redquark-amiberry-rb/src/od-gles/gl.cpp

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#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <EGL/egl.h>
#include <GLES2/gl2.h>
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#include "gl_platform.h"
#include "gl.h"
#include "shader_stuff.h"
static EGLDisplay edpy;
static EGLSurface esfc;
static EGLContext ectxt;
/* for external flips */
void *gl_es_display;
void *gl_es_surface;
static float vertex_coords[] = {
-1.0f, 1.0f, 0.0f, // 0 0 1
1.0f, 1.0f, 0.0f, // 1 ^
-1.0f, -1.0f, 0.0f, // 2 | 2 3
1.0f, -1.0f, 0.0f, // 3 +-->
};
static float orig_texture_coords[] = {
-0.5f, -0.5f,
0.5f, -0.5f,
-0.5f, 0.5f,
0.5f, 0.5f,
};
static float texture_coords[] = {
0.0f, 0.0f, // we flip this:
1.0f, 0.0f, // v^
0.0f, 1.0f, // | u
1.0f, 1.0f, // +-->
};
static int gl_have_error(const char *name)
{
GLenum e = glGetError();
if (e != GL_NO_ERROR) {
printf("GL error: %s %x\n", name, e);
return 1;
}
return 0;
}
static int gles_have_error(const char *name)
{
EGLint e = eglGetError();
if (e != EGL_SUCCESS) {
printf("%s %x\n", name, e);
return 1;
}
return 0;
}
int gl_init(void *display, void *window, int *quirks)
{
EGLConfig ecfg = NULL;
GLuint texture_name = 0;
void *tmp_texture_mem = NULL;
EGLint num_config;
int retval = -1;
int ret;
static const EGLint config_attributes[] =
{
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_ALPHA_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE
};
static const EGLint context_attributes[] =
{
#ifdef SHADER_SUPPORT
EGL_CONTEXT_CLIENT_VERSION, 2,
#else
EGL_CONTEXT_CLIENT_VERSION, 1,
#endif
EGL_NONE
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};
// gl_platform_init() does Raspi-specific stuff like bcm_host_init()
ret = gl_platform_init(&display, &window, quirks);
if (ret != 0) {
printf("gl_platform_init failed with %d\n", ret);
goto out;
}
tmp_texture_mem = calloc(1, 1024 * 512 * 2);
if (tmp_texture_mem == NULL) {
printf("OOM\n");
goto out;
}
edpy = eglGetDisplay((EGLNativeDisplayType)display);
if (edpy == EGL_NO_DISPLAY) {
printf("Failed to get EGL display\n");
goto out;
}
if (!eglInitialize(edpy, NULL, NULL)) {
printf("Failed to initialize EGL\n");
goto out;
}
if (!eglChooseConfig(edpy, config_attributes, &ecfg, 1, &num_config)) {
printf("Failed to choose config (%x)\n", eglGetError());
goto out;
}
if (ecfg == NULL || num_config == 0) {
printf("No EGL configs available\n");
goto out;
}
esfc = eglCreateWindowSurface(edpy, ecfg,
(EGLNativeWindowType)window, NULL);
if (esfc == EGL_NO_SURFACE) {
printf("Unable to create EGL surface (%x)\n",
eglGetError());
goto out;
}
ectxt = eglCreateContext(edpy, ecfg, EGL_NO_CONTEXT, context_attributes);
if (ectxt == EGL_NO_CONTEXT) {
printf("Unable to create EGL context (%x)\n",
eglGetError());
goto out;
}
eglMakeCurrent(edpy, esfc, esfc, ectxt);
#ifndef SHADER_SUPPORT
glEnable(GL_TEXTURE_2D); // for old fixed-function pipeline
#endif
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//if (gl_have_error("glEnable(GL_TEXTURE_2D)")) goto out;
glGenTextures(1, &texture_name);
if (gl_have_error("glGenTextures")) goto out;
glBindTexture(GL_TEXTURE_2D, texture_name);
if (gl_have_error("glBindTexture")) goto out;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1024, 512, 0, GL_RGB,
