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https://github.com/switchbrew/switch-examples.git
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Add opengl/gpu_console example
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193
graphics/opengl/gpu_console/Makefile
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193
graphics/opengl/gpu_console/Makefile
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@ -0,0 +1,193 @@
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#---------------------------------------------------------------------------------
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.SUFFIXES:
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(DEVKITPRO)),)
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$(error "Please set DEVKITPRO in your environment. export DEVKITPRO=<path to>/devkitpro")
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endif
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TOPDIR ?= $(CURDIR)
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include $(DEVKITPRO)/libnx/switch_rules
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#---------------------------------------------------------------------------------
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# TARGET is the name of the output
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# BUILD is the directory where object files & intermediate files will be placed
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# SOURCES is a list of directories containing source code
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# DATA is a list of directories containing data files
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# INCLUDES is a list of directories containing header files
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# EXEFS_SRC is the optional input directory containing data copied into exefs, if anything this normally should only contain "main.npdm".
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# ROMFS is the directory containing data to be added to RomFS, relative to the Makefile (Optional)
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#
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# NO_ICON: if set to anything, do not use icon.
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# NO_NACP: if set to anything, no .nacp file is generated.
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# APP_TITLE is the name of the app stored in the .nacp file (Optional)
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# APP_AUTHOR is the author of the app stored in the .nacp file (Optional)
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# APP_VERSION is the version of the app stored in the .nacp file (Optional)
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# APP_TITLEID is the titleID of the app stored in the .nacp file (Optional)
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# ICON is the filename of the icon (.jpg), relative to the project folder.
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# If not set, it attempts to use one of the following (in this order):
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# - <Project name>.jpg
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# - icon.jpg
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# - <libnx folder>/default_icon.jpg
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#---------------------------------------------------------------------------------
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TARGET := $(notdir $(CURDIR))
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BUILD := build
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SOURCES := source
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DATA := data
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INCLUDES := include
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EXEFS_SRC := exefs_src
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#ROMFS := romfs
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#---------------------------------------------------------------------------------
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# options for code generation
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#---------------------------------------------------------------------------------
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ARCH := -march=armv8-a -mtune=cortex-a57 -mtp=soft -fPIE
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CFLAGS := -g -Wall -O2 -ffunction-sections \
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$(ARCH) $(DEFINES)
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CFLAGS += $(INCLUDE) -D__SWITCH__
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CXXFLAGS := $(CFLAGS) -fno-rtti -fno-exceptions
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ASFLAGS := -g $(ARCH)
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LDFLAGS = -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$(notdir $*.map)
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LIBS := -lglad -lEGL -lglapi -ldrm_nouveau -lnx
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#---------------------------------------------------------------------------------
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# list of directories containing libraries, this must be the top level containing
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# include and lib
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#---------------------------------------------------------------------------------
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LIBDIRS := $(PORTLIBS) $(LIBNX)
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#---------------------------------------------------------------------------------
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# no real need to edit anything past this point unless you need to add additional
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# rules for different file extensions
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#---------------------------------------------------------------------------------
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ifneq ($(BUILD),$(notdir $(CURDIR)))
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#---------------------------------------------------------------------------------
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export OUTPUT := $(CURDIR)/$(TARGET)
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export TOPDIR := $(CURDIR)
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export VPATH := $(foreach dir,$(SOURCES),$(CURDIR)/$(dir)) \
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$(foreach dir,$(DATA),$(CURDIR)/$(dir))
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export DEPSDIR := $(CURDIR)/$(BUILD)
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CFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.c)))
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CPPFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.cpp)))
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SFILES := $(foreach dir,$(SOURCES),$(notdir $(wildcard $(dir)/*.s)))
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BINFILES := $(foreach dir,$(DATA),$(notdir $(wildcard $(dir)/*.*)))
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#---------------------------------------------------------------------------------
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# use CXX for linking C++ projects, CC for standard C
