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authorArisotura <thetotalworm@gmail.com>2019-04-10 22:49:06 +0200
committerArisotura <thetotalworm@gmail.com>2019-04-10 22:49:06 +0200
commitccc9608ad249829a70d34295d7626aec10237798 (patch)
tree64d2cab03bd62ad3cb354a10cb632bb2a0697938
parent32c75e20a6f030bb4ac9e5bb68f2f6febbde7f24 (diff)
it renders shit!!
albeit in monochrome and with fucky clipping for some reason
-rw-r--r--src/GPU3D_OpenGL43.cpp152
1 files changed, 148 insertions, 4 deletions
diff --git a/src/GPU3D_OpenGL43.cpp b/src/GPU3D_OpenGL43.cpp
index 32d652b..c618837 100644
--- a/src/GPU3D_OpenGL43.cpp
+++ b/src/GPU3D_OpenGL43.cpp
@@ -42,6 +42,14 @@ PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLMAPBUFFERRANGEPROC glMapBufferRange;
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
PFNGLBUFFERDATAPROC glBufferData;
+PFNGLBUFFERSUBDATAPROC glBufferSubData;
+
+PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
+PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays;
+PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
+PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
+PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
+PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
@@ -60,12 +68,18 @@ PFNGLDELETEPROGRAMPROC glDeleteProgram;
const char* kRenderVS = R"(#version 400
-in vec4 vPosition;
+layout(location=0) in uvec4 vPosition;
void main()
{
// burp
- gl_Position = vPosition;
+ vec4 fpos;
+ fpos.x = ((float(vPosition.x) / 256.0) * 2.0) - 1.0;
+ fpos.y = ((float(vPosition.y) / 192.0) * 2.0) - 1.0;
+ fpos.z = 0.0;
+ fpos.w = 1.0;
+
+ gl_Position = fpos;
}
)";
@@ -75,13 +89,33 @@ out vec4 oColor;
void main()
{
- oColor = vec4(0,1,1,1);
+ oColor = vec4(0, 63.0/255.0, 63.0/255.0, 31.0/255.0);
}
)";
GLuint RenderShader[3];
+// vertex buffer
+// * XYZW: 4x16bit
+// * RGBA: 4x8bit
+// * ST: 2x16bit
+// * polygon data: 3x32bit (polygon/texture attributes)
+//
+// polygon attributes:
+// * bit4-7, 11, 14-15, 24-29: POLYGON_ATTR
+// * bit16-20: Z shift
+// * bit8: front-facing (?)
+// * bit9: W-buffering
+
+GLuint VertexBufferID;
+u32 VertexBuffer[10240 * 7];
+u32 NumVertices;
+
+GLuint VertexArrayID;
+u16 IndexBuffer[2048 * 10];
+u32 NumTriangles;
+
GLuint FramebufferID, PixelbufferID;
u8 Framebuffer[256*192*4];
u8 CurLine[256*4];
@@ -105,6 +139,14 @@ bool InitGLExtensions()
LOADPROC(GLMAPBUFFERRANGE, glMapBufferRange);
LOADPROC(GLUNMAPBUFFER, glUnmapBuffer);
LOADPROC(GLBUFFERDATA, glBufferData);
+ LOADPROC(GLBUFFERSUBDATA, glBufferSubData);
+
+ LOADPROC(GLGENVERTEXARRAYS, glGenVertexArrays);
+ LOADPROC(GLDELETEVERTEXARRAYS, glDeleteVertexArrays);
+ LOADPROC(GLBINDVERTEXARRAY, glBindVertexArray);
+ LOADPROC(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray);
+ LOADPROC(GLVERTEXATTRIBPOINTER, glVertexAttribPointer);
+ LOADPROC(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer);
LOADPROC(GLCREATESHADER, glCreateShader);
LOADPROC(GLSHADERSOURCE, glShaderSource);
@@ -150,7 +192,7 @@ bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char*
}
ids[1] = glCreateShader(GL_FRAGMENT_SHADER);
- len = strlen(vs);
+ len = strlen(fs);
glShaderSource(ids[1], 1, &fs, &len);
