Fixed GLES support (partially), PSP still not working
This commit is contained in:
@@ -29,8 +29,6 @@ errorret_t displayOpenGLInit(void) {
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errorChain(errorGLCheck());
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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errorChain(errorGLCheck());
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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errorChain(errorGLCheck());
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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errorChain(errorGLCheck());
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@@ -221,7 +221,7 @@ errorret_t shaderSetTextureGL(
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name,
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SHADER_UNLIT_TEXTURE,
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"Only one texture supported in legacy opengl."
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)
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);
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if(texture == NULL) {
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glDisable(GL_TEXTURE_2D);
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@@ -233,8 +233,6 @@ errorret_t shaderSetTextureGL(
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errorChain(errorGLCheck());
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glBindTexture(GL_TEXTURE_2D, texture->id);
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errorChain(errorGLCheck());
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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errorChain(errorGLCheck());
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#else
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if(shader->setTexture == NULL) {
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@@ -47,6 +47,9 @@
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// Set texture type
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if(texture->format == TEXTURE_FORMAT_PALETTE) {
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glUniform1i(locType, 2);
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errorChain(errorGLCheck());
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shaderParamGetLocationGL(shader, "u_ColorCount", &locColorCount);
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glUniform1i(locColorCount, texture->palette->count);
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errorChain(errorGLCheck());
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@@ -75,7 +78,24 @@
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shaderdefinition_t SHADER_UNLIT_DEFINITION = {
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.vert =
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#ifdef DUSK_OPENGL_ES
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"#version 300 es\n"
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"precision mediump float;\n"
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// Attributes
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"layout(location = 0) in vec3 a_Pos;\n"
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"layout(location = 1) in vec2 a_TexCoord;\n"
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"layout(location = 2) in vec4 a_Color;\n"
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// Uniforms
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"uniform mat4 u_Proj;\n"
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"uniform mat4 u_View;\n"
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"uniform mat4 u_Model;\n"
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// Vertex shader outputs
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"out vec4 v_Color;\n"
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"out vec2 v_TexCoord;\n"
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"void main() {\n"
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" gl_Position = u_Proj * u_View * u_Model * vec4(a_Pos, 1.0);\n"
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" v_Color = a_Color;\n"
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" v_TexCoord = a_TexCoord;\n"
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"}\n",
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#else
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"#version 330 core\n"
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// Attributes
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@@ -97,7 +117,36 @@
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#endif
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.frag =
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#ifdef DUSK_OPENGL_ES
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"#version 300 es\n"
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"precision mediump float;\n"
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// Uniforms
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"uniform sampler2D u_Texture;\n"
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"uniform int u_TextureType;\n"
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"uniform vec4 u_Colors[256];\n"// For paletted textures.
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"uniform int u_ColorCount;\n"
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// Fragment shader inputs
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"in vec4 v_Color;\n"
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"in vec2 v_TexCoord;\n"
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// Fragment shader output
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"out vec4 FragColor;\n"
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"void main() {\n"
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" if(u_TextureType == 0) {\n"// No texture
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" FragColor = v_Color;\n"
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" return;\n"
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" }\n"
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" if(u_TextureType == 1) {\n"// Regular texture
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" FragColor = texture(u_Texture, v_TexCoord) * v_Color;\n"
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" return;\n"
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" }\n"
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" if(u_TextureType == 2) {\n"// Paletted texture
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" vec4 texColor = texture(u_Texture, v_TexCoord);\n"
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" int index = int(floor(texColor.r * 255.0));\n"
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" vec4 paletteColor = u_Colors[index];\n"
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" FragColor = paletteColor;\n"
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" return;\n"
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" }\n"
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" FragColor = v_Color;\n"// Unknown texture type?
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"}\n",
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#else
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"#version 330 core\n"
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// Uniforms
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@@ -17,16 +17,33 @@ errorret_t textureInitGL(
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const textureformatgl_t format,
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const texturedata_t data
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) {
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glEnable(GL_TEXTURE_2D);
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errorChain(errorGLCheck());
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glGenTextures(1, &texture->id);
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errorChain(errorGLCheck());
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glBindTexture(GL_TEXTURE_2D, texture->id);
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errorChain(errorGLCheck());
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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errorChain(errorGLCheck());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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errorChain(errorGLCheck());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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errorChain(errorGLCheck());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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errorChain(errorGLCheck());
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#ifdef DUSK_OPENGL_LEGACY
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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#endif
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switch(format) {
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case TEXTURE_FORMAT_RGBA:
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glTexImage2D(
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GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
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GL_TEXTURE_2D, 0, 4, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, (void*)data.rgbaColors
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);
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errorChain(errorGLCheck());
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break;
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@@ -34,7 +51,20 @@ errorret_t textureInitGL(
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case TEXTURE_FORMAT_PALETTE:
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texture->palette = data.paletted.palette;
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assertTrue(
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texture->palette == &PALETTES[0],
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"Only the first palette is supported in legacy opengl."
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);
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printf("sizeof(color_t)=%zu\n", sizeof(color_t));
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printf("count=%u\n", texture->palette->count);
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#ifdef DUSK_OPENGL_LEGACY
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glColorTableEXT(
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GL_TEXTURE_2D, GL_RGBA, texture->palette->count, GL_RGBA,
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GL_UNSIGNED_BYTE, (const void*)texture->palette->colors
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);
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errorChain(errorGLCheck());
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glTexImage2D(
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GL_TEXTURE_2D,
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0, GL_COLOR_INDEX8_EXT,
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@@ -42,13 +72,7 @@ errorret_t textureInitGL(
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0, GL_COLOR_INDEX8_EXT,
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GL_UNSIGNED_BYTE, (void*)data.paletted.indices
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);
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glColorTableEXT(
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GL_TEXTURE_2D, GL_RGBA, texture->palette->count, GL_RGBA,
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GL_UNSIGNED_BYTE, (const void*)texture->palette->colors
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);
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errorChain(errorGLCheck());
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#else
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// For modern systems we send to only the R channel and the shader does
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// the rest.
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@@ -65,15 +89,6 @@ errorret_t textureInitGL(
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break;
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}
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errorChain(errorGLCheck());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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errorChain(errorGLCheck());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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errorChain(errorGLCheck());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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errorChain(errorGLCheck());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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errorChain(errorGLCheck());
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glBindTexture(GL_TEXTURE_2D, 0);
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errorChain(errorGLCheck());
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