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#---------------------------------------------------------------------------------
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ifeq ($(strip $(CPPFILES)),)
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#---------------------------------------------------------------------------------
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export LD := $(CC)
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#---------------------------------------------------------------------------------
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else
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#---------------------------------------------------------------------------------
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export LD := $(CXX)
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#---------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------
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export OFILES_BIN := $(addsuffix .o,$(BINFILES))
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export OFILES_SRC := $(CPPFILES:.cpp=.o) $(CFILES:.c=.o) $(SFILES:.s=.o)
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export OFILES := $(OFILES_BIN) $(OFILES_SRC)
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export HFILES_BIN := $(addsuffix .h,$(subst .,_,$(BINFILES)))
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export INCLUDE := $(foreach dir,$(INCLUDES),-I$(CURDIR)/$(dir)) \
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$(foreach dir,$(LIBDIRS),-I$(dir)/include) \
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-I$(CURDIR)/$(BUILD)
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export LIBPATHS := $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
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export BUILD_EXEFS_SRC := $(TOPDIR)/$(EXEFS_SRC)
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ifeq ($(strip $(ICON)),)
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icons := $(wildcard *.jpg)
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ifneq (,$(findstring $(TARGET).jpg,$(icons)))
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export APP_ICON := $(TOPDIR)/$(TARGET).jpg
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else
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ifneq (,$(findstring icon.jpg,$(icons)))
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export APP_ICON := $(TOPDIR)/icon.jpg
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endif
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endif
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else
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export APP_ICON := $(TOPDIR)/$(ICON)
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endif
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ifeq ($(strip $(NO_ICON)),)
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export NROFLAGS += --icon=$(APP_ICON)
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endif
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ifeq ($(strip $(NO_NACP)),)
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export NROFLAGS += --nacp=$(CURDIR)/$(TARGET).nacp
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endif
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ifneq ($(APP_TITLEID),)
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export NACPFLAGS += --titleid=$(APP_TITLEID)
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endif
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ifneq ($(ROMFS),)
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export NROFLAGS += --romfsdir=$(CURDIR)/$(ROMFS)
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endif
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.PHONY: $(BUILD) clean all
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#---------------------------------------------------------------------------------
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all: $(BUILD)
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$(BUILD):
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@[ -d $@ ] || mkdir -p $@
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@$(MAKE) --no-print-directory -C $(BUILD) -f $(CURDIR)/Makefile
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#---------------------------------------------------------------------------------
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clean:
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@echo clean ...
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@rm -fr $(BUILD) $(TARGET).pfs0 $(TARGET).nso $(TARGET).nro $(TARGET).nacp $(TARGET).elf
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#---------------------------------------------------------------------------------
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else
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.PHONY: all
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DEPENDS := $(OFILES:.o=.d)
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#---------------------------------------------------------------------------------
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# main targets
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#---------------------------------------------------------------------------------
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all : $(OUTPUT).pfs0 $(OUTPUT).nro
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$(OUTPUT).pfs0 : $(OUTPUT).nso
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$(OUTPUT).nso : $(OUTPUT).elf
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ifeq ($(strip $(NO_NACP)),)
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$(OUTPUT).nro : $(OUTPUT).elf $(OUTPUT).nacp
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else
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$(OUTPUT).nro : $(OUTPUT).elf
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endif
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$(OUTPUT).elf : $(OFILES)
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$(OFILES_SRC) : $(HFILES_BIN)
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#---------------------------------------------------------------------------------
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# you need a rule like this for each extension you use as binary data
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#---------------------------------------------------------------------------------
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%.bin.o %_bin.h : %.bin
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#---------------------------------------------------------------------------------
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@echo $(notdir $<)
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@$(bin2o)
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-include $(DEPENDS)
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#---------------------------------------------------------------------------------------
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endif
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#---------------------------------------------------------------------------------------
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465
graphics/opengl/gpu_console/source/gpu_console.cpp
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465
graphics/opengl/gpu_console/source/gpu_console.cpp
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// Sample GPU/OpenGL powered console renderer implementation.
