furnace/src/gui/render/renderGL.cpp

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/**
* Furnace Tracker - multi-system chiptune tracker
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* Copyright (C) 2021-2024 tildearrow and contributors
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with this program; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "renderGL.h"
#include "../../ta-log.h"
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#ifdef USE_GLES
#include "SDL_opengles2.h"
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#define PIXEL_FORMAT GL_UNSIGNED_BYTE
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#else
#include "SDL_opengl.h"
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#define PIXEL_FORMAT GL_UNSIGNED_INT_8_8_8_8_REV
#endif
#include "backends/imgui_impl_opengl3.h"
#define C(x) x; if (glGetError()!=GL_NO_ERROR) logW("OpenGL error in %s:%d: " #x,__FILE__,__LINE__);
PFNGLGENBUFFERSPROC furGenBuffers=NULL;
PFNGLBINDBUFFERPROC furBindBuffer=NULL;
PFNGLBUFFERDATAPROC furBufferData=NULL;
PFNGLVERTEXATTRIBPOINTERPROC furVertexAttribPointer=NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC furEnableVertexAttribArray=NULL;
PFNGLDISABLEVERTEXATTRIBARRAYPROC furDisableVertexAttribArray=NULL;
PFNGLACTIVETEXTUREPROC furActiveTexture=NULL;
PFNGLCREATESHADERPROC furCreateShader=NULL;
PFNGLSHADERSOURCEPROC furShaderSource=NULL;
PFNGLCOMPILESHADERPROC furCompileShader=NULL;
PFNGLGETSHADERIVPROC furGetShaderiv=NULL;
PFNGLATTACHSHADERPROC furAttachShader=NULL;
PFNGLBINDATTRIBLOCATIONPROC furBindAttribLocation=NULL;
PFNGLCREATEPROGRAMPROC furCreateProgram=NULL;
PFNGLLINKPROGRAMPROC furLinkProgram=NULL;
PFNGLGETPROGRAMIVPROC furGetProgramiv=NULL;
PFNGLUSEPROGRAMPROC furUseProgram=NULL;
PFNGLGETUNIFORMLOCATIONPROC furGetUniformLocation=NULL;
PFNGLUNIFORM1FPROC furUniform1f=NULL;
PFNGLUNIFORM2FPROC furUniform2f=NULL;
PFNGLUNIFORM1IPROC furUniform1i=NULL;
PFNGLUNIFORM4FVPROC furUniform4fv=NULL;
PFNGLGETSHADERINFOLOGPROC furGetShaderInfoLog=NULL;
#ifndef USE_GLES
PFNGLGETGRAPHICSRESETSTATUSARBPROC furGetGraphicsResetStatusARB=NULL;
#endif
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class FurnaceGLTexture: public FurnaceGUITexture {
public:
GLuint id;
int width, height;
unsigned char* lockedData;
FurnaceGLTexture():
id(0),
width(0),
height(0),
lockedData(NULL) {}
};
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#ifdef USE_GLES
const char* sh_wipe_srcV=
"attribute vec4 fur_position;\n"
"void main() {\n"
" gl_Position=fur_position;\n"
"}\n";
const char* sh_wipe_srcF=
"uniform float uAlpha;\n"
"void main() {\n"
" gl_FragColor=vec4(0.0,0.0,0.0,uAlpha);\n"
"}\n";
const char* sh_oscRender_srcV=
"attribute vec4 fur_position;\n"
"attribute vec2 fur_texCoord;\n"
"varying vec2 fur_fragCoord;\n"
"void main() {\n"
" gl_Position=fur_position;\n"
" fur_fragCoord=fur_texCoord;\n"
"}\n";
// thank you akumanatt
const char* sh_oscRender_srcF=
"uniform vec4 uColor;\n"
"uniform vec2 uResolution;\n"
"uniform float uLineWidth;\n"
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"uniform float uAdvance;\n"
"uniform sampler2D oscVal;\n"
"varying vec2 fur_fragCoord;\n"
"void main() {\n"
" vec2 uv = fur_fragCoord/uResolution;\n"
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" uv.y *= 2.0;\n"
" vec2 tresh = vec2(1.0,1.0)/uResolution;\n"
" float x = uv.x-uAdvance*uLineWidth*0.5;\n"
