fixed icon, gamepad, mouse cursor
This commit is contained in:
parent
1777809238
commit
81153f627c
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@ -1,19 +0,0 @@
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SHADER(#version 100\n
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precision highp float;
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precision mediump int;
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attribute vec2 gpu_Vertex;
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attribute vec2 gpu_TexCoord;
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attribute mediump vec4 gpu_Color;
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uniform mat4 gpu_ModelViewProjectionMatrix;
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varying mediump vec4 color;
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varying vec2 texCoord;
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void main(void)
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{
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color = gpu_Color;
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texCoord = vec2(gpu_TexCoord);
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gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);
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})
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405
src/system.c
405
src/system.c
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@ -13,7 +13,7 @@
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#endif
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#define STUDIO_UI_SCALE 4
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#define STUDIO_PIXEL_FORMAT SDL_PIXELFORMAT_ABGR8888
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#define STUDIO_PIXEL_FORMAT GPU_FORMAT_RGBA
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#define TEXTURE_SIZE (TIC80_FULLWIDTH)
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#define OFFSET_LEFT ((TIC80_FULLWIDTH-TIC80_WIDTH)/2)
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#define OFFSET_TOP ((TIC80_FULLHEIGHT-TIC80_HEIGHT)/2)
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@ -28,7 +28,8 @@ static struct
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{
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GPU_Target* screen;
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GPU_Image* texture;
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u32 crt_shader;
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u32 shader;
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GPU_ShaderBlock block;
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bool useShader;
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} gpu;
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@ -123,7 +124,7 @@ static void setWindowIcon()
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SDL_Surface* surface = SDL_CreateRGBSurfaceFrom(pixels, Size, Size,
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sizeof(s32) * BITS_IN_BYTE, Size * sizeof(s32),
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0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
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0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
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SDL_SetWindowIcon(platform.window, surface);
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SDL_FreeSurface(surface);
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@ -158,56 +159,53 @@ static void updateGamepadParts()
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platform.gamepad.part.y = (SDL_Point){rect.w - 2*tileSize, 0*tileSize + offset};
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}
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// static void transparentBlit(u32* out, s32 pitch)
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// {
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// const u8* in = platform.studio->tic->ram.vram.screen.data;
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// const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen);
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// const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
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// const u32 Delta = (pitch/sizeof *out - TIC80_WIDTH);
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// s32 col = 0;
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// while(in != end)
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// {
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// u8 low = *in & 0x0f;
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// u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
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// *out++ = low ? (*(pal + low) | 0xff000000) : 0;
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// *out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
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// in++;
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// col += BITS_IN_BYTE / TIC_PALETTE_BPP;
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// if (col == TIC80_WIDTH)
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// {
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// col = 0;
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// out += Delta;
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// }
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// }
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// }
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static void initTouchGamepad()
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{
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if (!platform.gpu.screen)
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return;
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platform.studio->tic->api.map(platform.studio->tic, &platform.studio->tic->config.bank0.map, &platform.studio->tic->config.bank0.tiles, 0, 0, TIC_MAP_SCREEN_WIDTH, TIC_MAP_SCREEN_HEIGHT, 0, 0, -1, 1);
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// platform.studio->tic->api.map(platform.studio->tic, &platform.studio->tic->config.bank0.map, &platform.studio->tic->config.bank0.tiles, 0, 0, TIC_MAP_SCREEN_WIDTH, TIC_MAP_SCREEN_HEIGHT, 0, 0, -1, 1);