glCompileShader(ids[1]);
@@ -205,10 +247,31 @@ bool Init()
printf("OpenGL: version: %s\n", version);
+ // TODO: make configurable (hires, etc)
+ glViewport(0, 0, 256, 192);
+ glDepthRange(0, 1);
+
+
if (!BuildShaderProgram(kRenderVS, kRenderFS, RenderShader, "RenderShader"))
return false;
+ glGenBuffers(1, &VertexBufferID);
+ glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
+ glBufferData(GL_ARRAY_BUFFER, sizeof(VertexBuffer), NULL, GL_DYNAMIC_DRAW);
+
+ glGenVertexArrays(1, &VertexArrayID);
+ glBindVertexArray(VertexArrayID);
+ glEnableVertexAttribArray(0); // position
+ glVertexAttribIPointer(0, 4, GL_UNSIGNED_SHORT, 7*4, (void*)(0));
+ glEnableVertexAttribArray(1); // color
+ glVertexAttribIPointer(1, 4, GL_UNSIGNED_BYTE, 7*4, (void*)(2*4));
+ glEnableVertexAttribArray(2); // texcoords
+ glVertexAttribIPointer(2, 2, GL_UNSIGNED_SHORT, 7*4, (void*)(3*4));
+ glEnableVertexAttribArray(3); // attrib
+ glVertexAttribIPointer(3, 3, GL_UNSIGNED_INT, 7*4, (void*)(4*4));
+
+
u8* test_tex = new u8[256*192*4];
u8* ptr = test_tex;
for (int y = 0; y < 192; y++)
@@ -264,13 +327,94 @@ void Reset()
}
+void BuildPolygons(Polygon** polygons, int npolys)
+{
+ u32* vptr = &VertexBuffer[0];
+ u32 vidx = 0;
+
+ u16* iptr = &IndexBuffer[0];
+ u32 numtriangles = 0;
+
+ for (int i = 0; i < npolys; i++)
+ {
+ Polygon* poly = polygons[i];
+ if (poly->Degenerate) continue;
+
+ u32 vidx_first = vidx;
+
+ u32 polyattr = poly->Attr;
+
+ u32 alpha = (polyattr >> 16) & 0x1F;
+
+ u32 vtxattr = polyattr & 0x1F00C8F0;
+ if (poly->FacingView) vtxattr |= (1<<8);
+ if (poly->WBuffer) vtxattr |= (1<<9);
+
+ // assemble vertices
+ for (int j = 0; j < poly->NumVertices; j++)
+ {
+ Vertex* vtx = poly->Vertices[j];
+
+ u32 z = poly->FinalZ[j];
+ u32 w = poly->FinalW[j];
+
+ // Z should always fit within 16 bits, so it's okay to do this
+ u32 zshift = 0;
+ while (z > 0xFFFF) { z >>= 1; zshift++; }
+
+ // TODO hires-upgraded positions?
+ *vptr++ = vtx->FinalPosition[0] | (vtx->FinalPosition[1] << 16);
+ *vptr++ = z | (w << 16);
+
+ *vptr++ = (vtx->FinalColor[0] >> 1) |
+ ((vtx->FinalColor[1] >> 1) << 8) |
+ ((vtx->FinalColor[2] >> 1) << 16) |
+ (alpha << 24);
+
+ *vptr++ = vtx->TexCoords[0] | (vtx->TexCoords[1] << 16);
+
+ *vptr++ = vtxattr | (zshift << 16);
+ *vptr++ = poly->TexParam;
+ *vptr++ = poly->TexPalette;
+
+ if (j >= 2)
+ {
+ // build a triangle
+ *iptr++ = vidx_first;
+ *iptr++ = vidx - 1;
+ *iptr++ = vidx;
+ numtriangles++;
+ }
+
+ vidx++;
+ }
+ }
+
+ NumTriangles = numtriangles;
+ NumVertices = vidx;
+}
+
+
void VCount144()
{
}
void RenderFrame()
{
+ // TODO: proper clear color!!
+ glClearColor(0, 0, 0, 31.0/255.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+
// render shit here
+ glUseProgram(RenderShader[2]);
+
+ BuildPolygons(&RenderPolygonRAM[0], RenderNumPolygons);
+ glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
+ glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
+
+ glBindVertexArray(VertexArrayID);
+ glDrawElements(GL_TRIANGLES, NumTriangles, GL_UNSIGNED_SHORT, IndexBuffer);
+
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID);
glReadBuffer(GL_COLOR_ATTACHMENT0);