-
Notifications
You must be signed in to change notification settings - Fork 68
/
video.go
404 lines (335 loc) · 11.7 KB
/
video.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
// Package video takes care on the game display. It also creates the window
// using GLFW. It exports the Refresh callback used by the libretro
// implementation.
package video
import (
"log"
"path/filepath"
"unsafe"
"github.com/go-gl/gl/v2.1/gl"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/libretro/ludo/libretro"
"github.com/libretro/ludo/settings"
"github.com/libretro/ludo/state"
)
// Video holds the state of the video package
type Video struct {
Window *glfw.Window
Geom libretro.GameGeometry
Font *Font
program uint32 // current program used for the game quad
defaultProgram uint32 // default program used for the game quad
sharpBilinearProgram uint32 // sharp bilinear program used for the game quad
zfastCRTProgram uint32 // fast CRT program used for the game quad
zfastLCDProgram uint32 // fast LCD program used for the game quad
roundedProgram uint32 // program to draw rectangles with rounded corners
borderProgram uint32 // program to draw rectangles borders
circleProgram uint32 // program to draw textured circles
demulProgram uint32 // program to draw premultiplied alpha images
vao uint32
vbo uint32
texID uint32
pitch int32 // pitch set by the refresh callback
pixFmt uint32 // format set by the environment callback
pixType uint32
bpp int32
width, height int32 // dimensions set by the refresh callback
rot uint
}
// Init instanciates the video package
func Init(fullscreen bool) *Video {
vid := &Video{}
vid.Configure(fullscreen)
return vid
}
// Reconfigure destroys and recreates the window with new attributes
func (video *Video) Reconfigure(fullscreen bool) {
if video.Window != nil {
video.Window.Destroy()
}
video.Configure(fullscreen)
}
// GetFramebufferSize retrieves the size, in pixels, of the framebuffer of the specified window.
func (video *Video) GetFramebufferSize() (int, int) {
if video.Window == nil {
return 0, 0
}
return video.Window.GetFramebufferSize()
}
// SetTitle sets the window title, encoded as UTF-8, of the window.
func (video *Video) SetTitle(title string) {
if video.Window == nil {
return
}
video.Window.SetTitle(title)
}
// SetShouldClose sets the value of the close flag of the window.
func (video *Video) SetShouldClose(b bool) {
if video.Window == nil {
return
}
video.Window.SetShouldClose(b)
}
// Configure instanciates the video package
func (video *Video) Configure(fullscreen bool) {
var width, height int
var m *glfw.Monitor
if fullscreen {
m = glfw.GetMonitors()[settings.Current.VideoMonitorIndex]
vms := m.GetVideoModes()
vm := vms[len(vms)-1]
width = vm.Width
height = vm.Height
} else {
width = 320 * 3
height = 180 * 3
}
var err error
video.Window, err = glfw.CreateWindow(width, height, "Ludo", m, nil)
if err != nil {
panic("Window creation failed:" + err.Error())
}
video.Window.MakeContextCurrent()
// Force a minimum size for the window.
