mirror of
https://github.com/hrydgard/ppsspp.git
synced 2025-04-02 11:01:50 -04:00
190 lines
5.3 KiB
C++
190 lines
5.3 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#include "math/lin/matrix4x4.h"
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#include "gfx_es2/glsl_program.h"
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#include "Windows/GEDebugger/SimpleGLWindow.h"
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const PTCHAR SimpleGLWindow::windowClass = _T("SimpleGLWindow");
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bool SimpleGLWindow::windowClassExists_;
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static const char tex_fs[] =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D sampler0;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" gl_FragColor.rgb = texture2D(sampler0, v_texcoord0).rgb;\n"
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" gl_FragColor.a = 1.0;\n"
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"}\n";
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static const char basic_vs[] =
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#ifndef USING_GLES2
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"#version 120\n"
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#endif
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord0;\n"
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"uniform mat4 u_viewproj;\n"
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"varying vec2 v_texcoord0;\n"
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"void main() {\n"
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" v_texcoord0 = a_texcoord0;\n"
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" gl_Position = u_viewproj * a_position;\n"
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"}\n";
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SimpleGLWindow::SimpleGLWindow(HINSTANCE hInstance, HWND hParent, int x, int y, int w, int h)
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: hInstance_(hInstance), hParent_(hParent), valid_(false), drawProgram_(NULL), tex_(0) {
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RegisterWindowClass();
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Create(x, y, w, h);
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SetupGL();
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ResizeGL(w, h);
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CreateProgram();
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}
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void SimpleGLWindow::RegisterWindowClass() {
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if (windowClassExists_) {
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return;
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}
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static WNDCLASSEX wndClass = {
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sizeof(WNDCLASSEX),
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CS_HREDRAW | CS_VREDRAW,
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DefWindowProc,
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0,
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0,
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hInstance_,
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NULL,
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LoadCursor(NULL, IDC_ARROW),
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(HBRUSH)GetStockObject(BLACK_BRUSH),
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NULL,
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windowClass,
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NULL,
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};
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RegisterClassEx(&wndClass);
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windowClassExists_ = true;
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}
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void SimpleGLWindow::Create(int x, int y, int w, int h) {
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DWORD style = WS_CHILD | WS_VISIBLE;
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hWnd_ = CreateWindowEx(0, windowClass, _T(""), style, x, y, w, h, hParent_, NULL, hInstance_, NULL);
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}
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void SimpleGLWindow::SetupGL() {
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int pixelFormat;
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static PIXELFORMATDESCRIPTOR pfd = {0};
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pfd.nSize = sizeof(pfd);
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pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA;
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pfd.cColorBits = 32;
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pfd.cDepthBits = 16;
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pfd.iLayerType = PFD_MAIN_PLANE;
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#define ENFORCE(x, msg) { if (!(x)) { ERROR_LOG(COMMON, "SimpleGLWindow: %s (%08x)", msg, GetLastError()); return; } }
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ENFORCE(hDC_ = GetDC(hWnd_), "Unable to create DC.");
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ENFORCE(pixelFormat = ChoosePixelFormat(hDC_, &pfd), "Unable to match pixel format.");
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ENFORCE(SetPixelFormat(hDC_, pixelFormat, &pfd), "Unable to set pixel format.");
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ENFORCE(hGLRC_ = wglCreateContext(hDC_), "Unable to create GL context.");
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ENFORCE(wglMakeCurrent(hDC_, hGLRC_), "Unable to activate GL context.");
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glewInit();
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valid_ = true;
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}
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void SimpleGLWindow::ResizeGL(int w, int h) {
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if (!valid_) {
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return;
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}
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wglMakeCurrent(hDC_, hGLRC_);
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0f, w, h, 0.0f, -1.0f, 1.0f);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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w_ = w;
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h_ = h;
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}
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void SimpleGLWindow::CreateProgram() {
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if (!valid_) {
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return;
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}
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wglMakeCurrent(hDC_, hGLRC_);
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drawProgram_ = glsl_create_source(basic_vs, tex_fs);
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glGenTextures(1, &tex_);
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glsl_bind(drawProgram_);
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glUniform1i(drawProgram_->sampler0, 0);
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glsl_unbind();
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}
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void SimpleGLWindow::Draw(u8 *data, int w, int h) {
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wglMakeCurrent(hDC_, hGLRC_);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glDisable(GL_BLEND);
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glViewport(0, 0, w_, h_);
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glScissor(0, 0, w_, h_);
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glBindTexture(GL_TEXTURE_2D, tex_);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glsl_bind(drawProgram_);
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float fw = (float)w, fh = (float)h;
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const float pos[12] = {0,0,0, fw,0,0, fw,fh,0, 0,fh,0};
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const float texCoords[8] = {0,1, 1,1, 1,0, 0,0};
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const GLubyte indices[4] = {0,1,3,2};
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Matrix4x4 ortho;
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ortho.setOrtho(0, (float)w_, (float)h_, 0, -1, 1);
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glUniformMatrix4fv(drawProgram_->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
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glVertexAttribPointer(drawProgram_->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
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glVertexAttribPointer(drawProgram_->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
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glEnableVertexAttribArray(drawProgram_->a_position);
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glEnableVertexAttribArray(drawProgram_->a_texcoord0);
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glUniform1i(drawProgram_->sampler0, 0);
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glActiveTexture(GL_TEXTURE0);
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
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glDisableVertexAttribArray(drawProgram_->a_position);
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glDisableVertexAttribArray(drawProgram_->a_texcoord0);
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glBindTexture(GL_TEXTURE_2D, 0);
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Swap();
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}
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void SimpleGLWindow::Clear() {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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Swap();
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}
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