" float xMax = uv.x+uAdvance*uLineWidth*0.5;\n"
" float alpha = 0.0;\n"
" float alphaX = 0.0;\n"
" float valmax = -1024.0;\n"
" float valmin = 1024.0;\n"
" for (; x<xMax; x+=uAdvance) {\n"
" float val=texture2D(oscVal,vec2(x,1.0)).x;\n"
" alphaX+=0.0;\n"
" if (val>valmax) valmax=val;\n"
" if (val<valmin) valmin=val;\n"
" }\n"
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" float slope = abs(valmax-valmin)*uResolution.y*0.5;\n"
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" if (uv.y>valmin) {\n"
" alpha=valmax*uResolution.y*0.5-fur_fragCoord.y+uLineWidth*0.5;\n"
" } else {\n"
" alpha=fur_fragCoord.y-valmin*uResolution.y*0.5+uLineWidth*0.5;\n"
" }\n"
" alpha=clamp(alpha,0.0,1.0);\n"
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" if (slope>1.0) {\n"
" alpha*=clamp(alphaX,0.0,1.0);\n"
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" }\n"
" gl_FragColor = vec4(uColor.xyz,uColor.w*clamp(alpha,0.0,1.0));\n"
"}\n";
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#else
const char* sh_wipe_srcV=
"#version 130\n"
"in vec4 fur_position;\n"
"void main() {\n"
" gl_Position=fur_position;\n"
"}\n";
const char* sh_wipe_srcF=
"#version 130\n"
"uniform float uAlpha;\n"
"out vec4 fur_FragColor;\n"
"void main() {\n"
" fur_FragColor=vec4(0.0,0.0,0.0,uAlpha);\n"
"}\n";
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const char* sh_oscRender_srcV=
"#version 130\n"
"in vec4 fur_position;\n"
"in vec2 fur_texCoord;\n"
"out vec2 fur_fragCoord;\n"
"void main() {\n"
" gl_Position=fur_position;\n"
" fur_fragCoord=fur_texCoord;\n"
"}\n";
// thank you akumanatt
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const char* sh_oscRender_srcF=
"#version 130\n"
"uniform vec4 uColor;\n"
"uniform vec2 uResolution;\n"
"uniform float uLineWidth;\n"
"uniform float uAdvance;\n"
"uniform sampler1D oscVal;\n"
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"in vec2 fur_fragCoord;\n"
"out vec4 fur_FragColor;\n"
"void main() {\n"
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" vec2 uv=fur_fragCoord/uResolution;\n"
" uv.y*=2.0;\n"
" float alpha=0.0;\n"
" float xMax=uv.x+uAdvance*uLineWidth;\n"
" float valmax=-1024.0;\n"
" float valmin=1024.0;\n"
" for (float x=uv.x-uAdvance*uLineWidth; x<=xMax; x+=uAdvance) {\n"
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" float val=texture(oscVal,x).x;\n"
" if (val>valmax) valmax=val;\n"
" if (val<valmin) valmin=val;\n"
" }\n"
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" float slope=abs(valmax-valmin)*uResolution.y*0.5;\n"
" float slopeDiv=min(uAdvance,2.0*(uAdvance/slope));\n"
" float xRight=uv.x+((uLineWidth)/uResolution.x);\n"
" for (float x=max(0.0,uv.x-(uLineWidth/uResolution.x)); x<=xRight; x+=slopeDiv) {\n"
" float val=texture(oscVal,x).x*uResolution.y*0.5;\n"
" alpha+=clamp(uLineWidth-distance(vec2(fur_fragCoord.x,fur_fragCoord.y),vec2(x*uResolution.x,val)),0.0,1.0);\n"
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" }\n"
" if (slope>1.0) {\n"
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" fur_FragColor = vec4(uColor.xyz,uColor.w*clamp(alpha/uLineWidth,0.0,1.0));\n"
" } else {\n"
" fur_FragColor = vec4(uColor.xyz,uColor.w*clamp(alpha/uLineWidth,0.0,1.0));\n"
" }\n"
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"}\n";
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#endif
const char* sh_wipe_attrib[]={
"fur_position",
NULL
};
