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authorStapleButter <thetotalworm@gmail.com>2019-05-31 03:00:53 +0200
committerStapleButter <thetotalworm@gmail.com>2019-05-31 03:00:53 +0200
commitc49dec1acdf2b90cb53364efa4ed525259c387d9 (patch)
treec82511ac43da3b905b3aec128486739bc1eb318f /src
parent3ef00f8fa628dbc0d04c045d8736044afc929d97 (diff)
try to fix fog consecutively to the Intel fix. still not perfect for whatever reason
also clean up more code
Diffstat (limited to 'src')
-rw-r--r--src/GPU3D_OpenGL.cpp7
-rw-r--r--src/GPU3D_OpenGL_shaders.h26
-rw-r--r--src/libui_sdl/libui/unix/gl.c71
-rw-r--r--src/libui_sdl/main.cpp15
4 files changed, 46 insertions, 73 deletions
diff --git a/src/GPU3D_OpenGL.cpp b/src/GPU3D_OpenGL.cpp
index 1b35fca..db2617c 100644
--- a/src/GPU3D_OpenGL.cpp
+++ b/src/GPU3D_OpenGL.cpp
@@ -187,12 +187,7 @@ void SetupDefaultTexParams(GLuint tex)
bool Init()
{
GLint uni_id;
-
- const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
- const GLubyte* version = glGetString(GL_VERSION); // version as a string
- printf("OpenGL: renderer: %s\n", renderer);
- printf("OpenGL: version: %s\n", version);
-
+
glEnable(GL_DEPTH_TEST);
glEnable(GL_STENCIL_TEST);
diff --git a/src/GPU3D_OpenGL_shaders.h b/src/GPU3D_OpenGL_shaders.h
index a1aa95a..b12dc61 100644
--- a/src/GPU3D_OpenGL_shaders.h
+++ b/src/GPU3D_OpenGL_shaders.h
@@ -42,14 +42,14 @@ uniform uint uOpaquePolyID;
uniform uint uFogFlag;
out vec4 oColor;
-out uvec3 oAttr;
+out vec3 oAttr;
void main()
{
oColor = vec4(uColor).bgra / 31.0;
- oAttr.r = uOpaquePolyID;
- oAttr.g = uint(0);
- oAttr.b = uFogFlag;
+ oAttr.r = float(uOpaquePolyID) / 63.0;
+ oAttr.g = 0;
+ oAttr.b = float(uFogFlag);
}
)";
@@ -69,7 +69,7 @@ void main()
const char* kFinalPassFS = kShaderHeader R"(
uniform sampler2D DepthBuffer;
-uniform usampler2D AttrBuffer;
+uniform sampler2D AttrBuffer;
layout(std140) uniform uConfig
{
@@ -122,7 +122,7 @@ void main()
vec4 ret = vec4(0,0,0,0);
vec4 depth = texelFetch(DepthBuffer, coord, 0);
- ivec4 attr = ivec4(texelFetch(AttrBuffer, coord, 0));
+ vec4 attr = texelFetch(AttrBuffer, coord, 0);
if (attr.b != 0) ret = CalculateFog(depth.r);
@@ -178,7 +178,7 @@ smooth in vec2 fTexcoord;
flat in ivec3 fPolygonAttr;
out vec4 oColor;
-out uvec3 oAttr;
+out vec3 oAttr;
int TexcoordWrap(int c, int maxc, int mode)
{
@@ -618,8 +618,8 @@ void main()
if (col.a < 30.5/31) discard;
oColor = col;
- oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
- oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
+ oAttr.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
+ oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
}
)";
@@ -633,8 +633,8 @@ void main()
if (col.a < 30.5/31) discard;
oColor = col;
- oAttr.r = uint((fPolygonAttr.x >> 24) & 0x3F);
- oAttr.b = uint((fPolygonAttr.x >> 15) & 0x1);
+ oAttr.r = float((fPolygonAttr.x >> 24) & 0x3F) / 63.0;
+ oAttr.b = float((fPolygonAttr.x >> 15) & 0x1);
gl_FragDepth = fZ;
}
)";
@@ -648,7 +648,7 @@ void main()
if (col.a >= 30.5/31) discard;
oColor = col;
- oAttr.b = uint(0);
+ oAttr.b = 0;
}
)";
@@ -663,7 +663,7 @@ void main()
if (col.a >= 30.5/31) discard;
oColor = col;
- oAttr.b = uint(0);
+ oAttr.b = 0;
gl_FragDepth = fZ;
}
)";
diff --git a/src/libui_sdl/libui/unix/gl.c b/src/libui_sdl/libui/unix/gl.c
index dbb30fa..0511639 100644
--- a/src/libui_sdl/libui/unix/gl.c
+++ b/src/libui_sdl/libui/unix/gl.c
@@ -115,67 +115,46 @@ void freeGLContext(uiGLContext* glctx)
static void areaAllocRenderbuffer(uiGLContext* glctx)
{
- _glGenRenderbuffers(4, &glctx->renderbuffer[0][0]);printf("ylarg0 %04X, %d %d\n", glGetError(), glctx->width, glctx->height);
- //glGenTextures(2, &glctx->renderbuffer[0]);