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// Please note that this implementation is incomplete, and only normal/bold colors are implemented.
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// Reverse colors, faint colors, underline or strikethrough are not implemented.
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// Nevertheless, it should suffice for most purposes.
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <switch.h>
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#include <EGL/egl.h> // EGL library
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#include <EGL/eglext.h> // EGL extensions
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#include <glad/glad.h> // glad library (OpenGL loader)
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#define TRACE(...) ((void)0)
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static const char* const vertexShaderSource = R"text(
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#version 330 core
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout (location = 0) in int inAttr;
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layout (location = 0) out vec4 outColor;
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layout (location = 1) out vec3 outUV;
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uniform ivec2 dimensions;
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uniform vec4 palettes[16] = vec4[](
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vec4(0.0, 0.0, 0.0, 1.0),
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vec4(0.5, 0.0, 0.0, 1.0),
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vec4(0.0, 0.5, 0.0, 1.0),
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vec4(0.5, 0.5, 0.0, 1.0),
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vec4(0.0, 0.0, 0.5, 1.0),
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vec4(0.5, 0.0, 0.5, 1.0),
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vec4(0.0, 0.5, 0.5, 1.0),
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vec4(0.75, 0.75, 0.75, 1.0),
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vec4(0.5, 0.5, 0.5, 1.0),
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vec4(1.0, 0.0, 0.0, 1.0),
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(1.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0),
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vec4(1.0, 0.0, 1.0, 1.0),
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vec4(0.0, 1.0, 1.0, 1.0),
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vec4(1.0, 1.0, 1.0, 1.0)
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);
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const vec2 builtin_vertices[] = vec2[](
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vec2(0.0, 0.0),
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vec2(0.0, -1.0),
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vec2(1.0, -1.0),
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vec2(0.0, 0.0),
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vec2(1.0, -1.0),
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vec2(1.0, 0.0)
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);
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void main()
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{
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// Extract data from the attribute
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float tileId = float(inAttr & 0x3FF);
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bool hFlip = ((inAttr >> 10) & 1) != 0;
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bool vFlip = ((inAttr >> 11) & 1) != 0;
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int palId = (inAttr >> 12) & 0xF;
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vec2 vtxData = builtin_vertices[gl_VertexID];
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// Position
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float tileRow = floor(float(gl_InstanceID) / dimensions.x);
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float tileCol = float(gl_InstanceID) - tileRow*dimensions.x;
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vec2 basePos;
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basePos.x = 2.0 * tileCol / dimensions.x - 1.0;
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basePos.y = 2.0 * (1.0 - tileRow / dimensions.y) - 1.0;
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vec2 offsetPos = vec2(2.0) / vec2(dimensions.xy);
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gl_Position.xy = basePos + offsetPos * vtxData;
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gl_Position.zw = vec2(0.0, 1.0);
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// Color
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outColor = palettes[palId];
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// UVs
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if (hFlip)
