mirror of
https://github.com/mkxp-z/mkxp-z.git
synced 2025-07-03 07:05:17 +02:00
370 lines
8.5 KiB
C++
370 lines
8.5 KiB
C++
/*
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** gl-meta.cpp
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**
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** This file is part of mkxp.
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**
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** Copyright (C) 2014 - 2021 Amaryllis Kulla <ancurio@mapleshrine.eu>
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**
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** mkxp is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 2 of the License, or
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** (at your option) any later version.
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**
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** mkxp is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with mkxp. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "gl-meta.h"
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#include "gl-fun.h"
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#include "sharedstate.h"
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#include "glstate.h"
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#include "quad.h"
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#include "config.h"
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#include "etc.h"
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namespace FBO
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{
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ID boundFramebufferID;
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}
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namespace GLMeta
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{
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void subRectImageUpload(GLint srcW, GLint srcX, GLint srcY,
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GLint dstX, GLint dstY, GLsizei dstW, GLsizei dstH,
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SDL_Surface *src, GLenum format)
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{
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if (gl.unpack_subimage)
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{
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gl.PixelStorei(GL_UNPACK_ROW_LENGTH, srcW);
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gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, srcX);
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gl.PixelStorei(GL_UNPACK_SKIP_ROWS, srcY);
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TEX::uploadSubImage(dstX, dstY, dstW, dstH, src->pixels, format);
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}
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else
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{
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SDL_PixelFormat *form = src->format;
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SDL_Surface *tmp = SDL_CreateRGBSurface(0, dstW, dstH, form->BitsPerPixel,
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form->Rmask, form->Gmask, form->Bmask, form->Amask);
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SDL_Rect srcRect = { srcX, srcY, dstW, dstH };
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SDL_BlitSurface(src, &srcRect, tmp, 0);
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TEX::uploadSubImage(dstX, dstY, dstW, dstH, tmp->pixels, format);
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SDL_FreeSurface(tmp);
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}
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}
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void subRectImageEnd()
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{
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if (gl.unpack_subimage)
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{
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gl.PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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gl.PixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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gl.PixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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}
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}
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#define HAVE_NATIVE_VAO gl.GenVertexArrays
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static void vaoBindRes(VAO &vao)
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{
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VBO::bind(vao.vbo);
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IBO::bind(vao.ibo);
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for (size_t i = 0; i < vao.attrCount; ++i)
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{
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const VertexAttribute &va = vao.attr[i];
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gl.EnableVertexAttribArray(va.index);
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gl.VertexAttribPointer(va.index, va.size, va.type, GL_FALSE, vao.vertSize, va.offset);
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}
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}
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void vaoInit(VAO &vao, bool keepBound)
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{
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if (HAVE_NATIVE_VAO)
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{
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gl.GenVertexArrays(1, &vao.nativeVAO);
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gl.BindVertexArray(vao.nativeVAO);
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vaoBindRes(vao);
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if (!keepBound)
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gl.BindVertexArray(0);
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}
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else
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{
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if (keepBound)
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{
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VBO::bind(vao.vbo);
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IBO::bind(vao.ibo);
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}
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}
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}
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void vaoFini(VAO &vao)
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{
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if (HAVE_NATIVE_VAO)
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gl.DeleteVertexArrays(1, &vao.nativeVAO);
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}
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void vaoBind(VAO &vao)
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{
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if (HAVE_NATIVE_VAO)
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gl.BindVertexArray(vao.nativeVAO);
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else
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vaoBindRes(vao);
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}
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void vaoUnbind(VAO &vao)
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{
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if (HAVE_NATIVE_VAO)
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{
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gl.BindVertexArray(0);
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}
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else
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{
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for (size_t i = 0; i < vao.attrCount; ++i)
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gl.DisableVertexAttribArray(vao.attr[i].index);
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VBO::unbind();
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IBO::unbind();
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}
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}
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#define HAVE_NATIVE_BLIT gl.BlitFramebuffer
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static void _blitBegin(FBO::ID fbo, const Vec2i &size)
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{
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if (HAVE_NATIVE_BLIT)
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{
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FBO::boundFramebufferID = fbo;
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gl.BindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo.gl);
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}
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else
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{
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FBO::bind(fbo);
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glState.viewport.pushSet(IntRect(0, 0, size.x, size.y));
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switch (shState->config().smoothScaling)
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{
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case Bicubic:
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{
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BicubicShader &shader = shState->shaders().bicubic;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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shader.setTexSize(Vec2i(size.x, size.y));
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shader.setSharpness(shState->config().bicubicSharpness);
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}
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break;
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case Lanczos3:
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{
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Lanczos3Shader &shader = shState->shaders().lanczos3;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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shader.setTexSize(Vec2i(size.x, size.y));
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}
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break;
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#ifdef MKXPZ_SSL
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case xBRZ:
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{
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XbrzShader &shader = shState->shaders().xbrz;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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shader.setTexSize(Vec2i(size.x, size.y));
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shader.setTargetScale(Vec2(1., 1.));
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}
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break;
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#endif
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default:
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{
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SimpleShader &shader = shState->shaders().simple;
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shader.bind();
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shader.applyViewportProj();
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shader.setTranslation(Vec2i());
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shader.setTexSize(Vec2i(size.x, size.y));
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}
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}