- _glGenFramebuffers(2, &glctx->framebuffer[0]);printf("ylarg1 %04X\n", glGetError());
- printf("FB %08X created under ctx %p (%p %p)\n", glctx?glctx->framebuffer[0]:0, gdk_gl_context_get_current(), glctx?glctx->gctx:NULL, glctx);
- /*glBindTexture(GL_TEXTURE_2D, glctx->renderbuffer[0]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ // TODO: create textures as a fallback if GL_RGB renderbuffer isn't supported?
+ // they say GL implementations aren't required to support a GL_RGB renderbuffer
+ // however, a GL_RGBA one would cause gdk_cairo_draw_from_gl() to fall back to glReadPixels()
- glBindTexture(GL_TEXTURE_2D, glctx->renderbuffer[1]);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);*/
-
- _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][0]);printf("ylarg1 %04X\n", glGetError());
- _glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);printf("ylarg1 %04X\n", glGetError());
- _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][1]);printf("ylarg1 %04X\n", glGetError());
- _glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);printf("ylarg1 %04X\n", glGetError());
-
- _glBindFramebuffer(GL_FRAMEBUFFER, glctx->framebuffer[0]);printf("ylarg2 %04X\n", glGetError());
- /*_glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, glctx->renderbuffer[0], 0);
- _glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, glctx->renderbuffer[1], 0);*/
- _glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glctx->renderbuffer[0][0]);printf("ylarg3 %04X\n", glGetError());
- _glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, glctx->renderbuffer[0][1]);printf("ylarg4 %04X\n", glGetError());
- //printf("ylarg: %08X, %04X, %08X %08X\n", glctx->framebuffer, glGetError(), glctx->renderbuffer[0], glctx->renderbuffer[1]);
+ _glGenRenderbuffers(4, &glctx->renderbuffer[0][0]);
+ _glGenFramebuffers(2, &glctx->framebuffer[0]);
+ _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][0]);
+ _glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);
+ //_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][1]);
+ //_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
- _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][0]);printf("ylarg1 %04X\n", glGetError());
- _glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);printf("ylarg1 %04X\n", glGetError());
- _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][1]);printf("ylarg1 %04X\n", glGetError());
- _glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);printf("ylarg1 %04X\n", glGetError());
+ _glBindFramebuffer(GL_FRAMEBUFFER, glctx->framebuffer[0]);
+ _glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glctx->renderbuffer[0][0]);
+ _glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, glctx->renderbuffer[0][1]);
- _glBindFramebuffer(GL_FRAMEBUFFER, glctx->framebuffer[1]);printf("ylarg2 %04X\n", glGetError());
- /*_glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, glctx->renderbuffer[0], 0);
- _glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, glctx->renderbuffer[1], 0);*/
- _glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glctx->renderbuffer[1][0]);printf("ylarg3 %04X\n", glGetError());
- _glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, glctx->renderbuffer[1][1]);printf("ylarg4 %04X\n", glGetError());
- //printf("ylarg: %08X, %04X, %08X %08X\n", glctx->framebuffer, glGetError(), glctx->renderbuffer[0], glctx->renderbuffer[1]);
+ _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][0]);
+ _glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);
+ //_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][1]);
+ //_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