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vtxData.x = 1.0 - vtxData.x;
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if (vFlip)
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vtxData.y = -1.0 - vtxData.y;
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outUV.xy = vec2(0.0,1.0) + vtxData;
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outUV.z = tileId;
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}
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)text";
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static const char* const fragmentShaderSource = R"text(
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#version 330 core
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec4 inColor;
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layout (location = 1) in vec3 inUV;
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layout (location = 0) out vec4 outColor;
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uniform sampler2DArray tileset;
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void main()
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{
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float alpha = inColor.a * texture(tileset, inUV).r;
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if (alpha < 0.1) discard;
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outColor.rgb = inColor.rgb;
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outColor.a = alpha;
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}
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)text";
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namespace
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{
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struct GpuConsole : public ConsoleRenderer
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{
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constexpr GpuConsole() :
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ConsoleRenderer{ _init, _deinit, _drawChar, _scrollWindow, _flushAndSwap },
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s_display{}, s_context{}, s_surface{},
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s_tilemapVsh{}, s_tilemapFsh{}, s_tilemapPipeline{},
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s_tilemapVao{}, s_tilemapVbo{}, s_tilemap{},
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s_tilesetTex{}
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{ }
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bool init(PrintConsole* con);
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void deinit(PrintConsole* con);
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void drawChar(PrintConsole* con, int x, int y, int c);
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void scrollWindow(PrintConsole* con);
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void flushAndSwap(PrintConsole* con);
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private:
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static GpuConsole* _get(PrintConsole* con)
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{
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return static_cast<GpuConsole*>(con->renderer);
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}
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static bool _init(PrintConsole* con)
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{
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return _get(con)->init(con);
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}
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static void _deinit(PrintConsole* con)
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{
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_get(con)->deinit(con);
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}
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static void _drawChar(PrintConsole* con, int x, int y, int c)
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{
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_get(con)->drawChar(con, x, y, c);
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}
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static void _scrollWindow(PrintConsole* con)
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{
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_get(con)->scrollWindow(con);
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}
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static void _flushAndSwap(PrintConsole* con)
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{
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_get(con)->flushAndSwap(con);
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}
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EGLDisplay s_display;
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EGLContext s_context;
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EGLSurface s_surface;
