mirror of
https://github.com/CTCaer/RetroArch.git
synced 2024-12-27 13:16:14 +00:00
288 lines
9.5 KiB
C
288 lines
9.5 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2011-2016 - Daniel De Matteis
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* Copyright (C) 2014-2015 - Jean-Andr<64> Santoni
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* Copyright (C) 2016 - Andr<64>s Su<53>rez
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the 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 along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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/* This file is intended for backend code. */
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#include <streams/file_stream.h>
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#define NK_INCLUDE_FIXED_TYPES
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#define NK_INCLUDE_STANDARD_IO
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#define NK_INCLUDE_DEFAULT_ALLOCATOR
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#define NK_INCLUDE_VERTEX_BUFFER_OUTPUT
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#define NK_INCLUDE_FONT_BAKING
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#define NK_INCLUDE_DEFAULT_FONT
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#define NK_IMPLEMENTATION
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#include "nk_common.h"
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#include "../../menu_display.h"
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#include "../../../gfx/video_shader_driver.h"
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#ifdef HAVE_GLSL
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#include "../../../gfx/drivers/gl_shaders/pipeline_nuklear.glsl.vert.h"
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#include "../../../gfx/drivers/gl_shaders/pipeline_nuklear.glsl.frag.h"
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#endif
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struct nk_font *font;
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struct nk_font_atlas atlas;
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struct nk_user_font usrfnt;
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struct nk_allocator nk_alloc;
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struct nk_device device;
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struct nk_image nk_common_image_load(const char *filename)
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{
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int x,y,n;
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GLuint tex;
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unsigned char *data = stbi_load(filename, &x, &y, &n, 0);
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if (!data)
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printf("Failed to load image: %s\n", filename);
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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glGenTextures(1, &tex);
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glBindTexture(GL_TEXTURE_2D, tex);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, x, y, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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#endif
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stbi_image_free(data);
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return nk_image_id((int)tex);
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}
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char* nk_common_file_load(const char* path, size_t* size)
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{
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void *buf;
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ssize_t *length = (ssize_t*)size;
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filestream_read_file(path, &buf, length);
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return (char*)buf;
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}
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void nk_common_device_init(struct nk_device *dev)
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{
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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GLint status;
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dev->prog = glCreateProgram();
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dev->vert_shdr = glCreateShader(GL_VERTEX_SHADER);
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dev->frag_shdr = glCreateShader(GL_FRAGMENT_SHADER);
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glShaderSource(dev->vert_shdr, 1, &nuklear_vertex_shader, 0);
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glShaderSource(dev->frag_shdr, 1, &nuklear_fragment_shader, 0);
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glCompileShader(dev->vert_shdr);
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glCompileShader(dev->frag_shdr);
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glGetShaderiv(dev->vert_shdr, GL_COMPILE_STATUS, &status);
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glGetShaderiv(dev->frag_shdr, GL_COMPILE_STATUS, &status);
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glAttachShader(dev->prog, dev->vert_shdr);
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glAttachShader(dev->prog, dev->frag_shdr);
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glLinkProgram(dev->prog);
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glGetProgramiv(dev->prog, GL_LINK_STATUS, &status);
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dev->uniform_proj = glGetUniformLocation(dev->prog, "ProjMtx");
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dev->attrib_pos = glGetAttribLocation(dev->prog, "Position");
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dev->attrib_uv = glGetAttribLocation(dev->prog, "TexCoord");
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dev->attrib_col = glGetAttribLocation(dev->prog, "Color");
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{
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/* buffer setup */
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GLsizei vs = sizeof(struct nk_draw_vertex);
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size_t vp = offsetof(struct nk_draw_vertex, position);
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size_t vt = offsetof(struct nk_draw_vertex, uv);
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size_t vc = offsetof(struct nk_draw_vertex, col);
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glGenBuffers(1, &dev->vbo);
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glGenBuffers(1, &dev->ebo);
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glGenVertexArrays(1, &dev->vao);
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glEnableVertexAttribArray((GLuint)dev->attrib_pos);
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glEnableVertexAttribArray((GLuint)dev->attrib_uv);
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glEnableVertexAttribArray((GLuint)dev->attrib_col);
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glVertexAttribPointer((GLuint)dev->attrib_pos, 2, GL_FLOAT, GL_FALSE, vs, (void*)vp);
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glVertexAttribPointer((GLuint)dev->attrib_uv, 2, GL_FLOAT, GL_FALSE, vs, (void*)vt);
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glVertexAttribPointer((GLuint)dev->attrib_col, 4, GL_UNSIGNED_BYTE, GL_TRUE, vs, (void*)vc);
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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#endif
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}
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void device_upload_atlas(struct nk_device *dev, const void *image, int width, int height)
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{
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glGenTextures(1, &dev->font_tex);
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glBindTexture(GL_TEXTURE_2D, dev->font_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, image);
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}
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void nk_common_device_shutdown(struct nk_device *dev)
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{
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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glDetachShader(dev->prog, dev->vert_shdr);
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glDetachShader(dev->prog, dev->frag_shdr);
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glDeleteShader(dev->vert_shdr);
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glDeleteShader(dev->frag_shdr);
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glDeleteProgram(dev->prog);
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glDeleteTextures(1, &dev->font_tex);
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glDeleteBuffers(1, &dev->vbo);
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glDeleteBuffers(1, &dev->ebo);