GL_UNSIGNED_SHORT_5_6_5, tmp_texture_mem);
if (gl_have_error("glTexImage2D")) goto out;
// no mipmaps
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glViewport(0, 0, 512, 512);
glLoadIdentity();
glFrontFace(GL_CW);
glEnable(GL_CULL_FACE);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
if (gl_have_error("init"))
goto out;
gl_es_display = (void *)edpy;
gl_es_surface = (void *)esfc;
retval = 0;
int shader_stuff_result;
#ifdef SHADER_SUPPORT
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shader_stuff_result = shader_stuff_init();
shader_stuff_result = shader_stuff_reload_shaders();
shader_stuff_result = shader_stuff_set_data(vertex_coords, texture_coords, texture_name);
#endif
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out:
free(tmp_texture_mem);
return retval;
}
static int framecount = 0;
int gl_flip(const void *fb, int w, int h)
{
static int old_w, old_h;
#ifdef SHADER_SUPPORT
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if (framecount % 60 == 0)
{
// printf("gl_flip() w: %d, h: %d\n", w, h);
}
if (framecount % 30 == 0)
{
if (shader_stuff_shader_needs_reload()) {
shader_stuff_reload_shaders();
// shader_stuff_set_data(vertex_coords, texture_coords, texture_name);
}
}
#endif
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framecount++;
float floattime = (framecount * 0.04f);
if (fb != NULL) {
if (w != old_w || h != old_h) {
float f_w = (float)w / 1024.0f;
float f_h = (float)h / 512.0f;
texture_coords[1*2 + 0] = f_w;
texture_coords[2*2 + 1] = f_h;
texture_coords[3*2 + 0] = f_w;
texture_coords[3*2 + 1] = f_h;
old_w = w;
old_h = h;
}
/*
float rotmat[4]; // 2d rotation matrix
rotmat[0] = cos(floattime);
rotmat[1] = sin(floattime);
rotmat[2] = -sin(floattime);
rotmat[3] = cos(floattime);
for (int i=0; i<4; i++) {
float f_w = (float)w / 1024.0f;
float f_h = (float)h / 512.0f;
float x = orig_texture_coords[i*2 + 0] * f_w;
float y = orig_texture_coords[i*2 + 1] * f_h;
texture_coords[i*2 + 0] =
f_w * 0.5f + (x * rotmat[0] + y * rotmat[1]);
texture_coords[i*2 + 1] =
f_h * 0.5f + (x * rotmat[2] + y * rotmat[3]);
}
*/
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h,
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, fb);
if (gl_have_error("glTexSubImage2D"))
return -1;
} // if (fb != NULL)
#ifdef SHADER_SUPPORT
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shader_stuff_frame(framecount, w, h, 800, 480); // TODO! hard-coded output size
if (gl_have_error("use program")) return -1;
#else
glVertexPointer(3, GL_FLOAT, 0, vertex_coords);
if (gl_have_error("glVertexPointer")) return -1;
glTexCoordPointer(2, GL_FLOAT, 0, texture_coords);
if (gl_have_error("glTexCoordPointer")) return -1;
#endif
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
if (gl_have_error("glDrawArrays")) return -1;
eglSwapBuffers(edpy, esfc);
if (gles_have_error("eglSwapBuffers")) return -1;
return 0;
}
void gl_finish(void)
{
eglMakeCurrent(edpy, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(edpy, ectxt);
ectxt = EGL_NO_CONTEXT;
eglDestroySurface(edpy, esfc);
esfc = EGL_NO_SURFACE;
eglTerminate(edpy);
edpy = EGL_NO_DISPLAY;
gl_es_display = (void *)edpy;
gl_es_surface = (void *)esfc;
gl_platform_finish();
}