fix: lower required OpenGL version + resolve offset bug
This commit is contained in:
parent
e55e632901
commit
32983d9450
|
@ -25,10 +25,10 @@ pub const Gui = struct {
|
||||||
// zig fmt: off
|
// zig fmt: off
|
||||||
const vertices: [32]f32 = [_]f32{
|
const vertices: [32]f32 = [_]f32{
|
||||||
// Positions // Colours // Texture Coords
|
// Positions // Colours // Texture Coords
|
||||||
1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
|
1.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // Top Right
|
||||||
1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
|
1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // Bottom Right
|
||||||
-1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
|
-1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // Bottom Left
|
||||||
-1.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
|
-1.0, -1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
|
||||||
};
|
};
|
||||||
|
|
||||||
const indices: [6]u32 = [_]u32{
|
const indices: [6]u32 = [_]u32{
|
||||||
|
@ -47,8 +47,8 @@ pub const Gui = struct {
|
||||||
pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self {
|
pub fn init(title: *const [12]u8, apu: *Apu, width: i32, height: i32) Self {
|
||||||
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
|
if (SDL.SDL_Init(SDL.SDL_INIT_VIDEO | SDL.SDL_INIT_EVENTS | SDL.SDL_INIT_AUDIO) < 0) panic();
|
||||||
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
|
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_PROFILE_MASK, SDL.SDL_GL_CONTEXT_PROFILE_CORE) < 0) panic();
|
||||||
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 4) < 0) panic();
|
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
|
||||||
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 4) < 0) panic();
|
if (SDL.SDL_GL_SetAttribute(SDL.SDL_GL_CONTEXT_MAJOR_VERSION, 3) < 0) panic();
|
||||||
|
|
||||||
const win_scale = @intCast(c_int, config.config().host.win_scale);
|
const win_scale = @intCast(c_int, config.config().host.win_scale);
|
||||||
|
|
||||||
|
@ -121,13 +121,13 @@ pub const Gui = struct {
|
||||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
|
||||||
|
|
||||||
// Position
|
// Position
|
||||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), &0);
|
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, 0)); // lmao
|
||||||
gl.enableVertexAttribArray(0);
|
gl.enableVertexAttribArray(0);
|
||||||
// Colour
|
// Colour
|
||||||
gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), &(3 * @sizeOf(f32)));
|
gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (3 * @sizeOf(f32))));
|
||||||
gl.enableVertexAttribArray(1);
|
gl.enableVertexAttribArray(1);
|
||||||
// Texture Coord
|
// Texture Coord
|
||||||
gl.vertexAttribPointer(2, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), &(6 * @sizeOf(f32)));
|
gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @intToPtr(?*anyopaque, (6 * @sizeOf(f32))));
|
||||||
gl.enableVertexAttribArray(2);
|
gl.enableVertexAttribArray(2);
|
||||||
|
|
||||||
return .{ vao_id, vbo_id, ebo_id };
|
return .{ vao_id, vbo_id, ebo_id };
|
||||||
|
@ -138,13 +138,13 @@ pub const Gui = struct {
|
||||||
gl.genTextures(1, &tex_id);
|
gl.genTextures(1, &tex_id);
|
||||||
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
gl.bindTexture(gl.TEXTURE_2D, tex_id);
|
||||||
|
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
// gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
|
||||||
|
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
|
||||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
|
||||||
|
|
||||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_BYTE, buf.ptr);
|
gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gba_width, gba_height, 0, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
|
||||||
// gl.generateMipmap(gl.TEXTURE_2D); // TODO: Remove?
|
// gl.generateMipmap(gl.TEXTURE_2D); // TODO: Remove?
|
||||||
|
|
||||||
return tex_id;
|
return tex_id;
|
||||||
|
@ -220,7 +220,7 @@ pub const Gui = struct {
|
||||||
|
|
||||||
// Emulator has an internal Double Buffer
|
// Emulator has an internal Double Buffer
|
||||||
const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
|
const framebuf = cpu.bus.ppu.framebuf.get(.Renderer);
|
||||||
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_BYTE, framebuf.ptr);
|
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, framebuf.ptr);
|
||||||
|
|
||||||
gl.useProgram(self.program_id);
|
gl.useProgram(self.program_id);
|
||||||
gl.bindVertexArray(vao_id);
|
gl.bindVertexArray(vao_id);
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
#version 450 core
|
#version 330 core
|
||||||
out vec4 FragColor;
|
out vec4 FragColor;
|
||||||
|
|
||||||
in vec3 ourColor;
|
in vec3 ourColor;
|
||||||
|
@ -7,8 +7,7 @@ in vec2 TexCoord;
|
||||||
// texture sampler
|
// texture sampler
|
||||||
uniform sampler2D texture1;
|
uniform sampler2D texture1;
|
||||||
|
|
||||||
void main()
|
void main() {
|
||||||
{
|
FragColor = texture(texture1, TexCoord);
|
||||||
FragColor = texture(texture1, TexCoord).wzyx;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
#version 450 core
|
#version 330 core
|
||||||
layout (location = 0) in vec3 aPos;
|
layout (location = 0) in vec3 aPos;
|
||||||
layout (location = 1) in vec3 aColor;
|
layout (location = 1) in vec3 aColor;
|
||||||
layout (location = 2) in vec2 aTexCoord;
|
layout (location = 2) in vec2 aTexCoord;
|
||||||
|
@ -6,9 +6,8 @@ layout (location = 2) in vec2 aTexCoord;
|
||||||
out vec3 ourColor;
|
out vec3 ourColor;
|
||||||
out vec2 TexCoord;
|
out vec2 TexCoord;
|
||||||
|
|
||||||
void main()
|
void main() {
|
||||||
{
|
|
||||||
gl_Position = vec4(aPos, 1.0);
|
gl_Position = vec4(aPos, 1.0);
|
||||||
ourColor = aColor;
|
ourColor = aColor;
|
||||||
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
TexCoord = aTexCoord;
|
||||||
}
|
}
|
Loading…
Reference in New Issue