const char* sh_oscRender_attrib[]={
"fur_position",
"fur_texCoord",
NULL
};
bool FurnaceGUIRenderGL::createShader(const char* vertexS, const char* fragmentS, int& vertex, int& fragment, int& program, const char** attribNames) {
int status;
char infoLog[4096];
int infoLogLen;
if (!furCreateShader || !furShaderSource || !furCompileShader || !furGetShaderiv ||
!furGetShaderInfoLog || !furCreateProgram || !furAttachShader || !furLinkProgram ||
!furBindAttribLocation || !furGetProgramiv) {
logW("I can't compile shaders");
return false;
}
vertex=furCreateShader(GL_VERTEX_SHADER);
furShaderSource(vertex,1,&vertexS,NULL);
furCompileShader(vertex);
furGetShaderiv(vertex,GL_COMPILE_STATUS,&status);
if (!status) {
logW("failed to compile vertex shader");
furGetShaderInfoLog(vertex,4095,&infoLogLen,infoLog);
infoLog[infoLogLen]=0;
logW("%s",infoLog);
return false;
}
fragment=furCreateShader(GL_FRAGMENT_SHADER);
furShaderSource(fragment,1,&fragmentS,NULL);
furCompileShader(fragment);
furGetShaderiv(fragment,GL_COMPILE_STATUS,&status);
if (!status) {
logW("failed to compile fragment shader");
furGetShaderInfoLog(fragment,4095,&infoLogLen,infoLog);
infoLog[infoLogLen]=0;
logW("%s",infoLog);
return false;
}
program=furCreateProgram();
furAttachShader(program,vertex);
furAttachShader(program,fragment);
if (attribNames!=NULL) {
for (int i=0; attribNames[i]; i++) {
furBindAttribLocation(program,i,attribNames[i]);
}
}
furLinkProgram(program);
furGetProgramiv(program,GL_LINK_STATUS,&status);
if (!status) {
logW("failed to link shader!");
return false;
}
return true;
}
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ImTextureID FurnaceGUIRenderGL::getTextureID(FurnaceGUITexture* which) {
intptr_t ret=((FurnaceGLTexture*)which)->id;
return (ImTextureID)ret;
}
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bool FurnaceGUIRenderGL::lockTexture(FurnaceGUITexture* which, void** data, int* pitch) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->lockedData!=NULL) return false;
t->lockedData=new unsigned char[t->width*t->height*4];
*data=t->lockedData;
*pitch=t->width*4;
return true;
}
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bool FurnaceGUIRenderGL::unlockTexture(FurnaceGUITexture* which) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->lockedData==NULL) return false;
C(glBindTexture(GL_TEXTURE_2D,t->id));
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C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,t->width,t->height,0,GL_RGBA,PIXEL_FORMAT,t->lockedData));
C(glFlush());
delete[] t->lockedData;
t->lockedData=NULL;
return true;
}
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bool FurnaceGUIRenderGL::updateTexture(FurnaceGUITexture* which, void* data, int pitch) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
if (t->width*4!=pitch) return false;
C(glBindTexture(GL_TEXTURE_2D,t->id));
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C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,t->width,t->height,0,GL_RGBA,PIXEL_FORMAT,data));
return true;
}
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FurnaceGUITexture* FurnaceGUIRenderGL::createTexture(bool dynamic, int width, int height) {
FurnaceGLTexture* t=new FurnaceGLTexture;
C(glGenTextures(1,&t->id));
C(glBindTexture(GL_TEXTURE_2D,t->id));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR));