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if(!platform.gamepad.texture)
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{
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platform.gamepad.texture = GPU_CreateImage(TEXTURE_SIZE, TEXTURE_SIZE, STUDIO_PIXEL_FORMAT);
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GPU_SetAnchor(platform.gamepad.texture, 0, 0);
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GPU_SetImageFilter(platform.gamepad.texture, GPU_FILTER_NEAREST);
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}
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// if(!platform.gamepad.texture)
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// {
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// platform.gamepad.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
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// SDL_SetTextureBlendMode(platform.gamepad.texture, SDL_BLENDMODE_BLEND);
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// }
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u32* data = SDL_malloc(TEXTURE_SIZE * TEXTURE_SIZE * sizeof(u32));
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// {
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// void* pixels = NULL;
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// s32 pitch = 0;
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if(data)
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{
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u32* out = data;
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// SDL_LockTexture(platform.gamepad.texture, NULL, &pixels, &pitch);
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// transparentBlit(pixels, pitch);
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// SDL_UnlockTexture(platform.gamepad.texture);
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// }
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const u8* in = platform.studio->tic->ram.vram.screen.data;
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const u8* end = in + sizeof(platform.studio->tic->ram.vram.screen);
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const u32* pal = tic_palette_blit(&platform.studio->tic->config.palette);
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const u32 Delta = ((TIC80_FULLWIDTH*sizeof(u32))/sizeof *out - TIC80_WIDTH);
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// updateGamepadParts();
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s32 col = 0;
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while(in != end)
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{
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u8 low = *in & 0x0f;
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u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
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*out++ = low ? *(pal + low) : 0;
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*out++ = hi ? *(pal + hi) : 0;
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in++;
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col += BITS_IN_BYTE / TIC_PALETTE_BPP;
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if (col == TIC80_WIDTH)
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{
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col = 0;
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out += Delta;
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}
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}
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GPU_UpdateImageBytes(platform.gamepad.texture, NULL, (const u8*)data, TEXTURE_SIZE * sizeof(u32));
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SDL_free(data);
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updateGamepadParts();
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}
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}
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static void calcTextureRect(SDL_Rect* rect)
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@ -321,49 +319,49 @@ static void processKeyboard()
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static bool checkTouch(const SDL_Rect* rect, s32* x, s32* y)
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{
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// s32 devices = SDL_GetNumTouchDevices();
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// s32 width = 0, height = 0;
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// SDL_GetWindowSize(platform.window, &width, &height);
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s32 devices = SDL_GetNumTouchDevices();
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s32 width = 0, height = 0;
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SDL_GetWindowSize(platform.window, &width, &height);
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// for (s32 i = 0; i < devices; i++)
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// {
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// SDL_TouchID id = SDL_GetTouchDevice(i);
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for (s32 i = 0; i < devices; i++)
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{
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SDL_TouchID id = SDL_GetTouchDevice(i);
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// // very strange, but on Android id always == 0
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// //if (id)
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// {
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// s32 fingers = SDL_GetNumTouchFingers(id);
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// very strange, but on Android id always == 0
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//if (id)
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{
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s32 fingers = SDL_GetNumTouchFingers(id);
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// if(fingers)
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// {
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// platform.gamepad.counter = 0;
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if(fingers)
