ppsspp/Windows/GEDebugger/SimpleGLWindow.cpp
Unknown W. Brackets fcc77f525f Implement some basic vertex previews on prim.
3D doesn't work correctly (sometimes it does...)  2D should be working.
2013-11-17 13:27:50 -08:00

459 lines
12 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// 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, version 2.0 or later versions.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <WindowsX.h>
#include "math/lin/matrix4x4.h"
#include "gfx_es2/glsl_program.h"
#include "Common/Common.h"
#include "Windows/GEDebugger/SimpleGLWindow.h"
const PTCHAR SimpleGLWindow::windowClass = _T("SimpleGLWindow");
void SimpleGLWindow::RegisterClass() {
WNDCLASSEX wndClass;
wndClass.cbSize = sizeof(wndClass);
wndClass.lpszClassName = windowClass;
wndClass.hInstance = GetModuleHandle(0);
wndClass.lpfnWndProc = WndProc;
wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClass.hIcon = 0;
wndClass.lpszMenuName = 0;
wndClass.hbrBackground = (HBRUSH)GetSysColorBrush(COLOR_WINDOW);
wndClass.style = CS_DBLCLKS;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = sizeof(SimpleGLWindow *);
wndClass.hIconSm = 0;
RegisterClassEx(&wndClass);
}
static const char tex_fs[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D sampler0;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" gl_FragColor = texture2D(sampler0, v_texcoord0);\n"
" gl_FragColor.a = clamp(gl_FragColor.a, 0.2, 1.0);\n"
"}\n";
static const char basic_vs[] =
#ifndef USING_GLES2
"#version 120\n"
#endif
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord0;\n"
"uniform mat4 u_viewproj;\n"
"varying vec2 v_texcoord0;\n"
"void main() {\n"
" v_texcoord0 = a_texcoord0;\n"
" gl_Position = u_viewproj * a_position;\n"
"}\n";
SimpleGLWindow::SimpleGLWindow(HWND wnd)
: hWnd_(wnd), valid_(false), drawProgram_(NULL), tex_(0), flags_(0), zoom_(false),
dragging_(false), offsetX_(0), offsetY_(0) {
SetWindowLongPtr(wnd, GWLP_USERDATA, (LONG) this);
}
SimpleGLWindow::~SimpleGLWindow() {
if (drawProgram_ != NULL) {
glsl_destroy(drawProgram_);
}
if (tex_) {
glDeleteTextures(1, &tex_);
glDeleteTextures(1, &checker_);
}
};
void SimpleGLWindow::Initialize(u32 flags) {
RECT rect;
GetWindowRect(hWnd_, &rect);
SetFlags(flags);
SetupGL();
ResizeGL(rect.right-rect.left,rect.bottom-rect.top);
CreateProgram();
GenerateChecker();
}
void SimpleGLWindow::SetupGL() {
int pixelFormat;
static PIXELFORMATDESCRIPTOR pfd = {0};
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 16;
pfd.iLayerType = PFD_MAIN_PLANE;
#define ENFORCE(x, msg) { if (!(x)) { ERROR_LOG(COMMON, "SimpleGLWindow: %s (%08x)", msg, GetLastError()); return; } }
ENFORCE(hDC_ = GetDC(hWnd_), "Unable to create DC.");
ENFORCE(pixelFormat = ChoosePixelFormat(hDC_, &pfd), "Unable to match pixel format.");
ENFORCE(SetPixelFormat(hDC_, pixelFormat, &pfd), "Unable to set pixel format.");
ENFORCE(hGLRC_ = wglCreateContext(hDC_), "Unable to create GL context.");
ENFORCE(wglMakeCurrent(hDC_, hGLRC_), "Unable to activate GL context.");
glewInit();
valid_ = true;
}
void SimpleGLWindow::ResizeGL(int w, int h) {
if (!valid_) {
return;
}
wglMakeCurrent(hDC_, hGLRC_);
glViewport(0, 0, w, h);
glScissor(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0f, w, h, 0.0f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
w_ = w;
h_ = h;
}
void SimpleGLWindow::CreateProgram() {
if (!valid_) {