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C(glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,width,height,0,GL_RGBA,PIXEL_FORMAT,NULL));
C(furActiveTexture(GL_TEXTURE0));
t->width=width;
t->height=height;
return t;
}
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bool FurnaceGUIRenderGL::destroyTexture(FurnaceGUITexture* which) {
FurnaceGLTexture* t=(FurnaceGLTexture*)which;
C(glDeleteTextures(1,&t->id));
delete t;
return true;
}
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void FurnaceGUIRenderGL::setTextureBlendMode(FurnaceGUITexture* which, FurnaceGUIBlendMode mode) {
}
void FurnaceGUIRenderGL::setBlendMode(FurnaceGUIBlendMode mode) {
switch (mode) {
case GUI_BLEND_MODE_NONE:
C(glBlendFunc(GL_ONE,GL_ZERO));
C(glDisable(GL_BLEND));
break;
case GUI_BLEND_MODE_BLEND:
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA));
C(glEnable(GL_BLEND));
break;
case GUI_BLEND_MODE_ADD:
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE));
C(glEnable(GL_BLEND));
break;
case GUI_BLEND_MODE_MULTIPLY:
C(glBlendFunc(GL_ZERO,GL_SRC_COLOR));
C(glEnable(GL_BLEND));
break;
}
}
void FurnaceGUIRenderGL::clear(ImVec4 color) {
SDL_GL_MakeCurrent(sdlWin,context);
C(glClearColor(color.x,color.y,color.z,color.w));
C(glClear(GL_COLOR_BUFFER_BIT));
}
bool FurnaceGUIRenderGL::newFrame() {
return ImGui_ImplOpenGL3_NewFrame();
}
void FurnaceGUIRenderGL::createFontsTexture() {
ImGui_ImplOpenGL3_CreateFontsTexture();
}
void FurnaceGUIRenderGL::destroyFontsTexture() {
ImGui_ImplOpenGL3_DestroyFontsTexture();
}
void FurnaceGUIRenderGL::renderGUI() {
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
void FurnaceGUIRenderGL::wipe(float alpha) {
C(glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA));
C(glEnable(GL_BLEND));
quadVertex[0][0]=-1.0f;
quadVertex[0][1]=-1.0f;
quadVertex[0][2]=0.0f;
quadVertex[1][0]=1.0f;
quadVertex[1][1]=-1.0f;
quadVertex[1][2]=0.0f;
quadVertex[2][0]=-1.0f;
quadVertex[2][1]=1.0f;
quadVertex[2][2]=0.0f;
quadVertex[3][0]=1.0f;
quadVertex[3][1]=1.0f;
quadVertex[3][2]=0.0f;
C(furBindBuffer(GL_ARRAY_BUFFER,quadBuf));
C(furBufferData(GL_ARRAY_BUFFER,sizeof(quadVertex),quadVertex,GL_STATIC_DRAW));
C(furVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,NULL));
C(furEnableVertexAttribArray(0));
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C(furActiveTexture(GL_TEXTURE0));
C(glBindTexture(GL_TEXTURE_2D,0));
if (furUseProgram && furUniform1f) {
C(furUseProgram(sh_wipe_program));
C(furUniform1f(sh_wipe_uAlpha,alpha));
}
C(glDrawArrays(GL_TRIANGLE_STRIP,0,4));
}
void FurnaceGUIRenderGL::drawOsc(float* data, size_t len, ImVec2 pos0, ImVec2 pos1, ImVec4 color, ImVec2 canvasSize, float lineWidth) {
if (!furUseProgram) return;
if (!furUniform4fv) return;
if (!furUniform1f) return;
if (!furUniform2f) return;
if (!furUniform1i) return;
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if (len>2048) {
logW("len is %d!",len);
len=2048;
}
memcpy(oscData,data,len*sizeof(float));
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if (len<2048) {
oscData[len]=oscData[len-1];
}
int lastArrayBuf=0;
int lastElemArrayBuf=0;
int lastTex=0;
int lastProgram=0;
int lastActiveTex=0;
C(glGetIntegerv(GL_ACTIVE_TEXTURE,&lastActiveTex));
C(furActiveTexture(GL_TEXTURE0));
#ifdef USE_GLES
C(glGetIntegerv(GL_TEXTURE_BINDING_2D,&lastTex));
#else
C(glGetIntegerv(GL_TEXTURE_BINDING_1D,&lastTex));
#endif
#ifdef USE_GLES