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{
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platform.gamepad.counter = 0;
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// if (!platform.gamepad.show)
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// {
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// platform.gamepad.alpha = platform.studio->config()->theme.gamepad.touch.alpha;
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// SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
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// platform.gamepad.show = true;
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// return false;
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// }
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// }
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if (!platform.gamepad.show)
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{
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platform.gamepad.alpha = platform.studio->config()->theme.gamepad.touch.alpha;
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GPU_SetRGBA(platform.gamepad.texture, 0xff, 0xff, 0xff, platform.gamepad.alpha);
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platform.gamepad.show = true;
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return false;
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}
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}
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// for (s32 f = 0; f < fingers; f++)
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// {
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// SDL_Finger* finger = SDL_GetTouchFinger(id, f);
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for (s32 f = 0; f < fingers; f++)
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{
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SDL_Finger* finger = SDL_GetTouchFinger(id, f);
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// if (finger && finger->pressure > 0.0f)
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// {
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// SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) };
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// if (SDL_PointInRect(&point, rect))
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// {
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// *x = point.x;
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// *y = point.y;
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// return true;
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// }
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// }
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// }
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// }
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// }
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if (finger && finger->pressure > 0.0f)
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{
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SDL_Point point = { (s32)(finger->x * width), (s32)(finger->y * height) };
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if (SDL_PointInRect(&point, rect))
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{
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*x = point.x;
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*y = point.y;
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return true;
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}
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}
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}
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}
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}
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return false;
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}
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static void renderGamepad()
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{
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// if(platform.gamepad.show || platform.gamepad.alpha); else return;
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if(platform.gamepad.show || platform.gamepad.alpha); else return;
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// const s32 tileSize = platform.gamepad.part.size;
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// const SDL_Point axis = platform.gamepad.part.axis;
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// typedef struct { bool press; s32 x; s32 y;} Tile;
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// const Tile Tiles[] =
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// {
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// {platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
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// {platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
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// {platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
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// {platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
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const s32 tileSize = platform.gamepad.part.size;
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const SDL_Point axis = platform.gamepad.part.axis;
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typedef struct { bool press; s32 x; s32 y;} Tile;
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const Tile Tiles[] =
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{
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{platform.studio->tic->ram.input.gamepads.first.up, axis.x + 1*tileSize, axis.y + 0*tileSize},
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{platform.studio->tic->ram.input.gamepads.first.down, axis.x + 1*tileSize, axis.y + 2*tileSize},
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{platform.studio->tic->ram.input.gamepads.first.left, axis.x + 0*tileSize, axis.y + 1*tileSize},
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{platform.studio->tic->ram.input.gamepads.first.right, axis.x + 2*tileSize, axis.y + 1*tileSize},
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// {platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y},
