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@ -205,8 +205,8 @@ constexpr GLint TexCoordLocation = 1; |
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constexpr GLint ModelViewMatrixLocation = 0; |
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struct ScreenRectVertex { |
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constexpr ScreenRectVertex(GLfloat x, GLfloat y, GLfloat u, GLfloat v) |
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: position{{x, y}}, tex_coord{{u, v}} {} |
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constexpr ScreenRectVertex(u32 x, u32 y, GLfloat u, GLfloat v) |
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: position{{static_cast<GLfloat>(x), static_cast<GLfloat>(y)}}, tex_coord{{u, v}} {} |
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std::array<GLfloat, 2> position; |
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std::array<GLfloat, 2> tex_coord; |
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@ -514,8 +514,18 @@ void RendererOpenGL::ConfigureFramebufferTexture(TextureInfo& texture, |
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glTextureStorage2D(texture.resource.handle, 1, internal_format, texture.width, texture.height); |
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} |
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void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, float y, float w, |
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float h) { |
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { |
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if (renderer_settings.set_background_color) { |
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// Update background color before drawing
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, |
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0.0f); |
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} |
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// Set projection matrix
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const std::array ortho_matrix = |
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height)); |
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data()); |
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const auto& texcoords = screen_info.display_texcoords; |
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auto left = texcoords.left; |
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auto right = texcoords.right; |
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@ -547,12 +557,14 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, |
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static_cast<f32>(screen_info.texture.height); |
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} |
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const auto& screen = layout.screen; |
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const std::array vertices = { |
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ScreenRectVertex(x, y, texcoords.top * scale_u, left * scale_v), |
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ScreenRectVertex(x + w, y, texcoords.bottom * scale_u, left * scale_v), |
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ScreenRectVertex(x, y + h, texcoords.top * scale_u, right * scale_v), |
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ScreenRectVertex(x + w, y + h, texcoords.bottom * scale_u, right * scale_v), |
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ScreenRectVertex(screen.left, screen.top, texcoords.top * scale_u, left * scale_v), |
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ScreenRectVertex(screen.right, screen.top, texcoords.bottom * scale_u, left * scale_v), |
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ScreenRectVertex(screen.left, screen.bottom, texcoords.top * scale_u, right * scale_v), |
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ScreenRectVertex(screen.right, screen.bottom, texcoords.bottom * scale_u, right * scale_v), |
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}; |
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); |
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state.textures[0] = screen_info.display_texture; |
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state.Apply(); |
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@ -572,6 +584,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, |
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glCullFace(GL_BACK); |
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glFrontFace(GL_CW); |
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glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
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glViewport(0, 0, layout.width, layout.height); |
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glVertexAttribFormat(PositionLocation, 2, GL_FLOAT, GL_FALSE, |
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offsetof(ScreenRectVertex, position)); |
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@ -581,7 +594,7 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, |
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glVertexAttribBinding(TexCoordLocation, 0); |
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glBindVertexBuffer(0, vertex_buffer.handle, 0, sizeof(ScreenRectVertex)); |
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glNamedBufferSubData(vertex_buffer.handle, 0, sizeof(vertices), std::data(vertices)); |
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glClear(GL_COLOR_BUFFER_BIT); |
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); |
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// Restore default state
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@ -589,28 +602,6 @@ void RendererOpenGL::DrawScreenTriangles(const ScreenInfo& screen_info, float x, |
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state.Apply(); |
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} |
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void RendererOpenGL::DrawScreen(const Layout::FramebufferLayout& layout) { |
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if (renderer_settings.set_background_color) { |
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// Update background color before drawing
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glClearColor(Settings::values.bg_red, Settings::values.bg_green, Settings::values.bg_blue, |
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0.0f); |
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} |
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const auto& screen = layout.screen; |
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glViewport(0, 0, layout.width, layout.height); |
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glClear(GL_COLOR_BUFFER_BIT); |
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// Set projection matrix
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const std::array ortho_matrix = |
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MakeOrthographicMatrix(static_cast<float>(layout.width), static_cast<float>(layout.height)); |
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glUniformMatrix3x2fv(ModelViewMatrixLocation, 1, GL_FALSE, ortho_matrix.data()); |
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DrawScreenTriangles(screen_info, static_cast<float>(screen.left), |
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static_cast<float>(screen.top), static_cast<float>(screen.GetWidth()), |
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static_cast<float>(screen.GetHeight())); |
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} |
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void RendererOpenGL::TryPresent(int timeout_ms) { |
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const auto& layout = render_window.GetFramebufferLayout(); |
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auto frame = frame_mailbox->TryGetPresentFrame(timeout_ms); |
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