C(glBindTexture(GL_TEXTURE_2D,oscDataTex));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RED_EXT,2048,1,0,GL_RED_EXT,GL_FLOAT,oscData));
#else
C(glBindTexture(GL_TEXTURE_1D,oscDataTex));
C(glTexImage1D(GL_TEXTURE_1D,0,GL_R32F,2048,0,GL_RED,GL_FLOAT,oscData));
#endif
//C(glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA));
//C(glEnable(GL_BLEND));
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float width=fabs(pos1.x-pos0.x);
float height=fabs(pos1.y-pos0.y)*0.5;
pos0.x=(2.0f*pos0.x/canvasSize.x)-1.0f;
pos0.y=1.0f-(2.0f*pos0.y/canvasSize.y);
pos1.x=(2.0f*pos1.x/canvasSize.x)-1.0f;
pos1.y=1.0f-(2.0f*pos1.y/canvasSize.y);
oscVertex[0][0]=pos0.x;
oscVertex[0][1]=pos1.y;
oscVertex[0][2]=0.0f;
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oscVertex[0][3]=-height;
oscVertex[1][0]=pos1.x;
oscVertex[1][1]=pos1.y;
oscVertex[1][2]=(float)len;
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oscVertex[1][3]=-height;
oscVertex[2][0]=pos0.x;
oscVertex[2][1]=pos0.y;
oscVertex[2][2]=0.0f;
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oscVertex[2][3]=height;
oscVertex[3][0]=pos1.x;
oscVertex[3][1]=pos0.y;
oscVertex[3][2]=(float)len;
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oscVertex[3][3]=height;
C(glGetIntegerv(GL_ARRAY_BUFFER_BINDING,&lastArrayBuf));
C(glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING,&lastElemArrayBuf));
C(furBindBuffer(GL_ARRAY_BUFFER,oscVertexBuf));
C(furBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0));
C(furBufferData(GL_ARRAY_BUFFER,sizeof(oscVertex),oscVertex,GL_STATIC_DRAW));
C(furVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,4*sizeof(float),NULL));
C(furVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,4*sizeof(float),(void*)(2*sizeof(float))));
C(furEnableVertexAttribArray(0));
C(furEnableVertexAttribArray(1));
C(glGetIntegerv(GL_CURRENT_PROGRAM,&lastProgram));
C(furUseProgram(sh_oscRender_program));
C(furUniform4fv(sh_oscRender_uColor,1,(float*)&color));
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if (lineWidth<=1.0) {
C(furUniform1f(sh_oscRender_uLineWidth,lineWidth));
} else {
C(furUniform1f(sh_oscRender_uLineWidth,0.5+lineWidth*0.5));
}
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C(furUniform1f(sh_oscRender_uAdvance,(1.0f/2048.0f)*((float)len/width)));
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C(furUniform2f(sh_oscRender_uResolution,2048.0f,2.0f*height));
C(furUniform1i(sh_oscRender_oscVal,0));
C(glDrawArrays(GL_TRIANGLE_STRIP,0,4));
C(furDisableVertexAttribArray(1));
// restore state
C(furUseProgram(lastProgram));
C(furBindBuffer(GL_ARRAY_BUFFER,lastArrayBuf));
C(furBindBuffer(GL_ELEMENT_ARRAY_BUFFER,lastElemArrayBuf));
#ifdef USE_GLES
C(glBindTexture(GL_TEXTURE_2D,lastTex));
#else
C(glBindTexture(GL_TEXTURE_1D,lastTex));
#endif
C(furActiveTexture(lastActiveTex));
}
void FurnaceGUIRenderGL::present() {
SDL_GL_SwapWindow(sdlWin);
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C(glFlush());
}
bool FurnaceGUIRenderGL::getOutputSize(int& w, int& h) {
SDL_GL_GetDrawableSize(sdlWin,&w,&h);
return true;
}
bool FurnaceGUIRenderGL::supportsDrawOsc() {
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return sh_oscRender_have;
}
int FurnaceGUIRenderGL::getWindowFlags() {
return SDL_WINDOW_OPENGL;
}
void FurnaceGUIRenderGL::preInit() {
#if defined(USE_GLES)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,0);
#elif defined(__APPLE__)
// not recommended...