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#endif
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}
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void nk_common_device_draw(struct nk_device *dev,
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struct nk_context *ctx, int width, int height,
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enum nk_anti_aliasing AA)
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{
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video_shader_ctx_info_t shader_info;
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struct nk_buffer vbuf, ebuf;
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struct nk_convert_config config;
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uintptr_t last_prog;
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const struct nk_draw_command *cmd = NULL;
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void *vertices = NULL;
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void *elements = NULL;
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const nk_draw_index *offset = NULL;
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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GLint last_tex;
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GLint last_ebo, last_vbo, last_vao;
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GLfloat ortho[4][4] = {
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{2.0f, 0.0f, 0.0f, 0.0f},
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{0.0f,-2.0f, 0.0f, 0.0f},
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{0.0f, 0.0f,-1.0f, 0.0f},
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{-1.0f,1.0f, 0.0f, 1.0f},
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};
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ortho[0][0] /= (GLfloat)width;
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ortho[1][1] /= (GLfloat)height;
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/* save previous opengl state */
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glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_prog);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_tex);
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glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_vao);
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glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_ebo);
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glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vbo);
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#endif
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menu_display_blend_begin();
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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glActiveTexture(GL_TEXTURE0);
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#endif
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/* setup program */
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shader_info.data = NULL;
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shader_info.idx = dev->prog;
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shader_info.set_active = false;
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video_shader_driver_use(&shader_info);
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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glUniformMatrix4fv(dev->uniform_proj, 1, GL_FALSE, &ortho[0][0]);
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/* convert from command queue into draw list and draw to screen */
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/* allocate vertex and element buffer */
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glBindVertexArray(dev->vao);
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glBindBuffer(GL_ARRAY_BUFFER, dev->vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, dev->ebo);
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glBufferData(GL_ARRAY_BUFFER, MAX_VERTEX_MEMORY, NULL, GL_STREAM_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, MAX_ELEMENT_MEMORY, NULL, GL_STREAM_DRAW);
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/* load draw vertices & elements directly into vertex + element buffer */
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vertices = glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
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elements = glMapBuffer(GL_ELEMENT_ARRAY_BUFFER, GL_WRITE_ONLY);
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#endif
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/* fill converting configuration */
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memset(&config, 0, sizeof(config));
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config.global_alpha = 1.0f;
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config.shape_AA = AA;
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config.line_AA = AA;
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config.circle_segment_count = 22;
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#if 0
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config.line_thickness = 1.0f;
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#endif
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config.null = dev->null;
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/* setup buffers to load vertices and elements */
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nk_buffer_init_fixed(&vbuf, vertices, MAX_VERTEX_MEMORY);
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nk_buffer_init_fixed(&ebuf, elements, MAX_ELEMENT_MEMORY);
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nk_convert(ctx, &dev->cmds, &vbuf, &ebuf, &config);
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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glUnmapBuffer(GL_ARRAY_BUFFER);
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glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
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#endif
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/* iterate over and execute each draw command */
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nk_draw_foreach(cmd, ctx, &dev->cmds)
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{
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if (!cmd->elem_count)
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continue;
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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glBindTexture(GL_TEXTURE_2D, (GLuint)cmd->texture.id);
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glScissor((GLint)cmd->clip_rect.x,
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height - (GLint)(cmd->clip_rect.y + cmd->clip_rect.h),
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(GLint)cmd->clip_rect.w, (GLint)cmd->clip_rect.h);
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glDrawElements(GL_TRIANGLES, (GLsizei)cmd->elem_count,
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GL_UNSIGNED_SHORT, offset);
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#endif
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offset += cmd->elem_count;
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}
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nk_clear(ctx);
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/* restore old state */
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shader_info.data = NULL;
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shader_info.idx = (GLint)last_prog;
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shader_info.set_active = false;
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video_shader_driver_use(&shader_info);
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#if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES)
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glBindTexture(GL_TEXTURE_2D, (GLuint)last_tex);
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glBindBuffer(GL_ARRAY_BUFFER, (GLuint)last_vbo);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, (GLuint)last_ebo);
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glBindVertexArray((GLuint)last_vao);
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#endif
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menu_display_blend_end();
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}
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void* nk_common_mem_alloc(nk_handle a, void *old, nk_size b)
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{
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(void)a;
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return calloc(1, b);
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}
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void nk_common_mem_free(nk_handle unused, void *ptr)
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{
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(void)unused;
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free(ptr);
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}
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