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// {platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
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// {platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
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// {platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
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// };
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{platform.studio->tic->ram.input.gamepads.first.a, platform.gamepad.part.a.x, platform.gamepad.part.a.y},
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{platform.studio->tic->ram.input.gamepads.first.b, platform.gamepad.part.b.x, platform.gamepad.part.b.y},
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{platform.studio->tic->ram.input.gamepads.first.x, platform.gamepad.part.x.x, platform.gamepad.part.x.y},
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{platform.studio->tic->ram.input.gamepads.first.y, platform.gamepad.part.y.x, platform.gamepad.part.y.y},
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};
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// enum {ButtonsCount = 8};
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enum {ButtonsCount = 8};
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// for(s32 i = 0; i < COUNT_OF(Tiles); i++)
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// {
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// const Tile* tile = Tiles + i;
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// SDL_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
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// SDL_Rect dest = {tile->x, tile->y, tileSize, tileSize};
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for(s32 i = 0; i < COUNT_OF(Tiles); i++)
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{
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const Tile* tile = Tiles + i;
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GPU_Rect src = {(tile->press ? ButtonsCount + i : i) * TIC_SPRITESIZE, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
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GPU_Rect dest = {tile->x, tile->y, tileSize, tileSize};
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// SDL_RenderCopy(platform.renderer, platform.gamepad.texture, &src, &dest);
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// }
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GPU_BlitScale(platform.gamepad.texture, &src, platform.gpu.screen, dest.x, dest.y,
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(float)dest.w / TIC_SPRITESIZE, (float)dest.h / TIC_SPRITESIZE);
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}
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// if(!platform.gamepad.show && platform.gamepad.alpha)
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// {
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// enum {Step = 3};
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if(!platform.gamepad.show && platform.gamepad.alpha)
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{
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enum {Step = 3};
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// if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step;
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// else platform.gamepad.alpha = 0;
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if(platform.gamepad.alpha - Step >= 0) platform.gamepad.alpha -= Step;
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else platform.gamepad.alpha = 0;
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// SDL_SetTextureAlphaMod(platform.gamepad.texture, platform.gamepad.alpha);
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// }
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GPU_SetRGBA(platform.gamepad.texture, 0xff, 0xff, 0xff, platform.gamepad.alpha);
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}
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// platform.gamepad.counter = platform.gamepad.touch.data ? 0 : platform.gamepad.counter+1;
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platform.gamepad.counter = platform.gamepad.touch.data ? 0 : platform.gamepad.counter+1;
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// // wait 5 seconds and hide touch gamepad
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// if(platform.gamepad.counter >= 5 * TIC_FRAMERATE)
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// platform.gamepad.show = false;
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// wait 5 seconds and hide touch gamepad
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if(platform.gamepad.counter >= 5 * TIC_FRAMERATE)
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platform.gamepad.show = false;
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}
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static void blitCursor(const u8* in)
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{
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// if(!platform.mouse.texture)
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// {
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// platform.mouse.texture = SDL_CreateTexture(platform.renderer, STUDIO_PIXEL_FORMAT, SDL_TEXTUREACCESS_STREAMING, TIC_SPRITESIZE, TIC_SPRITESIZE);
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// SDL_SetTextureBlendMode(platform.mouse.texture, SDL_BLENDMODE_BLEND);
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// }
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if(!platform.mouse.texture)
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{
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platform.mouse.texture = GPU_CreateImage(TIC_SPRITESIZE, TIC_SPRITESIZE, STUDIO_PIXEL_FORMAT);
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GPU_SetAnchor(platform.mouse.texture, 0, 0);
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GPU_SetImageFilter(platform.mouse.texture, GPU_FILTER_NEAREST);
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}
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// if(platform.mouse.src != in)
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// {