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bool initEgl();
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void deinitEgl();
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GLuint s_tilemapVsh, s_tilemapFsh;
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GLuint s_tilemapPipeline;
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GLuint s_tilemapVao, s_tilemapVbo;
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uint16_t* s_tilemap;
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GLuint s_tilesetTex;
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};
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constexpr uint16_t MakeTilemapEntry(unsigned tileId, bool hFlip, bool vFlip, unsigned palId)
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{
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uint16_t ent = 0;
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ent |= (tileId & 0x3FF);
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if (hFlip)
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ent |= 1u << 10;
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if (vFlip)
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ent |= 1u << 11;
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ent |= (palId & 0xF) << 12;
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return ent;
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}
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GLuint loadShaderProgram(GLenum type, const char* source)
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{
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GLint success;
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GLchar msg[512];
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GLuint handle = glCreateShaderProgramv(type, 1, &source);
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glGetProgramiv(handle, GL_LINK_STATUS, &success);
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if (success == GL_FALSE)
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{
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glGetProgramInfoLog(handle, sizeof(msg), nullptr, msg);
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TRACE("Shader error: %s", msg);
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glDeleteProgram(handle);
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handle = 0;
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}
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return handle;
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}
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}
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bool GpuConsole::init(PrintConsole* con)
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{
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// Initialize EGL and load GL routines
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if (!initEgl())
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return false;
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gladLoadGL();
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// Load our shaders
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s_tilemapVsh = loadShaderProgram(GL_VERTEX_SHADER, vertexShaderSource);
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s_tilemapFsh = loadShaderProgram(GL_FRAGMENT_SHADER, fragmentShaderSource);
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// Configure tilemap dimensions
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glProgramUniform2i(s_tilemapVsh, glGetUniformLocation(s_tilemapVsh, "dimensions"),
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con->consoleWidth, con->consoleHeight
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);
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// Create a program pipeline and attach the programs to their respective stages
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glGenProgramPipelines(1, &s_tilemapPipeline);
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glUseProgramStages(s_tilemapPipeline, GL_VERTEX_SHADER_BIT, s_tilemapVsh);
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glUseProgramStages(s_tilemapPipeline, GL_FRAGMENT_SHADER_BIT, s_tilemapFsh);
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// Create a VAO and a VBO for the tilemap
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glGenVertexArrays(1, &s_tilemapVao);
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glBindVertexArray(s_tilemapVao);
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// Allocate the tilemap data
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glGenBuffers(1, &s_tilemapVbo);
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glBindBuffer(GL_ARRAY_BUFFER, s_tilemapVbo);
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glBufferData(GL_ARRAY_BUFFER, sizeof(uint16_t)*con->consoleWidth*con->consoleHeight, nullptr, GL_DYNAMIC_DRAW);
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// Configure the only vertex attribute (which is per-instance)
