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-rw-r--r--base/opengl.c133
1 files changed, 0 insertions, 133 deletions
diff --git a/base/opengl.c b/base/opengl.c
deleted file mode 100644
index 23cbecd..0000000
--- a/base/opengl.c
+++ /dev/null
@@ -1,133 +0,0 @@
-
-#include "shader.c"
-#include "shader.h"
-#include "data/fragment_shader.h"
-#include "data/vertex_shader.h"
-
-/* [=]===^=[ setup_render_target ]================================================================^===[=] */
-static void setup_render_target(void) {
- glDeleteTextures(1, &state.texture);
-
- glGenTextures(1, &state.texture);
- glBindTexture(GL_TEXTURE_2D, state.texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB8_ALPHA8, state.render_width, state.render_height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, buffer);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glBindTexture(GL_TEXTURE_2D, 0);
-}
-
-/* [=]===^=[ compile_shader ]==============================================================^===[=] */
-static GLuint compile_shader(GLenum shader_type, const char *shader_source) {
- GLuint shader = glCreateShader(shader_type);
- glShaderSource(shader, 1, &shader_source, 0);
- glCompileShader(shader);
-
- GLint success;
- GLchar info_log[512];
- glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
- if(!success) {
- glGetShaderInfoLog(shader, sizeof(info_log), 0, info_log);
- DEBUG_PRINT("%s shader compilation failed:\n%s\n", (shader_type == GL_VERTEX_SHADER) ? "Vertex" : "Fragment", info_log);
- }
- return shader;
-}
-
-/* [=]===^=[ setup_opengl ]================================================================^===[=] */
-static void opengl_setup(const char *vertex_shader_src, const char *fragment_shader_src) {
- gl_loader();
- glEnable(GL_FRAMEBUFFER_SRGB);
- glDisable(GL_DEPTH_TEST);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_CULL_FACE);
-
- // Shader setup
- GLuint vertex_shader = compile_shader(GL_VERTEX_SHADER, vertex_shader_src);
- GLuint fragment_shader = compile_shader(GL_FRAGMENT_SHADER, fragment_shader_src);
-
- state.shader_program = glCreateProgram();
- glAttachShader(state.shader_program, vertex_shader);
- glAttachShader(state.shader_program, fragment_shader);
-
- glBindAttribLocation(state.shader_program, 0, "position");
- glBindAttribLocation(state.shader_program, 1, "texture_coord");
- glLinkProgram(state.shader_program);
- GLint success;
- glGetProgramiv(state.shader_program, GL_LINK_STATUS, &success);
- if(!success) {
- char log[512];
- glGetProgramInfoLog(state.shader_program, sizeof(log), NULL, log);
- DEBUG_PRINT("Shader Linking Failed: %s\n", log);
- }
-
- glDeleteShader(vertex_shader);
- glDeleteShader(fragment_shader);
- glUseProgram(state.shader_program);
-
- // Calculations for the shader.
- state.contrast = 1.0f;
- state.saturation = 0.0f;
- state.brightness = 1.0f;
- CrtsTone(state.tone_data, state.contrast, state.saturation, INPUT_THIN, INPUT_MASK); // NOTE(peter): Move this into the mainloop if change of contrast/saturation is added as an interactive thing.
-
- // Retrieve shader uniforms
- state.uniform_resolution = glGetUniformLocation(state.shader_program, "resolution");
- state.uniform_src_image_size = glGetUniformLocation(state.shader_program, "src_image_size");
- state.uniform_brightness = glGetUniformLocation(state.shader_program, "brightness");
- state.uniform_tone = glGetUniformLocation(state.shader_program, "tone_data");
- state.uniform_crt_emulation = glGetUniformLocation(state.shader_program, "crt_emulation");
- state.uniform_sampler_location = glGetUniformLocation(state.shader_program, "iChannel0");
-
- glGenVertexArrays(1, &state.vao);
- glGenBuffers(1, &state.vbo);
- glGenBuffers(1, &state.ebo);
- glBindVertexArray(state.vao);
-
- // Vertex data: Position (x, y) and Texture Coordinates (u, v)
- const float vertices[] = {
- -1.0f, -1.0f, 0.0f, 0.0f, // Bottom-left
- 1.0f, -1.0f, 1.0f, 0.0f, // Bottom-right
- 1.0f, 1.0f, 1.0f, 1.0f, // Top-right
- -1.0f, 1.0f, 0.0f, 1.0f // Top-left
- };
-
- static const unsigned int indices[] = { 0, 1, 2, 2, 3, 0 };
-
- glBindBuffer(GL_ARRAY_BUFFER, state.vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
-
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state.ebo);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
-
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0); // Position
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float))); // Texture Coord
- glEnableVertexAttribArray(0);
- glEnableVertexAttribArray(1);
-}
-
-/* [=]===^=[ render_frame ]=================================================================^===[=] */
-__attribute__((always_inline))
-static inline void render_frame(void) {
- glClearColor(.0f, 0.f, 0.f, 1.f);
- glClear(GL_COLOR_BUFFER_BIT);
-
- glUseProgram(state.shader_program);
- glBindVertexArray(state.vao);
- glBindBuffer(GL_ARRAY_BUFFER, state.vbo);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, state.ebo);
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, state.texture);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, state.render_width, state.render_height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, display_buffer);
- glUniform2f(state.uniform_src_image_size, (float)state.render_width, (float)state.render_height);
- glUniform2f(state.uniform_resolution, (float)state.viewport.w, (float)state.viewport.h);
- glUniform1f(state.uniform_brightness, state.brightness);
- glUniform4f(state.uniform_tone, state.tone_data[0], state.tone_data[1], state.tone_data[2], state.tone_data[3]);
- glUniform1i(state.uniform_crt_emulation, state.toggle_crt_emulation);
- glUniform1i(state.uniform_sampler_location, 0);
- glViewport(state.viewport.x, state.viewport.y, state.viewport.w, state.viewport.h);
- glEnableVertexAttribArray(0);
- glEnableVertexAttribArray(1);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
-}