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,2);
#else
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION,3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION,0);
#endif
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
}
#define LOAD_PROC_MANDATORY(_v,_t,_s) \
_v=(_t)SDL_GL_GetProcAddress(_s); \
if (!_v) { \
logE(_s " not found"); \
return false; \
}
#define LOAD_PROC_OPTIONAL(_v,_t,_s) \
_v=(_t)SDL_GL_GetProcAddress(_s); \
if (!_v) { \
logW(_s " not found"); \
}
bool FurnaceGUIRenderGL::init(SDL_Window* win) {
sdlWin=win;
context=SDL_GL_CreateContext(win);
if (context==NULL) {
return false;
}
SDL_GL_MakeCurrent(win,context);
SDL_GL_SetSwapInterval(1);
LOAD_PROC_MANDATORY(furGenBuffers,PFNGLGENBUFFERSPROC,"glGenBuffers");
LOAD_PROC_MANDATORY(furBindBuffer,PFNGLBINDBUFFERPROC,"glBindBuffer");
LOAD_PROC_MANDATORY(furBufferData,PFNGLBUFFERDATAPROC,"glBufferData");
LOAD_PROC_MANDATORY(furVertexAttribPointer,PFNGLVERTEXATTRIBPOINTERPROC,"glVertexAttribPointer");
LOAD_PROC_MANDATORY(furEnableVertexAttribArray,PFNGLENABLEVERTEXATTRIBARRAYPROC,"glEnableVertexAttribArray");
LOAD_PROC_MANDATORY(furDisableVertexAttribArray,PFNGLDISABLEVERTEXATTRIBARRAYPROC,"glDisableVertexAttribArray");
LOAD_PROC_MANDATORY(furActiveTexture,PFNGLACTIVETEXTUREPROC,"glActiveTexture");
LOAD_PROC_OPTIONAL(furCreateShader,PFNGLCREATESHADERPROC,"glCreateShader");
LOAD_PROC_OPTIONAL(furShaderSource,PFNGLSHADERSOURCEPROC,"glShaderSource");
LOAD_PROC_OPTIONAL(furCompileShader,PFNGLCOMPILESHADERPROC,"glCompileShader");
LOAD_PROC_OPTIONAL(furGetShaderiv,PFNGLGETSHADERIVPROC,"glGetShaderiv");
LOAD_PROC_OPTIONAL(furAttachShader,PFNGLATTACHSHADERPROC,"glAttachShader");
LOAD_PROC_OPTIONAL(furBindAttribLocation,PFNGLBINDATTRIBLOCATIONPROC,"glBindAttribLocation");
LOAD_PROC_OPTIONAL(furCreateProgram,PFNGLCREATEPROGRAMPROC,"glCreateProgram");
LOAD_PROC_OPTIONAL(furLinkProgram,PFNGLLINKPROGRAMPROC,"glLinkProgram");
LOAD_PROC_OPTIONAL(furGetProgramiv,PFNGLGETPROGRAMIVPROC,"glGetProgramiv");
LOAD_PROC_OPTIONAL(furUseProgram,PFNGLUSEPROGRAMPROC,"glUseProgram");
LOAD_PROC_OPTIONAL(furGetUniformLocation,PFNGLGETUNIFORMLOCATIONPROC,"glGetUniformLocation");
LOAD_PROC_OPTIONAL(furUniform1f,PFNGLUNIFORM1FPROC,"glUniform1f");
LOAD_PROC_OPTIONAL(furUniform2f,PFNGLUNIFORM2FPROC,"glUniform2f");
LOAD_PROC_OPTIONAL(furUniform1i,PFNGLUNIFORM1IPROC,"glUniform1i");
LOAD_PROC_OPTIONAL(furUniform4fv,PFNGLUNIFORM4FVPROC,"glUniform4fv");
