#include <fcntl.h> // for access(2)
#include <unistd.h> // for access(2)
+#include "bufferbuilder.h"
#include "shaderprogram.h"
-#define BASICTEX_VERT \
- "#version 140\n"\
- "#extension GL_ARB_shading_language_420pack : require\n"\
- "#extension GL_ARB_explicit_attrib_location : require\n"\
- "\n"\
- "layout(std140, binding=0) uniform Viewport\n"\
- "{\n"\
- "\tfloat width;\n"\
- "\tfloat height;\n"\
- "};\n"\
- "\n"\
- "layout(location = 0) in vec2 position;\n"\
- "layout(location = 1) in vec2 tex_coord;\n"\
- "\n"\
- "out vec2 fp_tex_coord;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\t// Transform to clip coordinates (-1,1, -1,1).\n"\
- "\tgl_Position.x = (position.x*2/width) - 1;\n"\
- "\tgl_Position.y = 1 - (position.y*2/height);\n"\
- "\tgl_Position.z = 0.0;\n"\
- "\tgl_Position.w = 1.0;\n"\
- "\tfp_tex_coord = tex_coord;\n"\
- "}\n"
-
-#define BASICTEX_FRAG \
- "#version 140\n"\
- "\n"\
- "in vec2 fp_tex_coord;\n"\
- "\n"\
- "out vec4 output_colour;\n"\
- "\n"\
- "uniform sampler2D tex;\n"\
- "uniform vec4 colour;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\toutput_colour = colour;\n"\
- "\toutput_colour.a = texture(tex, fp_tex_coord).r;\n"\
- "}\n"
+#define BASICTEX_VERT "shaders/basictex_vert.glsl"
+#define BASICTEX_FRAG "shaders/basictex_frag.glsl"
using namespace IPDF;
using namespace std;
Screen::Screen()
{
+
SDL_Init(SDL_INIT_VIDEO);
m_window = SDL_CreateWindow("IPDF", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
glGenVertexArrays(1, &default_vao);
glBindVertexArray(default_vao);
- //TODO: Error checking.
- m_texture_prog.AttachVertexProgram(BASICTEX_VERT);
- m_texture_prog.AttachFragmentProgram(BASICTEX_FRAG);
- m_texture_prog.Link();
+ m_texture_prog.InitialiseShaders(BASICTEX_VERT, BASICTEX_FRAG);
m_texture_prog.Use();
// We always want to use the texture bound to texture unit 0.
GLint texture_uniform_location = m_texture_prog.GetUniformLocation("tex");
glUniform1i(texture_uniform_location, 0);
- m_colour_uniform_location = m_texture_prog.GetUniformLocation("colour");
+ m_font_prog.InitialiseShaders(BASICTEX_VERT, "shaders/fonttex_frag.glsl");
+ m_font_prog.Use();
+
+ // We always want to use the texture bound to texture unit 0.
+ GLint font_texture_uniform_location = m_font_prog.GetUniformLocation("tex");
+ glUniform1i(font_texture_uniform_location, 0);
+ m_colour_uniform_location = m_font_prog.GetUniformLocation("colour");
m_viewport_ubo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
m_viewport_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
return frame_time_ns/1000000000.0;
}
+void Screen::RenderPixels(int x, int y, int w, int h, uint8_t *pixels) const
+{
+ GLenum texture_format = GL_RGBA;
+
+ m_texture_prog.Use();
+ GraphicsBuffer quad_vertex_buffer;
+ quad_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
+ //rectangular texture == 2 triangles
+ GLfloat quad[] = {
+ 0, 0, (float)x, (float)y,
+ 1, 0, (float)(x+w), (float)y,
+ 0, 1, (float)x, (float)(y+h),
+ 1, 1, (float)(x+w), (float)(y+h)
+ };
+ quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
+ quad_vertex_buffer.Bind();
+ m_viewport_ubo.Bind();
+
+ glUniform4f(m_colour_uniform_location, 1.0f, 1.0f, 1.0f, 1.0f);
+
+ GLuint texID;
+ glGenTextures(1, &texID);
+ glBindTexture(GL_TEXTURE_2D, texID);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, texture_format, GL_UNSIGNED_BYTE, pixels);
+
+ glEnableVertexAttribArray(0);
+ glEnableVertexAttribArray(1);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDisableVertexAttribArray(1);
+ glDisableVertexAttribArray(0);
+
+}
+
void Screen::ScreenShot(const char * filename) const
{
Debug("Attempting to save BMP to file %s", filename);
int w = bmp->w;
int h = bmp->h;
- GLenum texture_format;
+ GLenum texture_format = GL_RGBA;
switch (bmp->format->BytesPerPixel)
{
case 4: //contains alpha
quad_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
GLfloat quad[] = {
0, 0, 0, 0,
