RetroArch/gfx/gl_common.c

120 lines
4.0 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2014 - Daniel De Matteis
*
* RetroArch 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 Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch 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 RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include "gl_common.h"
void gl_load_texture_data(GLuint obj, const struct texture_image *img,
GLenum wrap, bool linear, bool mipmap)
{
glBindTexture(GL_TEXTURE_2D, obj);
#ifdef HAVE_PSGL
mipmap = false;
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
GLint mag_filter = linear ? GL_LINEAR : GL_NEAREST;
GLint min_filter = linear ? (mipmap ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR) :
(mipmap ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
#ifndef HAVE_PSGL
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#endif
glTexImage2D(GL_TEXTURE_2D,
0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_INTERNAL_FORMAT32,
img->width, img->height,
0, driver.gfx_use_rgba ? GL_RGBA : RARCH_GL_TEXTURE_TYPE32,
RARCH_GL_FORMAT32, img->pixels);
#ifndef HAVE_PSGL
if (mipmap)
glGenerateMipmap(GL_TEXTURE_2D);
#endif
}
bool gl_load_luts(const struct gfx_shader *generic_shader,
GLuint *lut_textures)
{
unsigned i;
unsigned num_luts = min(generic_shader->luts, GFX_MAX_TEXTURES);
if (!generic_shader->luts)
return true;
/* Original shader_glsl.c code only generated one
* texture handle. I assume it was a bug, but if not,
* replace num_luts with 1 when GLSL is used. */
glGenTextures(num_luts, lut_textures);
for (i = 0; i < num_luts; i++)
{
struct texture_image img = {0};
RARCH_LOG("Loading texture image from: \"%s\" ...\n",
generic_shader->lut[i].path);
if (!texture_image_load(&img, generic_shader->lut[i].path))
{
RARCH_ERR("Failed to load texture image from: \"%s\"\n",
generic_shader->lut[i].path);
return false;
}
gl_load_texture_data(lut_textures[i], &img,
driver.video->wrap_type_to_enum(generic_shader->lut[i].wrap),
generic_shader->lut[i].filter != RARCH_FILTER_NEAREST,
generic_shader->lut[i].mipmap);
texture_image_free(&img);
}
glBindTexture(GL_TEXTURE_2D, 0);
return true;
}
void gl_shader_set_coords(gl_t *gl,
const struct gl_coords *coords, const math_matrix *mat)
{
if (!gl->shader->set_coords(coords))
{
#ifndef NO_GL_FF_VERTEX
/* Fall back to FF-style if needed and possible. */
glClientActiveTexture(GL_TEXTURE1);
glTexCoordPointer(2, GL_FLOAT, 0, coords->lut_tex_coord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glClientActiveTexture(GL_TEXTURE0);
glVertexPointer(2, GL_FLOAT, 0, coords->vertex);
glEnableClientState(GL_VERTEX_ARRAY);
glColorPointer(4, GL_FLOAT, 0, coords->color);
glEnableClientState(GL_COLOR_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, coords->tex_coord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#endif
}
if (!gl->shader->set_mvp(gl, mat))
{
#ifndef NO_GL_FF_MATRIX
/* Fall back to FF-style if needed and possible. */
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(mat->data);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
#endif
}
}