video.Window.SetSizeLimits(160, 120, glfw.DontCare, glfw.DontCare)
video.Window.SetInputMode(glfw.CursorMode, glfw.CursorHidden)
// Initialize Glow
if err := gl.Init(); err != nil {
panic(err)
}
fbw, fbh := video.Window.GetFramebufferSize()
// LoadFont (fontfile, font scale, window width, window height)
fontPath := filepath.Join(settings.Current.AssetsDirectory, "font.ttf")
video.Font, err = LoadFont(fontPath, int32(36*2), fbw, fbh)
if err != nil {
panic(err)
}
// Configure the vertex and fragment shaders
video.defaultProgram, err = newProgram(vertexShader, defaultFragmentShader)
if err != nil {
panic(err)
}
video.sharpBilinearProgram, err = newProgram(vertexShader, sharpBilinearFragmentShader)
if err != nil {
panic(err)
}
video.zfastCRTProgram, err = newProgram(vertexShader, zfastCRTFragmentShader)
if err != nil {
panic(err)
}
video.zfastLCDProgram, err = newProgram(vertexShader, zfastLCDFragmentShader)
if err != nil {
panic(err)
}
video.roundedProgram, err = newProgram(vertexShader, roundedFragmentShader)
if err != nil {
panic(err)
}
video.borderProgram, err = newProgram(vertexShader, borderFragmentShader)
if err != nil {
panic(err)
}
video.circleProgram, err = newProgram(vertexShader, circleFragmentShader)
if err != nil {
panic(err)
}
video.demulProgram, err = newProgram(vertexShader, demulFragmentShader)
if err != nil {
panic(err)
}
video.UpdateFilter(settings.Current.VideoFilter)
textureUniform := gl.GetUniformLocation(video.program, gl.Str("Texture\x00"))
gl.Uniform1i(textureUniform, 0)
// Configure the vertex data
genVertexArrays(1, &video.vao)
bindVertexArray(video.vao)
gl.GenBuffers(1, &video.vbo)
gl.BindBuffer(gl.ARRAY_BUFFER, video.vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(vertices)*4, gl.Ptr(vertices), gl.STATIC_DRAW)
vertAttrib := uint32(gl.GetAttribLocation(video.program, gl.Str("vert\x00")))
gl.EnableVertexAttribArray(vertAttrib)
gl.VertexAttribPointer(vertAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(0))
texCoordAttrib := uint32(gl.GetAttribLocation(video.program, gl.Str("vertTexCoord\x00")))
gl.EnableVertexAttribArray(texCoordAttrib)
gl.VertexAttribPointer(texCoordAttrib, 2, gl.FLOAT, false, 4*4, gl.PtrOffset(2*4))
// Some cores won't call SetPixelFormat, provide default values
if video.pixFmt == 0 {
video.pixFmt = gl.UNSIGNED_SHORT_5_5_5_1
video.pixType = gl.BGRA
video.bpp = 2
}
gl.GenTextures(1, &video.texID)
gl.ActiveTexture(gl.TEXTURE0)
if video.texID == 0 && state.Verbose {
log.Println("[Video]: Failed to create the vid texture")
}
gl.BindTexture(gl.TEXTURE_2D, video.texID)
video.UpdateFilter(settings.Current.VideoFilter)
video.coreRatioViewport(fbw, fbh)
if e := gl.GetError(); e != gl.NO_ERROR {
log.Printf("[Video] OpenGL error: %d\n", e)
}
}
// UpdateFilter configures the game texture filter and shader. We currently
// support 4 modes:
// Raw: nearest
// Smooth: linear
// Pixel Perfect: sharp-bilinear
// CRT: zfast-crt
// LCD: zfast-lcd
func (video *Video) UpdateFilter(filter string) {
gl.BindTexture(gl.TEXTURE_2D, video.texID)
switch filter {
case "Smooth":
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
video.program = video.defaultProgram
case "Pixel Perfect":
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
video.program = video.sharpBilinearProgram
case "CRT":
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
video.program = video.zfastCRTProgram
case "LCD":
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
video.program = video.zfastLCDProgram
case "Raw":
fallthrough
default:
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
video.program = video.defaultProgram
}
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.UseProgram(video.program)
gl.Uniform2f(gl.GetUniformLocation(video.program, gl.Str("TextureSize\x00")), float32(video.width), float32(video.height))
gl.Uniform2f(gl.GetUniformLocation(video.program, gl.Str("InputSize\x00")), float32(video.width), float32(video.height))
}
// SetPixelFormat is a callback passed to the libretro implementation.
// It allows the core or the game to tell us which pixel format should be used for the display.
func (video *Video) SetPixelFormat(format uint32) bool {
if state.Verbose {
log.Printf("[Video]: Set Pixel Format: %v\n", format)
}
// PixelStorei also needs to be updated whenever bpp changes
defer gl.PixelStorei(gl.UNPACK_ROW_LENGTH, video.pitch/video.bpp)
switch format {
case libretro.PixelFormat0RGB1555:
video.pixFmt = gl.UNSIGNED_SHORT_5_5_5_1
video.pixType = gl.BGRA
video.bpp = 2
return true
case libretro.PixelFormatXRGB8888:
video.pixFmt = gl.UNSIGNED_INT_8_8_8_8_REV
video.pixType = gl.BGRA
video.bpp = 4
return true
case libretro.PixelFormatRGB565:
video.pixFmt = gl.UNSIGNED_SHORT_5_6_5
video.pixType = gl.RGB
video.bpp = 2
return true
default:
log.Printf("Unknown pixel type %v", format)
}
return false
}
// ResetPitch should be called when unloading a game so that the next game won't
// be rendered with the wrong pitch
func (video *Video) ResetPitch() {
video.pitch = 0
}
// ResetRot should be called when unloading a game so that the next game won't
// be rendered with the wrong rotation
func (video *Video) ResetRot() {
video.rot = 0
}
// coreRatioViewport configures the vertex array to display the game at the center of the window
// while preserving the original ascpect ratio of the game or core
func (video *Video) coreRatioViewport(fbWidth int, fbHeight int) (x, y, w, h float32) {
// Scale the content to fit in the viewport.