- 1, 0, ViewportWidth(), 0,
- 1, 1, ViewportWidth(), ViewportHeight(),
- 0, 1, 0, ViewportHeight()
+ 1, 0, (float)ViewportWidth(), 0,
+ 1, 1, (float)ViewportWidth(), (float)ViewportHeight(),
+ 0, 1, 0, (float)ViewportHeight()
};
quad_vertex_buffer.Upload(sizeof(GLfloat) * 16, quad);
quad_vertex_buffer.Bind();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, m_debug_font_atlas);
- m_texture_prog.Use();
+ m_font_prog.Use();
m_viewport_ubo.Bind();
m_debug_font_vertices.Bind();
m_debug_font_indices.Bind();
glEnableVertexAttribArray(1);
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(65535);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
+ glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (void*)(2*sizeof(float)));
glDrawElements(GL_TRIANGLE_STRIP, m_debug_font_index_head, GL_UNSIGNED_SHORT, 0);
glDisable(GL_PRIMITIVE_RESTART);
glDisableVertexAttribArray(1);
glDisable(GL_BLEND);
+ m_debug_font_vertices.Invalidate();
+ m_debug_font_indices.Invalidate();
m_debug_font_vertex_head = 0;
m_debug_font_index_head = 0;
}
{
if (!m_debug_font_atlas) return;
- float *vertexData = (float*)m_debug_font_vertices.MapRange(m_debug_font_vertex_head*sizeof(float), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float), false, true, true);
- uint16_t *indexData = (uint16_t*)m_debug_font_indices.MapRange(m_debug_font_index_head*sizeof(uint16_t), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t), false, true, true);
+ struct fontvertex
+ {
+ float x, y, s, t;
+ };
+
+ BufferBuilder<fontvertex> vertexData(m_debug_font_vertices.MapRange(m_debug_font_vertex_head*sizeof(float), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float), false, true, true), m_debug_font_vertices.GetSize() - m_debug_font_vertex_head*sizeof(float));
+ BufferBuilder<uint16_t> indexData(m_debug_font_indices.MapRange(m_debug_font_index_head*sizeof(uint16_t), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t), false, true, true), m_debug_font_indices.GetSize() - m_debug_font_index_head*sizeof(uint16_t));
+
+ size_t baseVertex = m_debug_font_vertex_head/4;
while (*str) {
- if ((m_debug_font_vertex_head*sizeof(float) + 16*sizeof(float) >= m_debug_font_vertices.GetSize() ) ||
- (m_debug_font_index_head*sizeof(uint16_t) + 5*sizeof(uint16_t) >= m_debug_font_indices.GetSize()))
+ if (!vertexData.Free(4) || !indexData.Free(5))
{
m_debug_font_indices.UnMap();
m_debug_font_vertices.UnMap();
DebugFontPrint(str);
return;
}
- if (*str >= 32 && *str < 128) {
+ if (*str >= 32 && (unsigned char)(*str) < 128) {
stbtt_aligned_quad q;
stbtt_GetBakedQuad(m_debug_font_rects, 1024,1024, *str-32, &m_debug_font_x,&m_debug_font_y,&q,1);
- *vertexData = q.s0; vertexData++;
- *vertexData = q.t0; vertexData++;
- *vertexData = q.x0; vertexData++;
- *vertexData = q.y0; vertexData++;
- *vertexData = q.s1; vertexData++;
- *vertexData = q.t0; vertexData++;
- *vertexData = q.x1; vertexData++;
- *vertexData = q.y0; vertexData++;
- *vertexData = q.s1; vertexData++;
- *vertexData = q.t1; vertexData++;
- *vertexData = q.x1; vertexData++;
- *vertexData = q.y1; vertexData++;
- *vertexData = q.s0; vertexData++;
- *vertexData = q.t1; vertexData++;
- *vertexData = q.x0; vertexData++;
- *vertexData = q.y1; vertexData++;
-
- *indexData = m_debug_font_vertex_head/4; indexData++;
- *indexData = m_debug_font_vertex_head/4+1; indexData++;
- *indexData = m_debug_font_vertex_head/4+3; indexData++;
- *indexData = m_debug_font_vertex_head/4+2; indexData++;
- *indexData = 65535; indexData++;
+ size_t index = vertexData.Add({q.x0, q.y0, q.s0, q.t0});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x1, q.y0, q.s1, q.t0});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x0, q.y1, q.s0, q.t1});
+ index += baseVertex;
+ indexData.Add(index);
+ index = vertexData.Add({q.x1, q.y1, q.s1, q.t1});
+ index += baseVertex;
+ indexData.Add(index);
+ indexData.Add(65535);
m_debug_font_vertex_head += 16;
m_debug_font_index_head += 5;