chore(platform): update opengl impl fns to versions in paoda/turbo

This commit is contained in:
Rekai Nyangadzayi Musuka 2023-12-15 03:11:16 -06:00
parent d097dcc2f5
commit d54202bf8b
4 changed files with 31 additions and 88 deletions

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@ -175,7 +175,7 @@ pub fn draw(state: *State, win_dim: Dimensions, tex_id: GLuint, cpu: *Arm7tdmi)
_ = zgui.begin(window_title, .{ .flags = .{ .no_resize = true, .always_auto_resize = true } }); _ = zgui.begin(window_title, .{ .flags = .{ .no_resize = true, .always_auto_resize = true } });
defer zgui.end(); defer zgui.end();
zgui.image(@ptrFromInt(tex_id), .{ .w = w, .h = h, .uv0 = .{ 0, 1 }, .uv1 = .{ 1, 0 } }); zgui.image(@ptrFromInt(tex_id), .{ .w = w, .h = h });
} }
// TODO: Any other steps to respect the copyright of the libraries I use? // TODO: Any other steps to respect the copyright of the libraries I use?

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@ -108,18 +108,17 @@ pub const Gui = struct {
const bus_ptr: *Bus = @ptrCast(@alignCast(cpu.bus.ptr)); const bus_ptr: *Bus = @ptrCast(@alignCast(cpu.bus.ptr));
const objects = opengl_impl.createObjects(); const vao_id = opengl_impl.vao();
defer gl.deleteBuffers(3, @as(*const [3]GLuint, &.{ objects.vao, objects.vbo, objects.ebo })); defer gl.deleteVertexArrays(1, &[_]GLuint{vao_id});
const emu_tex = opengl_impl.createScreenTexture(bus_ptr.ppu.framebuf.get(.Renderer)); const emu_tex = opengl_impl.screenTex(bus_ptr.ppu.framebuf.get(.Renderer));
const out_tex = opengl_impl.createOutputTexture(); const out_tex = opengl_impl.outTex();
defer gl.deleteTextures(2, &[_]GLuint{ emu_tex, out_tex }); defer gl.deleteTextures(2, &[_]GLuint{ emu_tex, out_tex });
const fbo_id = try opengl_impl.createFrameBuffer(out_tex); const fbo_id = try opengl_impl.frameBuffer(out_tex);
defer gl.deleteFramebuffers(1, &fbo_id); defer gl.deleteFramebuffers(1, &fbo_id);
// TODO: Support dynamically switching shaders? const prog_id = try opengl_impl.program(); // Dynamic Shaders?
const prog_id = try opengl_impl.compileShaders();
defer gl.deleteProgram(prog_id); defer gl.deleteProgram(prog_id);
var win_dim: Dimensions = default_dim; var win_dim: Dimensions = default_dim;
@ -231,9 +230,8 @@ pub const Gui = struct {
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id); gl.bindFramebuffer(gl.FRAMEBUFFER, fbo_id);
defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0); defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
const buf = bus_ptr.ppu.framebuf.get(.Renderer);
gl.viewport(0, 0, gba_width, gba_height); gl.viewport(0, 0, gba_width, gba_height);
opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf); opengl_impl.drawScreen(emu_tex, prog_id, vao_id, bus_ptr.ppu.framebuf.get(.Renderer));
} }
// FIXME: We only really care about locking the audio device (and therefore writing silence) // FIXME: We only really care about locking the audio device (and therefore writing silence)
@ -312,44 +310,24 @@ fn panic() noreturn {
} }
const opengl_impl = struct { const opengl_impl = struct {
// zig fmt: off fn drawScreen(tex_id: GLuint, prog_id: GLuint, vao_id: GLuint, buf: []const u8) void {
const vertices: [32]f32 = [_]f32{
// 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, 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, 1.0, 1.0, 0.0, 0.0, 1.0, // Top Left
};
const indices: [6]u32 = [_]u32{
0, 1, 3, // First Triangle
1, 2, 3, // Second Triangle
};
// zig fmt: on
const Objects = struct { vao: GLuint, vbo: GLuint, ebo: GLuint };
fn drawScreenTexture(tex_id: GLuint, prog_id: GLuint, ids: Objects, buf: []const u8) void {
gl.bindTexture(gl.TEXTURE_2D, tex_id); gl.bindTexture(gl.TEXTURE_2D, tex_id);
defer gl.bindTexture(gl.TEXTURE_2D, 0); defer gl.bindTexture(gl.TEXTURE_2D, 0);
gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr); gl.texSubImage2D(gl.TEXTURE_2D, 0, 0, 0, gba_width, gba_height, gl.RGBA, gl.UNSIGNED_INT_8_8_8_8, buf.ptr);
// Bind VAO, EBO. VBO not bound // Bind VAO
gl.bindVertexArray(ids.vao); // VAO gl.bindVertexArray(vao_id);
defer gl.bindVertexArray(0); defer gl.bindVertexArray(0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ids.ebo); // EBO
defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
// Use compiled frag + vertex shader // Use compiled frag + vertex shader
gl.useProgram(prog_id); gl.useProgram(prog_id);
defer gl.useProgram(0); defer gl.useProgram(0);
gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, null); gl.drawArrays(gl.TRIANGLE_STRIP, 0, 3);
} }