- if(_glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- printf("FRAMEBUFFER IS BAD!! %04X\n", _glCheckFramebufferStatus(GL_FRAMEBUFFER));
+ _glBindFramebuffer(GL_FRAMEBUFFER, glctx->framebuffer[1]);
+ _glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, glctx->renderbuffer[1][0]);
+ _glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, glctx->renderbuffer[1][1]);
- int alpha_size;
- _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][0]);
- _glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_ALPHA_SIZE, &alpha_size);
- printf("FRAMEBUFFER GOOD. ALPHA SIZE IS %d\n", alpha_size);
+ //if (_glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
+ // printf("FRAMEBUFFER IS BAD!! %04X\n", _glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
static void areaRellocRenderbuffer(uiGLContext* glctx)
{
_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][0]);
_glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);
- _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][1]);
- _glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
+ //_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[0][1]);
+ //_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][0]);
_glRenderbufferStorage(GL_RENDERBUFFER, GL_RGB, glctx->width*glctx->scale, glctx->height*glctx->scale);
- _glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][1]);
- _glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
+ //_glBindRenderbuffer(GL_RENDERBUFFER, glctx->renderbuffer[1][1]);
+ //_glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, glctx->width*glctx->scale, glctx->height*glctx->scale);
}
void areaPreRedrawGL(uiGLContext* glctx)
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp
index a686cb4..986a809 100644
--- a/src/libui_sdl/main.cpp
+++ b/src/libui_sdl/main.cpp
@@ -194,12 +194,11 @@ bool GLScreen_InitShader(GLuint* shader, const char* fs)
}
bool GLScreen_Init()
-{printf("BEGINNING GL SHITO\n");
+{
+ // TODO: consider using epoxy?
if (!OpenGL_Init())
return false;
- printf("GL INIT: %p, %p\n", glGenFramebuffers, glCreateShader);
-
const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string
const GLubyte* version = glGetString(GL_VERSION); // version as a string
printf("OpenGL: renderer: %s\n", renderer);
@@ -211,7 +210,7 @@ bool GLScreen_Init()
return false;
memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig));
-printf("morp0\n");
+
glGenBuffers(1, &GL_ShaderConfigUBO);
glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
glBufferData(GL_UNIFORM_BUFFER, sizeof(GL_ShaderConfig), &GL_ShaderConfig, GL_STATIC_DRAW);
@@ -220,14 +219,14 @@ printf("morp0\n");
glGenBuffers(1, &GL_ScreenVertexBufferID);
glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
glBufferData(GL_ARRAY_BUFFER, sizeof(GL_ScreenVertices), NULL, GL_STATIC_DRAW);
-printf("morp1\n");
+
glGenVertexArrays(1, &GL_ScreenVertexArrayID);
glBindVertexArray(GL_ScreenVertexArrayID);
glEnableVertexAttribArray(0); // position
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(0));
glEnableVertexAttribArray(1); // texcoord
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4));
-printf("morp2\n");
+
glGenTextures(1, &GL_ScreenTexture);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture);
@@ -238,7 +237,7 @@ printf("morp2\n");
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL);
GL_ScreenSizeDirty = true;
-printf("morp3\n");
+
return true;
}
@@ -394,7 +393,7 @@ void GLScreen_DrawScreen()
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, uiGLGetFramebuffer(GLContext));
- glClearColor(0, 0, 1, 1);
+ glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
int frontbuf = GPU::FrontBuffer;