return;
}
wglMakeCurrent(hDC_, hGLRC_);
drawProgram_ = glsl_create_source(basic_vs, tex_fs);
glGenTextures(1, &tex_);
glGenTextures(1, &checker_);
glsl_bind(drawProgram_);
glUniform1i(drawProgram_->sampler0, 0);
glsl_unbind();
glEnableVertexAttribArray(drawProgram_->a_position);
glEnableVertexAttribArray(drawProgram_->a_texcoord0);
}
void SimpleGLWindow::GenerateChecker() {
if (!valid_) {
return;
}
const static u8 checkerboard[] = {
255,255,255,255, 195,195,195,255,
195,195,195,255, 255,255,255,255,
};
wglMakeCurrent(hDC_, hGLRC_);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glBindTexture(GL_TEXTURE_2D, checker_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 2, 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, checkerboard);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void SimpleGLWindow::DrawChecker() {
wglMakeCurrent(hDC_, hGLRC_);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, checker_);
glDisable(GL_BLEND);
glViewport(0, 0, w_, h_);
glScissor(0, 0, w_, h_);
glsl_bind(drawProgram_);
float fw = (float)w_, fh = (float)h_;
const float pos[12] = {0,0,0, fw,0,0, fw,fh,0, 0,fh,0};
const float texCoords[8] = {0,fh/22, fw/22,fh/22, fw/22,0, 0,0};
const GLubyte indices[4] = {0,1,3,2};
Matrix4x4 ortho;
ortho.setOrtho(0, (float)w_, (float)h_, 0, -1, 1);
glUniformMatrix4fv(drawProgram_->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
glVertexAttribPointer(drawProgram_->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glVertexAttribPointer(drawProgram_->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, texCoords);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
}
void SimpleGLWindow::Draw(u8 *data, int w, int h, bool flipped, Format fmt) {
wglMakeCurrent(hDC_, hGLRC_);
GLint components = GL_RGBA;
GLenum glfmt;
if (fmt == FORMAT_8888) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glfmt = GL_UNSIGNED_BYTE;
} else if (fmt == FORMAT_FLOAT) {
glfmt = GL_FLOAT;
components = GL_RED;
} else {
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
if (fmt == FORMAT_4444) {
glfmt = GL_UNSIGNED_SHORT_4_4_4_4;
} else if (fmt == FORMAT_5551) {
glfmt = GL_UNSIGNED_SHORT_5_5_5_1;
} else if (fmt == FORMAT_565) {
glfmt = GL_UNSIGNED_SHORT_5_6_5;
components = GL_RGB;
} else if (fmt == FORMAT_4444_REV) {
glfmt = GL_UNSIGNED_SHORT_4_4_4_4_REV;
} else if (fmt == FORMAT_5551_REV) {
glfmt = GL_UNSIGNED_SHORT_1_5_5_5_REV;
} else if (fmt == FORMAT_565_REV) {
glfmt = GL_UNSIGNED_SHORT_5_6_5_REV;
components = GL_RGB;
} else if (fmt == FORMAT_16BIT) {
glfmt = GL_UNSIGNED_SHORT;
components = GL_RED;
} else if (fmt == FORMAT_8BIT) {
glfmt = GL_UNSIGNED_BYTE;
components = GL_RED;
} else {
_dbg_assert_msg_(COMMON, false, "Invalid SimpleGLWindow format.");
}
}
glBindTexture(GL_TEXTURE_2D, tex_);
glTexImage2D(GL_TEXTURE_2D, 0, components, w, h, 0, components, glfmt, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Reset offset when the texture size changes.
if (tw_ != w || th_ != h) {
tw_ = w;
th_ = h;
offsetX_ = 0;
offsetY_ = 0;
}
tflipped_ = flipped;
Redraw();
}
void SimpleGLWindow::GetContentSize(float &x, float &y, float &fw, float &fh) {
fw = (float)tw_;
fh = (float)th_;
x = 0.0f;
y = 0.0f;
if (flags_ & (RESIZE_SHRINK_FIT | RESIZE_CENTER) && !zoom_) {
float wscale = fw / w_, hscale = fh / h_;
// Too wide, and width is the biggest problem, so scale based on that.