fbw := float32(fbWidth)
fbh := float32(fbHeight)
// NXEngine workaround
aspectRatio := float32(video.Geom.AspectRatio)
if aspectRatio == 0 {
aspectRatio = float32(video.Geom.BaseWidth) / float32(video.Geom.BaseHeight)
}
h = fbh
w = fbh * aspectRatio
if w > fbw {
h = fbw / aspectRatio
w = fbw
}
// Place the content in the middle of the window.
x = (fbw - w) / 2
y = (fbh - h) / 2
va := video.vertexArray(x, y, w, h, 1.0)
va = rotateUV(va, video.rot)
gl.BindBuffer(gl.ARRAY_BUFFER, video.vbo)
gl.BufferData(gl.ARRAY_BUFFER, len(va)*4, gl.Ptr(va), gl.STATIC_DRAW)
return
}
// ResizeViewport resizes the GL viewport to the framebuffer size
func (video *Video) ResizeViewport() {
fbw, fbh := video.Window.GetFramebufferSize()
gl.Viewport(0, 0, int32(fbw), int32(fbh))
}
// Render the current frame
func (video *Video) Render() {
if !state.CoreRunning {
gl.ClearColor(1, 1, 1, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
return
}
gl.ClearColor(0, 0, 0, 1)
gl.Clear(gl.COLOR_BUFFER_BIT)
// Early return to not render the first frame of a newly loaded game with the
// previous game pitch. A sane pitch must be set by video.Refresh first.
if video.pitch == 0 {
return
}
fbw, fbh := video.Window.GetFramebufferSize()
_, _, w, h := video.coreRatioViewport(fbw, fbh)
gl.UseProgram(video.program)
gl.Uniform2f(gl.GetUniformLocation(video.program, gl.Str("OutputSize\x00")), w, h)
bindVertexArray(video.vao)
gl.BindTexture(gl.TEXTURE_2D, video.texID)
gl.BindBuffer(gl.ARRAY_BUFFER, video.vbo)
gl.DrawArrays(gl.TRIANGLE_STRIP, 0, 4)
}
// Refresh the texture framebuffer
func (video *Video) Refresh(data unsafe.Pointer, width int32, height int32, pitch int32) {
video.width = width
video.height = height
video.pitch = pitch
gl.BindTexture(gl.TEXTURE_2D, video.texID)
gl.PixelStorei(gl.UNPACK_ROW_LENGTH, video.pitch/video.bpp)
gl.UseProgram(video.program)
gl.Uniform2f(gl.GetUniformLocation(video.program, gl.Str("TextureSize\x00")), float32(width), float32(height))
gl.Uniform2f(gl.GetUniformLocation(video.program, gl.Str("InputSize\x00")), float32(width), float32(height))
if data == nil {
return
}
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, width, height, 0, video.pixType, video.pixFmt, data)
}
// SetRotation rotates the game image as requested by the core
func (video *Video) SetRotation(rot uint) bool {
// limit to valid values (0, 1, 2, 3, which rotates screen by 0, 90, 180 270 degrees counter-clockwise)
video.rot = rot % 4
if state.Verbose {
log.Printf("[Video]: Set Rotation: %v", video.rot)
}
return true
}
var vertices = []float32{
// X, Y, U, V
-1.0, -1.0, 0.0, 1.0, // left-bottom
-1.0, 1.0, 0.0, 0.0, // left-top
1.0, -1.0, 1.0, 1.0, // right-bottom
1.0, 1.0, 1.0, 0.0, // right-top
}