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glVertexAttribIPointer(0, 1, GL_UNSIGNED_SHORT, sizeof(uint16_t), (void*)0);
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glVertexAttribDivisor(0, 1);
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glEnableVertexAttribArray(0);
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// We're done with the VBO/VAO, unbind them
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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// Allocate the tilemap and clear it
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s_tilemap = new uint16_t[con->consoleWidth*con->consoleHeight];
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memset(s_tilemap, 0, sizeof(uint16_t)*con->consoleWidth*con->consoleHeight);
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// Unpack 1bpp tileset into a texture image OpenGL can load
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uint8_t* tileset = new uint8_t[con->font.numChars*con->font.tileWidth*con->font.tileHeight];
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unsigned bytesPerRow = (con->font.tileWidth+7)/8;
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for (unsigned i = 0; i < con->font.numChars; i ++)
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{
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const uint8_t* tile = (const uint8_t*)con->font.gfx + con->font.tileHeight*bytesPerRow*i;
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uint8_t* data = &tileset[con->font.tileWidth*con->font.tileHeight*i];
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for (unsigned j = 0; j < con->font.tileHeight; j ++)
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{
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//const uint8_t* row = &tile[bytesPerRow*(con->font.tileHeight-1-j)];
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const uint8_t* row = &tile[bytesPerRow*(con->font.tileHeight-j)];
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uint8_t c = 0;
|
||||
for (unsigned k = 0; k < con->font.tileWidth; k ++)
|
||||
{
|
||||
if (!(k & 7))
|
||||
c = *--row;
|
||||
*data++ = (c & 0x80) ? 0xFF : 0x00;
|
||||
c <<= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Create tileset texture from the unpacked tileset image
|
||||
glGenTextures(1, &s_tilesetTex);
|
||||
glActiveTexture(GL_TEXTURE0); // activate the texture unit first before binding texture
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, s_tilesetTex);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // can also use GL_LINEAR here
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8, con->font.tileWidth, con->font.tileHeight, con->font.numChars, 0, GL_RED, GL_UNSIGNED_BYTE, tileset);
|
||||
delete[] tileset;
|
||||
|
||||
// Bind the texture unit to the fragment shader
|
||||
glProgramUniform1i(s_tilemapFsh, glGetUniformLocation(s_tilemapFsh, "tileset"), 0); // texunit 0
|
||||
|
||||
// Other miscellaneous init
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
//glEnable(GL_BLEND);
|
||||
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
// Configure viewport
|
||||
glViewport(0, 0, 1280, 720);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void GpuConsole::deinit(PrintConsole* con)
|
||||
{
|
||||
glDeleteTextures(1, &s_tilesetTex);
|
||||
glDeleteBuffers(1, &s_tilemapVbo);
|
||||
glDeleteVertexArrays(1, &s_tilemapVao);
|
||||
glDeleteProgramPipelines(1, &s_tilemapPipeline);
|
||||
glDeleteProgram(s_tilemapFsh);
|
||||
glDeleteProgram(s_tilemapVsh);
|
||||
delete[] s_tilemap;
|
||||
deinitEgl();
|
||||
}
|
||||
|
||||
void GpuConsole::drawChar(PrintConsole* con, int x, int y, int c)
|
||||
{
|
||||
int writingColor = con->fg;
|
||||
int screenColor = con->bg;
|
||||
|
||||
if (con->flags & CONSOLE_COLOR_BOLD) {
|
||||
writingColor += 8;
|
||||
} else if (con->flags & CONSOLE_COLOR_FAINT) {
|
||||
// Not supported yet
|
||||
//writingColor += 16;
|
||||
}
|
||||
|
||||
if (con->flags & CONSOLE_COLOR_REVERSE) {
|
||||
int tmp = writingColor;
|
||||
writingColor = screenColor;
|
||||
screenColor = tmp;
|
||||
}
|
||||
|
||||
s_tilemap[y*con->consoleWidth+x] = MakeTilemapEntry(c, false, false, writingColor);
|
||||
}
|
||||
|
||||
void GpuConsole::scrollWindow(PrintConsole* con)
|
||||
{
|
||||
for (int y = 0; y < con->windowHeight-1; y ++)
|
||||
memcpy(
|
||||
&s_tilemap[(con->windowY+y+0)*con->consoleWidth + con->windowX],
|
||||
&s_tilemap[(con->windowY+y+1)*con->consoleWidth + con->windowX],
|
||||
sizeof(uint16_t)*con->windowWidth);
|
||||
}
|
||||
|
||||
void GpuConsole::flushAndSwap(PrintConsole* con)
|
||||
{
|
||||
// Clear the framebuffer
|
||||
glClearColor(0x10/255.0f, 0x10/255.0f, 0x10/255.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
// Update tilemap
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_tilemapVbo);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(uint16_t)*con->consoleWidth*con->consoleHeight, s_tilemap);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