fn compileShaders() !GLuint { fn program() !GLuint {
const vert_shader = @embedFile("shader/pixelbuf.vert"); const vert_shader = @embedFile("shader/pixelbuf.vert");
const frag_shader = @embedFile("shader/pixelbuf.frag"); const frag_shader = @embedFile("shader/pixelbuf.frag");
@ -369,50 +347,22 @@ const opengl_impl = struct {
if (!shader.didCompile(fs)) return error.FragmentCompileError; if (!shader.didCompile(fs)) return error.FragmentCompileError;
const program = gl.createProgram(); const prog = gl.createProgram();
gl.attachShader(program, vs); gl.attachShader(prog, vs);
gl.attachShader(program, fs); gl.attachShader(prog, fs);
gl.linkProgram(program); gl.linkProgram(prog);
return program; return prog;
} }
// Returns the VAO ID since it's used in run() fn vao() GLuint {
fn createObjects() Objects {
var vao_id: GLuint = undefined; var vao_id: GLuint = undefined;
var vbo_id: GLuint = undefined;
var ebo_id: GLuint = undefined;
gl.genVertexArrays(1, &vao_id); gl.genVertexArrays(1, &vao_id);
gl.genBuffers(1, &vbo_id);
gl.genBuffers(1, &ebo_id);
gl.bindVertexArray(vao_id); return vao_id;
defer gl.bindVertexArray(0);
gl.bindBuffer(gl.ARRAY_BUFFER, vbo_id);
defer gl.bindBuffer(gl.ARRAY_BUFFER, 0);
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo_id);
defer gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, 0);
gl.bufferData(gl.ARRAY_BUFFER, @sizeOf(@TypeOf(vertices)), &vertices, gl.STATIC_DRAW);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, @sizeOf(@TypeOf(indices)), &indices, gl.STATIC_DRAW);
// Position
gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), null); // lmao
gl.enableVertexAttribArray(0);
// Colour
gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @ptrFromInt((3 * @sizeOf(f32))));
gl.enableVertexAttribArray(1);
// Texture Coord
gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, 8 * @sizeOf(f32), @ptrFromInt((6 * @sizeOf(f32))));
gl.enableVertexAttribArray(2);
return .{ .vao = vao_id, .vbo = vbo_id, .ebo = ebo_id };
} }
fn createScreenTexture(buf: []const u8) GLuint { fn screenTex(buf: []const u8) GLuint {
var tex_id: GLuint = undefined; var tex_id: GLuint = undefined;
gl.genTextures(1, &tex_id); gl.genTextures(1, &tex_id);
@ -427,7 +377,7 @@ const opengl_impl = struct {
return tex_id; return tex_id;
} }
fn createOutputTexture() GLuint { fn outTex() GLuint {
var tex_id: GLuint = undefined; var tex_id: GLuint = undefined;
gl.genTextures(1, &tex_id); gl.genTextures(1, &tex_id);
@ -442,7 +392,7 @@ const opengl_impl = struct {
return tex_id; return tex_id;
} }
fn createFrameBuffer(tex_id: GLuint) !GLuint { fn frameBuffer(tex_id: GLuint) !GLuint {
var fbo_id: GLuint = undefined; var fbo_id: GLuint = undefined;
gl.genFramebuffers(1, &fbo_id); gl.genFramebuffers(1, &fbo_id);
@ -450,9 +400,7 @@ const opengl_impl = struct {
defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0); defer gl.bindFramebuffer(gl.FRAMEBUFFER, 0);
gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0); gl.framebufferTexture(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, tex_id, 0);
gl.drawBuffers(1, &@as(GLuint, gl.COLOR_ATTACHMENT0));
const draw_buffers: [1]GLuint = .{gl.COLOR_ATTACHMENT0};
gl.drawBuffers(1, &draw_buffers);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE)
return error.FrameBufferObejctInitFailed; return error.FrameBufferObejctInitFailed;
@ -461,8 +409,7 @@ const opengl_impl = struct {
} }
const shader = struct { const shader = struct {
const Kind = enum { vertex, fragment }; const log = std.log.scoped(.shader);
const log = std.log.scoped(.Shader);
fn didCompile(id: gl.GLuint) bool { fn didCompile(id: gl.GLuint) bool {
var success: gl.GLint = undefined; var success: gl.GLint = undefined;

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@ -1,7 +1,6 @@
#version 330 core #version 330 core
out vec4 frag_color; out vec4 frag_color;
in vec3 color;
in vec2 uv; in vec2 uv;
uniform sampler2D screen; uniform sampler2D screen;

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@ -1,13 +1,10 @@
#version 330 core #version 330 core
layout (location = 0) in vec3 pos;
layout (location = 1) in vec3 in_color;
layout (location = 2) in vec2 in_uv;
out vec3 color;
out vec2 uv; out vec2 uv;
const vec2 pos[3] = vec2[3](vec2(-1.0f, -1.0f), vec2(-1.0f, 3.0f), vec2(3.0f, -1.0f));
const vec2 uvs[3] = vec2[3](vec2( 0.0f, 0.0f), vec2( 0.0f, 2.0f), vec2(2.0f, 0.0f));
void main() { void main() {
color = in_color; uv = uvs[gl_VertexID];
uv = in_uv; gl_Position = vec4(pos[gl_VertexID], 0.0, 1.0);
gl_Position = vec4(pos, 1.0); }
}