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// platform.mouse.src = in;
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if(platform.mouse.src != in)
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{
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platform.mouse.src = in;
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// void* pixels = NULL;
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// s32 pitch = 0;
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// SDL_LockTexture(platform.mouse.texture, NULL, &pixels, &pitch);
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const u8* end = in + sizeof(tic_tile);
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const u32* pal = tic_palette_blit(&platform.studio->tic->ram.vram.palette);
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static u32 data[TIC_SPRITESIZE*TIC_SPRITESIZE];
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u32* out = data;
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// {
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// const u8* end = in + sizeof(tic_tile);
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// const u32* pal = tic_palette_blit(&platform.studio->tic->ram.vram.palette);
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// u32* out = pixels;
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while(in != end)
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{
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u8 low = *in & 0x0f;
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u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
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*out++ = low ? *(pal + low) : 0;
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*out++ = hi ? *(pal + hi) : 0;
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// while(in != end)
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// {
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// u8 low = *in & 0x0f;
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// u8 hi = (*in & 0xf0) >> TIC_PALETTE_BPP;
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// *out++ = low ? (*(pal + low) | 0xff000000) : 0;
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// *out++ = hi ? (*(pal + hi) | 0xff000000) : 0;
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in++;
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}
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// in++;
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// }
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// }
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GPU_UpdateImageBytes(platform.mouse.texture, NULL, (const u8*)data, TIC_SPRITESIZE * sizeof(u32));
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}
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// SDL_UnlockTexture(platform.mouse.texture);
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// }
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SDL_Rect rect = {0, 0, 0, 0};
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calcTextureRect(&rect);
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s32 scale = rect.w / TIC80_WIDTH;
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// SDL_Rect rect = {0, 0, 0, 0};
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// calcTextureRect(&rect);
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// s32 scale = rect.w / TIC80_WIDTH;
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s32 mx, my;
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SDL_GetMouseState(&mx, &my);
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// SDL_Rect src = {0, 0, TIC_SPRITESIZE, TIC_SPRITESIZE};
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// SDL_Rect dst = {0, 0, TIC_SPRITESIZE * scale, TIC_SPRITESIZE * scale};
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if(platform.studio->config()->theme.cursor.pixelPerfect)
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{
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mx -= (mx - rect.x) % scale;
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my -= (my - rect.y) % scale;
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}
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// SDL_GetMouseState(&dst.x, &dst.y);
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// if(platform.studio->config()->theme.cursor.pixelPerfect)
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// {
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// dst.x -= (dst.x - rect.x) % scale;
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// dst.y -= (dst.y - rect.y) % scale;
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// }
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// if(SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MOUSE_FOCUS)
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// SDL_RenderCopy(platform.renderer, platform.mouse.texture, &src, &dst);
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if(SDL_GetWindowFlags(platform.window) & SDL_WINDOW_MOUSE_FOCUS)
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GPU_BlitScale(platform.mouse.texture, NULL, platform.gpu.screen, mx, my, (float)scale, (float)scale);
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}
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static void renderCursor()
|
||||
|
@ -891,7 +884,6 @@ static u64 getPerformanceFrequency()
|
|||
static void goFullscreen()
|
||||
{
|
||||
GPU_SetFullscreen(GPU_GetFullscreen() ? false : true, true);
|
||||
// SDL_SetWindowFullscreen(platform.window, SDL_GetWindowFlags(platform.window) & SDL_WINDOW_FULLSCREEN_DESKTOP ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP);
|
||||
}
|
||||
|
||||
static void showMessageBox(const char* title, const char* message)
|
||||
|
@ -994,38 +986,42 @@ static void gpuTick()
|
|||
|
||||
{
|
||||
platform.studio->tick();
|
||||
renderCursor();
|
||||
renderGamepad();
|
||||
|
||||
GPU_UpdateImageBytes(platform.gpu.texture, NULL, (const u8*)tic->screen, TIC80_FULLWIDTH * sizeof(u32));
|
||||
|
||||
{
|
||||
|
||||
if(platform.gpu.useShader)
|
||||
{
|
||||
SDL_Rect rect = {0, 0, 0, 0};
|
||||
calcTextureRect(&rect);
|
||||
