreen(btm_tex, prog_id, vao_id, nds9_group.bus.ppu.fb.btm(.front));
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}
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}
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const zgui_redraw = imgui.draw(&self.state, top_out_tex, btm_out_tex, nds9_group.cpu);
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const zgui_redraw = imgui.draw(&self.state, top_out_tex, btm_out_tex, nds9_group.cpu);
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@ -213,44 +213,24 @@ fn panic() noreturn {
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}
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}
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const opengl_impl = struct {
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const opengl_impl = struct {
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// zig fmt: off
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fn drawScreen(tex_id: GLuint, prog_id: GLuint, vao_id: GLuint, buf: []const u8) void {
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const vertices: [32]f32 = [_]f32{
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// Positions // Colours // Texture Coords
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1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
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1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
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-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
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-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
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};
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const indices: [6]u32 = [_]u32{
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0, 1, 3, // First Triangle
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1, 2, 3, // Second Triangle
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};
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// zig fmt: on
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const Objects = struct { vao: GLuint, vbo: GLuint, ebo: GLuint };
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fn drawScreenTexture(tex_id: GLuint, prog_id: GLuint, ids: Objects, buf: []const u8) void {
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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gl.bindTexture(gl.TEXTURE_2D, tex_id);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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defer gl.bindTexture(gl.TEXTURE_2D, 0);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, nds_width, nds_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, nds_width, nds_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
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// Bind VAO, EBO. VBO not bound
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// Bind VAO
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gl.bindVertexArray(ids.vao); // VAO
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gl.bindVertexArray(vao_id); // VAO
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defer gl.bindVertexArray(0);
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.ebo); // EBO
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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// Use compiled frag + vertex shader
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// Use compiled frag + vertex shader
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gl.useProgram(prog_id);
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gl.useProgram(prog_id);
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defer gl.useProgram(0);
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defer gl.useProgram(0);
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gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null);
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gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
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}
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}
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fn compileShaders() !GLuint {
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fn program() !GLuint {
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const vert_shader = @embedFile("shader/pixelbuf.vert");
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const vert_shader = @embedFile("shader/pixelbuf.vert");
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const frag_shader = @embedFile("shader/pixelbuf.frag");
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const frag_shader = @embedFile("shader/pixelbuf.frag");
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@ -270,50 +250,22 @@ const opengl_impl = struct {
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if (!shader.didCompile(fs)) return error.FragmentCompileError;
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if (!shader.didCompile(fs)) return error.FragmentCompileError;
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const program = gl.createProgram();
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const prog = gl.createProgram();
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gl.attachShader(program, vs);
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gl.attachShader(prog, vs);
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gl.attachShader(program, fs);
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gl.attachShader(prog, fs);
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gl.linkProgram(program);
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gl.linkProgram(prog);
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return program;
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return prog;
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}
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}
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// Returns the VAO ID since it's used in run()
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fn vao() GLuint {
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fn createObjects() Objects {
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var vao_id: GLuint = undefined;
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var vao_id: GLuint = undefined;
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var vbo_id: GLuint = undefined;
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var ebo_id: GLuint = undefined;
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gl.genVertexArrays(1, &vao_id);
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gl.genVertexArrays(1, &vao_id);
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gl.genBuffers(1, &vbo_id);
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gl.genBuffers(1, &ebo_id);
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gl.bindVertexArray(vao_id);
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return vao_id;
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defer gl.bindVertexArray(0);
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gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
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defer gl.bindBuffer(gl.ARRAY_BUFFER, 0);
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
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defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
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gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
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// Position
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gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), null); // lmao
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gl.enableVertexAttribArray(0);
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// Colour
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gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @ptrFromInt((3 * @sizeOf(f32))));
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gl.enableVertexAttribArray(1);
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// Texture Coord
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gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @ptrFromInt((6 * @sizeOf(f32))));
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gl.enableVertexAttribArray(2);
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return .{ .vao = vao_id, .vbo = vbo_id, .ebo = ebo_id };
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}
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}
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fn createScreenTexture(buf: []const u8) GLuint {
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fn screenTex(buf: []const u8) GLuint {
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var tex_id: GLuint = undefined;
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.genTextures(1, &tex_id);
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@ -328,7 +280,7 @@ const opengl_impl = struct {
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return tex_id;
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return tex_id;
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}
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}
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fn createOutputTexture() GLuint {
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fn outTex() GLuint {
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var tex_id: GLuint = undefined;
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var tex_id: GLuint = undefined;
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gl.genTextures(1, &tex_id);
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gl.genTextures(1, &tex_id);
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return tex_id;
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return tex_id;
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}
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}
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fn createFrameBuffer(tex_id: GLuint) !GLuint {
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fn frameBuffer(tex_id: GLuint) !GLuint {
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var fbo_id: GLuint = undefined;
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var fbo_id: GLuint = undefined;
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gl.genFramebuffers(1, &fbo_id);
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gl.genFramebuffers(1, &fbo_id);
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@ -1,7 +1,6 @@
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#version 330 core
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#version 330 core
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out vec4 frag_color;
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out vec4 frag_color;
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in vec3 color;
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in vec2 uv;
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in vec2 uv;
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uniform sampler2D screen;
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uniform sampler2D screen;
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@ -1,13 +1,10 @@
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#version 330 core
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#version 330 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 in_color;
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layout (location = 2) in vec2 in_uv;
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out vec3 color;
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out vec2 uv;
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out vec2 uv;
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const vec2 pos[3] = vec2[3](vec2(-1.0f, -1.0f), vec2(-1.0f, 3.0f), vec2(3.0f, -1.0f));
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const vec2 uvs[3] = vec2[3](vec2( 2.0f, 2.0f), vec2( 2.0f, 0.0f), vec2(0.0f, 2.0f));
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void main() {
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void main() {
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color = in_color;
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uv = uvs[gl_VertexID];
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uv = in_uv;
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gl_Position = vec4(pos[gl_VertexID], 0.0, 1.0);
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gl_Position = vec4(pos, 1.0);
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}
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}
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