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}
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}
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int blitDstWidthLores = 1;
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int blitDstWidthHires = 1;
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int blitDstHeightLores = 1;
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int blitDstHeightHires = 1;
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int blitSrcWidthLores = 1;
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int blitSrcWidthHires = 1;
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int blitSrcHeightLores = 1;
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int blitSrcHeightHires = 1;
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void blitBegin(TEXFBO &target, bool preferHires)
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{
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blitDstWidthLores = target.width;
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blitDstHeightLores = target.height;
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if (preferHires && target.selfHires != nullptr) {
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blitDstWidthHires = target.selfHires->width;
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blitDstHeightHires = target.selfHires->height;
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_blitBegin(target.selfHires->fbo, Vec2i(target.selfHires->width, target.selfHires->height));
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}
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else {
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blitDstWidthHires = blitDstWidthLores;
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blitDstHeightHires = blitDstHeightLores;
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_blitBegin(target.fbo, Vec2i(target.width, target.height));
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}
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}
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void blitBeginScreen(const Vec2i &size)
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{
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blitDstWidthLores = 1;
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blitDstWidthHires = 1;
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blitDstHeightLores = 1;
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blitDstHeightHires = 1;
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_blitBegin(FBO::ID(0), size);
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}
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void blitSource(TEXFBO &source)
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{
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blitSrcWidthLores = source.width;
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blitSrcHeightLores = source.height;
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if (source.selfHires != nullptr) {
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blitSrcWidthHires = source.selfHires->width;
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blitSrcHeightHires = source.selfHires->height;
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}
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else {
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blitSrcWidthHires = blitSrcWidthLores;
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blitSrcHeightHires = blitSrcHeightLores;
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}
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if (HAVE_NATIVE_BLIT)
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{
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gl.BindFramebuffer(GL_READ_FRAMEBUFFER, source.fbo.gl);
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}
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else
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{
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switch (shState->config().smoothScaling)
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{
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case Bicubic:
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{
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BicubicShader &shader = shState->shaders().bicubic;
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shader.bind();
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shader.setTexSize(Vec2i(blitSrcWidthHires, blitSrcHeightHires));
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}
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break;
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case Lanczos3:
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{
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Lanczos3Shader &shader = shState->shaders().lanczos3;
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shader.bind();
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shader.setTexSize(Vec2i(blitSrcWidthHires, blitSrcHeightHires));
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}
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break;
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#ifdef MKXPZ_SSL
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case xBRZ:
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{
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XbrzShader &shader = shState->shaders().xbrz;
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shader.bind();
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shader.setTexSize(Vec2i(blitSrcWidthHires, blitSrcHeightHires));
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}
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break;
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#endif
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default:
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{
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SimpleShader &shader = shState->shaders().simple;
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shader.bind();
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shader.setTexSize(Vec2i(blitSrcWidthHires, blitSrcHeightHires));
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}
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}
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if (source.selfHires != nullptr) {
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TEX::bind(source.selfHires->tex);
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}
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else {
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TEX::bind(source.tex);
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}
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}
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}
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void blitRectangle(const IntRect &src, const Vec2i &dstPos)
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{
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blitRectangle(src, IntRect(dstPos.x, dstPos.y, src.w, src.h), false);
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}
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void blitRectangle(const IntRect &src, const IntRect &dst, bool smooth)
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{
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// Handle high-res dest
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int scaledDstX = dst.x * blitDstWidthHires / blitDstWidthLores;
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int scaledDstY = dst.y * blitDstHeightHires / blitDstHeightLores;
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int scaledDstWidth = dst.w * blitDstWidthHires / blitDstWidthLores;
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int scaledDstHeight = dst.h * blitDstHeightHires / blitDstHeightLores;
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IntRect dstScaled(scaledDstX, scaledDstY, scaledDstWidth, scaledDstHeight);
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// Handle high-res source
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int scaledSrcX = src.x * blitSrcWidthHires / blitSrcWidthLores;
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int scaledSrcY = src.y * blitSrcHeightHires / blitSrcHeightLores;
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int scaledSrcWidth = src.w * blitSrcWidthHires / blitSrcWidthLores;
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int scaledSrcHeight = src.h * blitSrcHeightHires / blitSrcHeightLores;
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IntRect srcScaled(scaledSrcX, scaledSrcY, scaledSrcWidth, scaledSrcHeight);
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if (HAVE_NATIVE_BLIT)
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{
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gl.BlitFramebuffer(srcScaled.x, srcScaled.y, srcScaled.x+srcScaled.w, srcScaled.y+srcScaled.h,
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dstScaled.x, dstScaled.y, dstScaled.x+dstScaled.w, dstScaled.y+dstScaled.h,
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GL_COLOR_BUFFER_BIT, smooth ? GL_LINEAR : GL_NEAREST);
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}
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else
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{
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#ifdef MKXPZ_SSL
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if (shState->config().smoothScaling == xBRZ)
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{
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XbrzShader &shader = shState->shaders().xbrz;
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shader.setTargetScale(Vec2((float)(shState->config().xbrzScalingFactor), (float)(shState->config().xbrzScalingFactor)));
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}
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#endif
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if (smooth)
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TEX::setSmooth(true);
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glState.blend.pushSet(false);
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Quad &quad = shState->gpQuad();
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quad.setTexPosRect(srcScaled, dstScaled);
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quad.draw();
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glState.blend.pop();
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if (smooth)
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TEX::setSmooth(false);
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}
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}
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void blitEnd()
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{
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blitDstWidthLores = 1;
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blitDstWidthHires = 1;
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blitDstHeightLores = 1;
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blitDstHeightHires = 1;
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blitSrcWidthLores = 1;
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blitSrcWidthHires = 1;
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blitSrcHeightLores = 1;
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blitSrcHeightHires = 1;
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if (!HAVE_NATIVE_BLIT) {
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glState.viewport.pop();
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}
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}
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}
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