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_x"), rect.x);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_y"), rect.y);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_w"), rect.w);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "trg_h"), rect.h);
|
||||
GPU_ActivateShaderProgram(platform.gpu.shader, &platform.gpu.block);
|
||||
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "trg_x"), rect.x);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "trg_y"), rect.y);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "trg_w"), rect.w);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "trg_h"), rect.h);
|
||||
|
||||
{
|
||||
s32 w, h;
|
||||
SDL_GetWindowSize(platform.window, &w, &h);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "scr_w"), w);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.crt_shader, "scr_h"), h);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "scr_w"), w);
|
||||
GPU_SetUniformf(GPU_GetUniformLocation(platform.gpu.shader, "scr_h"), h);
|
||||
}
|
||||
|
||||
GPU_BlitScale(platform.gpu.texture, NULL, platform.gpu.screen, rect.x, rect.y, (float)rect.w / TIC80_FULLWIDTH, (float)rect.h / TIC80_FULLHEIGHT);
|
||||
GPU_BlitScale(platform.gpu.texture, NULL, platform.gpu.screen, rect.x, rect.y,
|
||||
(float)rect.w / TIC80_FULLWIDTH, (float)rect.h / TIC80_FULLHEIGHT);
|
||||
|
||||
GPU_ActivateShaderProgram(0, NULL);
|
||||
}
|
||||
else
|
||||
{
|
||||
blitGpuTexture(platform.gpu.screen, platform.gpu.texture);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
renderCursor();
|
||||
renderGamepad();
|
||||
}
|
||||
|
||||
GPU_Flip(platform.gpu.screen);
|
||||
|
@ -1083,40 +1079,53 @@ static void emsGpuTick()
|
|||
|
||||
#define SHADER(...) #__VA_ARGS__
|
||||
|
||||
u32 load_shader_program()
|
||||
static void loadCrtShader()
|
||||
{
|
||||
static const char* VertexShader =
|
||||
#include "ext/shader/common.vert"
|
||||
;
|
||||
static const char* VertexShader = "#version 100\n\
|
||||
precision highp float;\n\
|
||||
precision mediump int;\n\
|
||||
attribute vec2 gpu_Vertex;\n\
|
||||
attribute vec2 gpu_TexCoord;\n\
|
||||
attribute mediump vec4 gpu_Color;\n\
|
||||
uniform mat4 gpu_ModelViewProjectionMatrix;\n\
|
||||
varying mediump vec4 color;\n\
|
||||
varying vec2 texCoord;\n\
|
||||
void main(void)\n\
|
||||
{\n\
|
||||
color = gpu_Color;\n\
|
||||
texCoord = vec2(gpu_TexCoord);\n\
|
||||
gl_Position = gpu_ModelViewProjectionMatrix * vec4(gpu_Vertex, 0.0, 1.0);\n\
|
||||
}";
|
||||
|
||||
u32 v = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
|
||||
u32 vertex = GPU_CompileShader(GPU_VERTEX_SHADER, VertexShader);
|
||||
|
||||
if(!v)
|
||||
if(!vertex)
|
||||
{
|
||||
GPU_LogError("Failed to load vertex shader: %s\n", GPU_GetShaderMessage());
|
||||
return;
|
||||
}
|
||||
|
||||
static const char* PixelShader =
|
||||
#include "ext/shader/crt-lottes.frag"
|
||||
;
|
||||
|
||||
u32 f = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader);
|
||||
u32 fragment = GPU_CompileShader(GPU_PIXEL_SHADER, PixelShader);
|
||||
|
||||
if(!f)
|
||||
if(!fragment)
|
||||
{
|
||||
GPU_LogError("Failed to load fragment shader: %s\n", GPU_GetShaderMessage());
|
||||
return;
|
||||
}
|
||||
|
||||
u32 p = GPU_LinkShaders(v, f);
|
||||
platform.gpu.shader = GPU_LinkShaders(vertex, fragment);
|
||||
|
||||
if(!p)
|
||||
if(platform.gpu.shader)
|
||||
{
|
||||
platform.gpu.block = GPU_LoadShaderBlock(platform.gpu.shader, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
|
||||
GPU_ActivateShaderProgram(platform.gpu.shader, &platform.gpu.block);
|
||||
}
|
||||
else
|
||||
GPU_LogError("Failed to link shader program: %s\n", GPU_GetShaderMessage());
|
||||
return p;
|
||||
}
|
||||
|
||||
{
|
||||
GPU_ShaderBlock block = GPU_LoadShaderBlock(p, "gpu_Vertex", "gpu_TexCoord", "gpu_Color", "gpu_ModelViewProjectionMatrix");
|
||||
GPU_ActivateShaderProgram(p, &block);
|
||||
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
static s32 start(s32 argc, char **argv, const char* folder)
|
||||
|
@ -1129,8 +1138,6 @@ static s32 start(s32 argc, char **argv, const char* folder)
|
|||
|
||||
platform.studio = studioInit(argc, argv, platform.audio.spec.freq, folder, &systemInterface);
|
||||
|
||||
initTouchGamepad();
|
||||
|
||||
enum{Width = TIC80_FULLWIDTH * STUDIO_UI_SCALE, Height = TIC80_FULLHEIGHT * STUDIO_UI_SCALE};
|
||||
|
||||
platform.window = SDL_CreateWindow( TIC_TITLE, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
|
||||
|
@ -1142,14 +1149,16 @@ static s32 start(s32 argc, char **argv, const char* folder)
|
|||
|
||||
platform.gpu.screen = GPU_Init(Width, Height, GPU_INIT_DISABLE_VSYNC);
|
||||
|
||||
platform.gpu.texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, GPU_FORMAT_RGBA);
|
||||
initTouchGamepad();
|
||||
|
||||
platform.gpu.texture = GPU_CreateImage(TIC80_FULLWIDTH, TIC80_FULLHEIGHT, STUDIO_PIXEL_FORMAT);
|
||||
GPU_SetAnchor(platform.gpu.texture, 0, 0);
|
||||
GPU_SetImageFilter(platform.gpu.texture, GPU_FILTER_NEAREST);
|
||||
|
||||
platform.gpu.useShader = true;
|
||||
|
||||
if(platform.gpu.useShader)
|
||||
platform.gpu.crt_shader = load_shader_program();
|
||||
loadCrtShader();
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
|
||||
|
@ -1187,9 +1196,12 @@ static s32 start(s32 argc, char **argv, const char* folder)
|
|||
|
||||
closeNet(platform.net);
|
||||
|
||||
SDL_CloseAudioDevice(platform.audio.device);
|
||||
if(platform.audio.cvt.buf)
|
||||
SDL_free(platform.audio.cvt.buf);
|
||||
|
||||
if(platform.gpu.shader)
|
||||
GPU_FreeShaderProgram(platform.gpu.shader);
|
||||
|
||||
GPU_FreeShaderProgram(platform.gpu.crt_shader);
|
||||
GPU_FreeImage(platform.gpu.texture);
|
||||
|
||||
if(platform.gamepad.texture)
|
||||
|
@ -1198,6 +1210,9 @@ static s32 start(s32 argc, char **argv, const char* folder)
|
|||
if(platform.mouse.texture)
|
||||
GPU_FreeImage(platform.mouse.texture);
|
||||
|
||||
SDL_DestroyWindow(platform.window);
|
||||
SDL_CloseAudioDevice(platform.audio.device);
|
||||
|
||||
GPU_Quit();
|
||||
|
||||
return 0;
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include <time.h>
|
||||
#include <SDL.h>
|
||||
|
||||
#define STUDIO_UI_SCALE 3
|
||||
#define STUDIO_UI_SCALE 2
|
||||
#define STUDIO_PIXEL_FORMAT SDL_PIXELFORMAT_ABGR8888
|
||||
#define TEXTURE_SIZE (TIC80_FULLWIDTH)
|
||||
#define OFFSET_LEFT ((TIC80_FULLWIDTH-TIC80_WIDTH)/2)
|
||||
|
|
Loading…
Reference in New Issue