if (wscale > 1.0f && wscale > hscale) {
fw = (float)w_;
fh /= wscale;
} else if (hscale > 1.0f) {
fw /= hscale;
fh = (float)h_;
}
}
if (flags_ & RESIZE_CENTER) {
x = ((float)w_ - fw) / 2;
y = ((float)h_ - fh) / 2;
}
x += offsetX_;
y += offsetY_;
}
void SimpleGLWindow::Redraw(bool andSwap) {
DrawChecker();
if (tw_ == 0 && th_ == 0) {
if (andSwap) {
Swap();
}
return;
}
if (flags_ & ALPHA_BLEND) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
} else {
glDisable(GL_BLEND);
}
glViewport(0, 0, w_, h_);
glScissor(0, 0, w_, h_);
glBindTexture(GL_TEXTURE_2D, tex_);
glsl_bind(drawProgram_);
float fw, fh;
float x, y;
GetContentSize(x, y, fw, fh);
const float pos[12] = {x,y,0, x+fw,y,0, x+fw,y+fh,0, x,y+fh,0};
static const float texCoords[8] = {0,0, 1,0, 1,1, 0,1};
static const float texCoordsFlipped[8] = {0,1, 1,1, 1,0, 0,0};
static const GLubyte indices[4] = {0,1,3,2};
Matrix4x4 ortho;
ortho.setOrtho(0, (float)w_, (float)h_, 0, -1, 1);
glUniformMatrix4fv(drawProgram_->u_viewproj, 1, GL_FALSE, ortho.getReadPtr());
glVertexAttribPointer(drawProgram_->a_position, 3, GL_FLOAT, GL_FALSE, 12, pos);
glVertexAttribPointer(drawProgram_->a_texcoord0, 2, GL_FLOAT, GL_FALSE, 8, tflipped_ ? texCoordsFlipped : texCoords);
glActiveTexture(GL_TEXTURE0);
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, indices);
if (andSwap) {
Swap();
}
}
void SimpleGLWindow::Clear() {
tw_ = 0;
th_ = 0;
Redraw();
}
void SimpleGLWindow::Begin() {
Redraw(false);
glDisableVertexAttribArray(drawProgram_->a_position);
glDisableVertexAttribArray(drawProgram_->a_texcoord0);
}
void SimpleGLWindow::End() {
glEnableVertexAttribArray(drawProgram_->a_position);
glEnableVertexAttribArray(drawProgram_->a_texcoord0);
Swap();
}
bool SimpleGLWindow::DragStart(int mouseX, int mouseY) {
// Only while zoomed in, otherwise it's shrink to fit mode or fixed.
if (!zoom_) {
return false;
}
dragging_ = true;
SetCapture(hWnd_);
dragStartX_ = mouseX - offsetX_;
dragStartY_ = mouseY - offsetY_;
dragLastUpdate_ = GetTickCount();
return true;
}
bool SimpleGLWindow::DragContinue(int mouseX, int mouseY) {
if (!dragging_) {
return false;
}
offsetX_ = mouseX - dragStartX_;
offsetY_ = mouseY - dragStartY_;
const u32 MS_BETWEEN_DRAG_REDRAWS = 5;
if (GetTickCount() - dragLastUpdate_ > MS_BETWEEN_DRAG_REDRAWS) {
Redraw();
}
return true;
}
bool SimpleGLWindow::DragEnd(int mouseX, int mouseY) {
if (!dragging_) {
return false;
}
dragging_ = false;
ReleaseCapture();
Redraw();
return true;
}
bool SimpleGLWindow::ToggleZoom() {
// Reset the offset when zooming out (or in, doesn't matter.)
offsetX_ = 0;
offsetY_ = 0;
zoom_ = !zoom_;
Redraw();
return true;
}
SimpleGLWindow *SimpleGLWindow::GetFrom(HWND hwnd) {
return (SimpleGLWindow*) GetWindowLongPtr(hwnd, GWLP_USERDATA);
}
LRESULT CALLBACK SimpleGLWindow::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) {
SimpleGLWindow *win = SimpleGLWindow::GetFrom(hwnd);
switch(msg)
{
case WM_NCCREATE:
win = new SimpleGLWindow(hwnd);
// Continue with window creation.
return win != NULL ? TRUE : FALSE;
case WM_NCDESTROY:
delete win;
return 0;
case WM_LBUTTONDBLCLK:
if (win->ToggleZoom()) {
return 0;
}
break;
case WM_LBUTTONDOWN:
if (win->DragStart(GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam))) {
return 0;
}
break;
case WM_LBUTTONUP:
if (win->DragEnd(GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam))) {
return 0;
}
break;
case WM_MOUSEMOVE:
if (win->DragContinue(GET_X_LPARAM(lParam), GET_Y_LPARAM(lParam))) {
return 0;
}
break;
case WM_PAINT:
win->Redraw();
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}