diff options
Diffstat (limited to 'src/GPU_OpenGL.cpp')
-rw-r--r-- | src/GPU_OpenGL.cpp | 53 |
1 files changed, 35 insertions, 18 deletions
diff --git a/src/GPU_OpenGL.cpp b/src/GPU_OpenGL.cpp index 0c6cf00..fb04ca0 100644 --- a/src/GPU_OpenGL.cpp +++ b/src/GPU_OpenGL.cpp @@ -40,7 +40,13 @@ GLuint Comp3DXPosLoc[1]; GLuint CompVertexBufferID; GLuint CompVertexArrayID; -float CompVertices[2 * 3*2 * 2]; // position + +struct CompVertex +{ + float Position[2]; + float Texcoord[2]; +}; +CompVertex CompVertices[2 * 3*2]; GLuint CompScreenInputTex; GLuint CompScreenOutputTex; @@ -59,6 +65,7 @@ bool Init() GLint uni_id; glBindAttribLocation(CompShader[i][2], 0, "vPosition"); + glBindAttribLocation(CompShader[i][2], 1, "vTexcoord"); glBindFragDataLocation(CompShader[i][2], 0, "oColor"); if (!OpenGL::LinkShaderProgram(CompShader[i])) @@ -74,25 +81,29 @@ bool Init() glUniform1i(uni_id, 1); } -#define SETVERTEX(i, x, y) \ - CompVertices[2*(i) + 0] = x; \ - CompVertices[2*(i) + 1] = y; + // all this mess is to prevent bleeding +#define SETVERTEX(i, x, y, offset) \ + CompVertices[i].Position[0] = x; \ + CompVertices[i].Position[1] = y + offset; \ + CompVertices[i].Texcoord[0] = (x + 1.f) * (256.f / 2.f); \ + CompVertices[i].Texcoord[1] = (y + 1.f) * (384.f / 2.f) + const float padOffset = 1.f/(192*2.f+2.f)*2.f; // top screen - SETVERTEX(0, -1, 1); - SETVERTEX(1, 1, 0); - SETVERTEX(2, 1, 1); - SETVERTEX(3, -1, 1); - SETVERTEX(4, -1, 0); - SETVERTEX(5, 1, 0); + SETVERTEX(0, -1, 1, 0); + SETVERTEX(1, 1, 0, padOffset); + SETVERTEX(2, 1, 1, 0); + SETVERTEX(3, -1, 1, 0); + SETVERTEX(4, -1, 0, padOffset); + SETVERTEX(5, 1, 0, padOffset); // bottom screen - SETVERTEX(6, -1, 0); - SETVERTEX(7, 1, -1); - SETVERTEX(8, 1, 0); - SETVERTEX(9, -1, 0); - SETVERTEX(10, -1, -1); - SETVERTEX(11, 1, -1); + SETVERTEX(6, -1, 0, -padOffset); + SETVERTEX(7, 1, -1, 0); + SETVERTEX(8, 1, 0, -padOffset); + SETVERTEX(9, -1, 0, -padOffset); + SETVERTEX(10, -1, -1, 0); + SETVERTEX(11, 1, -1, 0); #undef SETVERTEX @@ -103,7 +114,9 @@ bool Init() glGenVertexArrays(1, &CompVertexArrayID); glBindVertexArray(CompVertexArrayID); glEnableVertexAttribArray(0); // position - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*4, (void*)(0)); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Position))); + glEnableVertexAttribArray(1); // texcoord + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(CompVertex), (void*)(offsetof(CompVertex, Texcoord))); glGenFramebuffers(1, &CompScreenOutputFB); @@ -152,10 +165,14 @@ void SetRenderSettings(RenderSettings& settings) Scale = scale; ScreenW = 256 * scale; - ScreenH = 384 * scale; + ScreenH = (384+2) * scale; glBindTexture(GL_TEXTURE_2D, CompScreenOutputTex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + // fill the padding + u8 zeroPixels[ScreenW*2*scale*4]; + memset(zeroPixels, 0, sizeof(zeroPixels)); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 192*scale, ScreenW, 2*scale, GL_RGBA, GL_UNSIGNED_BYTE, zeroPixels); GLenum fbassign[] = {GL_COLOR_ATTACHMENT0}; glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB); |