// Draw the tilemap
|
||||
glBindProgramPipeline(s_tilemapPipeline);
|
||||
glBindVertexArray(s_tilemapVao);
|
||||
glDrawArraysInstanced(GL_TRIANGLES, 0, 6, con->consoleWidth*con->consoleHeight);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Swap buffers
|
||||
eglSwapBuffers(s_display, s_surface);
|
||||
}
|
||||
|
||||
bool GpuConsole::initEgl()
|
||||
{
|
||||
// Connect to the EGL default display
|
||||
s_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
|
||||
if (!s_display)
|
||||
{
|
||||
TRACE("Could not connect to display! error: %d", eglGetError());
|
||||
goto _fail0;
|
||||
}
|
||||
|
||||
// Initialize the EGL display connection
|
||||
eglInitialize(s_display, nullptr, nullptr);
|
||||
|
||||
// Select OpenGL (Core) as the desired graphics API
|
||||
if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE)
|
||||
{
|
||||
TRACE("Could not set API! error: %d", eglGetError());
|
||||
goto _fail1;
|
||||
}
|
||||
|
||||
// Get an appropriate EGL framebuffer configuration
|
||||
EGLConfig config;
|
||||
EGLint numConfigs;
|
||||
static const EGLint framebufferAttributeList[] =
|
||||
{
|
||||
EGL_RED_SIZE, 1,
|
||||
EGL_GREEN_SIZE, 1,
|
||||
EGL_BLUE_SIZE, 1,
|
||||
EGL_NONE
|
||||
};
|
||||
eglChooseConfig(s_display, framebufferAttributeList, &config, 1, &numConfigs);
|
||||
if (numConfigs == 0)
|
||||
{
|
||||
TRACE("No config found! error: %d", eglGetError());
|
||||
goto _fail1;
|
||||
}
|
||||
|
||||
// Create an EGL window surface
|
||||
s_surface = eglCreateWindowSurface(s_display, config, (char*)"", nullptr);
|
||||
if (!s_surface)
|
||||
{
|
||||
TRACE("Surface creation failed! error: %d", eglGetError());
|
||||
goto _fail1;
|
||||
}
|
||||
|
||||
// Create an EGL rendering context
|
||||
static const EGLint contextAttributeList[] =
|
||||
{
|
||||
EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
|
||||
EGL_CONTEXT_MAJOR_VERSION_KHR, 4,
|
||||
EGL_CONTEXT_MINOR_VERSION_KHR, 3,
|
||||
EGL_NONE
|
||||
};
|
||||
s_context = eglCreateContext(s_display, config, EGL_NO_CONTEXT, contextAttributeList);
|
||||
if (!s_context)
|
||||
{
|
||||
TRACE("Context creation failed! error: %d", eglGetError());
|
||||
goto _fail2;
|
||||
}
|
||||
|
||||
// Connect the context to the surface
|
||||
eglMakeCurrent(s_display, s_surface, s_surface, s_context);
|
||||
return true;
|
||||
|
||||
_fail2:
|
||||
eglDestroySurface(s_display, s_surface);
|
||||
s_surface = nullptr;
|
||||
_fail1:
|
||||
eglTerminate(s_display);
|
||||
s_display = nullptr;
|
||||
_fail0:
|
||||
return false;
|
||||
}
|
||||
|
||||
void GpuConsole::deinitEgl()
|
||||
{
|
||||
if (s_display)
|
||||
{
|
||||
eglMakeCurrent(s_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
|
||||
if (s_context)
|
||||
{
|
||||
eglDestroyContext(s_display, s_context);
|
||||
s_context = nullptr;
|
||||
}
|
||||
if (s_surface)
|
||||
{
|
||||
eglDestroySurface(s_display, s_surface);
|
||||
s_surface = nullptr;
|
||||
}
|
||||
eglTerminate(s_display);
|
||||
s_display = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
extern "C" ConsoleRenderer* getDefaultConsoleRenderer(void)
|
||||
{
|
||||
static GpuConsole s_gpuConsole;
|
||||
return &s_gpuConsole;
|
||||
}
|
64
graphics/opengl/gpu_console/source/main.c
Normal file
64
graphics/opengl/gpu_console/source/main.c
Normal file
@ -0,0 +1,64 @@
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include <switch.h>
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
consoleInit(NULL);
|
||||
|
||||
// clear screen and home cursor
|
||||
printf( CONSOLE_ESC(2J) );
|
||||
|
||||
// Set print co-ordinates
|
||||
// /x1b[row;columnH
|
||||
printf(CONSOLE_ESC(10;10H) "VT52 codes demo");
|
||||
|
||||
// move cursor up
|
||||
// /x1b[linesA
|
||||
printf(CONSOLE_ESC(10A)"Line 0");
|
||||
|
||||
// move cursor left
|
||||
// /x1b[columnsD
|
||||
printf(CONSOLE_ESC(28D)"Column 0");
|
||||
|
||||
// move cursor down
|
||||
// /x1b[linesB
|
||||
printf(CONSOLE_ESC(19B)"Line 19");
|
||||
|
||||
// move cursor right
|
||||
// /x1b[columnsC
|
||||
printf(CONSOLE_ESC(5C)"Column 20");
|
||||
|
||||
printf("\n");
|
||||
|
||||
// Color codes and attributes
|
||||
for(int i=0; i<8; i++)
|
||||
{
|
||||
printf( CONSOLE_ESC(%1$d;1m) /* Set color */
|
||||
"Default "
|
||||
CONSOLE_ESC(2m) "Light "
|
||||
"\n"
|
||||
CONSOLE_ESC(0m) /* revert attributes*/
|
||||
, i + 30);
|
||||
}
|
||||
|
||||
// Main loop
|
||||
while(appletMainLoop())
|
||||
{
|
||||
//Scan all the inputs. This should be done once for each frame
|
||||
hidScanInput();
|
||||
|
||||
// Your code goes here
|
||||
|
||||
//hidKeysDown returns information about which buttons have been just pressed (and they weren't in the previous frame)
|
||||
u64 kDown = hidKeysDown(CONTROLLER_P1_AUTO);
|
||||
|
||||
if (kDown & KEY_PLUS) break; // break in order to return to hbmenu
|
||||
|
||||
consoleUpdate(NULL);
|
||||
}
|
||||
|
||||
consoleExit(NULL);
|
||||
return 0;
|
||||
}
|
Loading…
Reference in New Issue
Block a user