LOAD_PROC_OPTIONAL(furGetShaderInfoLog,PFNGLGETSHADERINFOLOGPROC,"glGetShaderInfoLog");
#ifndef USE_GLES
LOAD_PROC_OPTIONAL(furGetGraphicsResetStatusARB,PFNGLGETGRAPHICSRESETSTATUSARBPROC,"glGetGraphicsResetStatusARB");
#endif
// texture for osc renderer
C(glGenTextures(1,&oscDataTex));
#ifdef USE_GLES
C(glBindTexture(GL_TEXTURE_2D,oscDataTex));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR));
C(glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR));
C(glTexImage2D(GL_TEXTURE_2D,0,GL_RED_EXT,2048,1,0,GL_RED_EXT,GL_FLOAT,NULL));
#else
C(glBindTexture(GL_TEXTURE_1D,oscDataTex));
C(glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MIN_FILTER,GL_LINEAR));
C(glTexParameteri(GL_TEXTURE_1D,GL_TEXTURE_MAG_FILTER,GL_LINEAR));
C(glTexImage1D(GL_TEXTURE_1D,0,GL_RED,2048,0,GL_RED,GL_FLOAT,NULL));
#endif
C(furActiveTexture(GL_TEXTURE0));
// create shaders
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if ((sh_wipe_have=createShader(sh_wipe_srcV,sh_wipe_srcF,sh_wipe_vertex,sh_wipe_fragment,sh_wipe_program,sh_wipe_attrib))==true) {
sh_wipe_uAlpha=furGetUniformLocation(sh_wipe_program,"uAlpha");
}
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if ((sh_oscRender_have=createShader(sh_oscRender_srcV,sh_oscRender_srcF,sh_oscRender_vertex,sh_oscRender_fragment,sh_oscRender_program,sh_oscRender_attrib))==true) {
sh_oscRender_uColor=furGetUniformLocation(sh_oscRender_program,"uColor");
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sh_oscRender_uAdvance=furGetUniformLocation(sh_oscRender_program,"uAdvance");
sh_oscRender_uLineWidth=furGetUniformLocation(sh_oscRender_program,"uLineWidth");
sh_oscRender_uResolution=furGetUniformLocation(sh_oscRender_program,"uResolution");
sh_oscRender_oscVal=furGetUniformLocation(sh_oscRender_program,"oscVal");
}
C(furGenBuffers(1,&quadBuf));
C(furGenBuffers(1,&oscVertexBuf));
return true;
}
void FurnaceGUIRenderGL::initGUI(SDL_Window* win) {
ImGui_ImplSDL2_InitForOpenGL(win,context);
ImGui_ImplOpenGL3_Init();
}
bool FurnaceGUIRenderGL::quit() {
if (context==NULL) return false;
SDL_GL_DeleteContext(context);
context=NULL;
return true;
}
void FurnaceGUIRenderGL::quitGUI() {
ImGui_ImplOpenGL3_Shutdown();
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}
bool FurnaceGUIRenderGL::isDead() {
#ifndef USE_GLES
if (furGetGraphicsResetStatusARB==NULL) return false;
return (furGetGraphicsResetStatusARB()!=GL_NO_ERROR);
#else
// handled by SDL... I think
return false;
#endif
}