mirror of
https://github.com/switchbrew/switch-examples.git
synced 2025-06-21 05:12:40 +02:00
466 lines
12 KiB
C++
466 lines
12 KiB
C++
// 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;
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for (unsigned k = 0; k < con->font.tileWidth; k ++)
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{
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if (!(k & 7))
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c = *--row;
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*data++ = (c & 0x80) ? 0xFF : 0x00;
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c <<= 1;
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}
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}
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}
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// Create tileset texture from the unpacked tileset image
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glGenTextures(1, &s_tilesetTex);
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glActiveTexture(GL_TEXTURE0); // activate the texture unit first before binding texture
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glBindTexture(GL_TEXTURE_2D_ARRAY, s_tilesetTex);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // can also use GL_LINEAR here
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_R8, con->font.tileWidth, con->font.tileHeight, con->font.numChars, 0, GL_RED, GL_UNSIGNED_BYTE, tileset);
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delete[] tileset;
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// Bind the texture unit to the fragment shader
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glProgramUniform1i(s_tilemapFsh, glGetUniformLocation(s_tilemapFsh, "tileset"), 0); // texunit 0
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// Other miscellaneous init
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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//glEnable(GL_BLEND);
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//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Configure viewport
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glViewport(0, 0, 1280, 720);
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return true;
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}
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void GpuConsole::deinit(PrintConsole* con)
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{
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glDeleteTextures(1, &s_tilesetTex);
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glDeleteBuffers(1, &s_tilemapVbo);
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glDeleteVertexArrays(1, &s_tilemapVao);
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glDeleteProgramPipelines(1, &s_tilemapPipeline);
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glDeleteProgram(s_tilemapFsh);
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glDeleteProgram(s_tilemapVsh);
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delete[] s_tilemap;
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deinitEgl();
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}
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void GpuConsole::drawChar(PrintConsole* con, int x, int y, int c)
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{
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int writingColor = con->fg;
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int screenColor = con->bg;
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if (con->flags & CONSOLE_COLOR_BOLD) {
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writingColor += 8;
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} else if (con->flags & CONSOLE_COLOR_FAINT) {
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// Not supported yet
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//writingColor += 16;
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}
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if (con->flags & CONSOLE_COLOR_REVERSE) {
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int tmp = writingColor;
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writingColor = screenColor;
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screenColor = tmp;
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}
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s_tilemap[y*con->consoleWidth+x] = MakeTilemapEntry(c, false, false, writingColor);
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}
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void GpuConsole::scrollWindow(PrintConsole* con)
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{
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for (int y = 0; y < con->windowHeight-1; y ++)
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memcpy(
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&s_tilemap[(con->windowY+y+0)*con->consoleWidth + con->windowX],
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&s_tilemap[(con->windowY+y+1)*con->consoleWidth + con->windowX],
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sizeof(uint16_t)*con->windowWidth);
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}
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void GpuConsole::flushAndSwap(PrintConsole* con)
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{
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// Clear the framebuffer
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glClearColor(0x10/255.0f, 0x10/255.0f, 0x10/255.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// Update tilemap
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glBindBuffer(GL_ARRAY_BUFFER, s_tilemapVbo);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(uint16_t)*con->consoleWidth*con->consoleHeight, s_tilemap);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// Draw the tilemap
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glBindProgramPipeline(s_tilemapPipeline);
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glBindVertexArray(s_tilemapVao);
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glDrawArraysInstanced(GL_TRIANGLES, 0, 6, con->consoleWidth*con->consoleHeight);
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glBindVertexArray(0);
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// Swap buffers
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eglSwapBuffers(s_display, s_surface);
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}
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bool GpuConsole::initEgl()
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{
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// Connect to the EGL default display
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s_display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
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if (!s_display)
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{
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TRACE("Could not connect to display! error: %d", eglGetError());
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goto _fail0;
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}
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// Initialize the EGL display connection
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eglInitialize(s_display, nullptr, nullptr);
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// Select OpenGL (Core) as the desired graphics API
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if (eglBindAPI(EGL_OPENGL_API) == EGL_FALSE)
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{
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TRACE("Could not set API! error: %d", eglGetError());
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goto _fail1;
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}
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// Get an appropriate EGL framebuffer configuration
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EGLConfig config;
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EGLint numConfigs;
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static const EGLint framebufferAttributeList[] =
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{
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EGL_RED_SIZE, 1,
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EGL_GREEN_SIZE, 1,
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EGL_BLUE_SIZE, 1,
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EGL_NONE
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};
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eglChooseConfig(s_display, framebufferAttributeList, &config, 1, &numConfigs);
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if (numConfigs == 0)
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{
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TRACE("No config found! error: %d", eglGetError());
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goto _fail1;
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}
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// Create an EGL window surface
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s_surface = eglCreateWindowSurface(s_display, config, (char*)"", nullptr);
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if (!s_surface)
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{
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TRACE("Surface creation failed! error: %d", eglGetError());
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goto _fail1;
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}
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// Create an EGL rendering context
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static const EGLint contextAttributeList[] =
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{
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EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR, EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR,
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EGL_CONTEXT_MAJOR_VERSION_KHR, 4,
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EGL_CONTEXT_MINOR_VERSION_KHR, 3,
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EGL_NONE
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};
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s_context = eglCreateContext(s_display, config, EGL_NO_CONTEXT, contextAttributeList);
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if (!s_context)
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{
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TRACE("Context creation failed! error: %d", eglGetError());
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goto _fail2;
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}
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// Connect the context to the surface
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eglMakeCurrent(s_display, s_surface, s_surface, s_context);
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return true;
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_fail2:
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eglDestroySurface(s_display, s_surface);
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s_surface = nullptr;
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_fail1:
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eglTerminate(s_display);
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s_display = nullptr;
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_fail0:
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return false;
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}
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void GpuConsole::deinitEgl()
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{
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if (s_display)
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{
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eglMakeCurrent(s_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
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if (s_context)
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{
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eglDestroyContext(s_display, s_context);
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s_context = nullptr;
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}
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if (s_surface)
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{
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eglDestroySurface(s_display, s_surface);
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s_surface = nullptr;
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}
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eglTerminate(s_display);
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s_display = nullptr;
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}
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}
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extern "C" ConsoleRenderer* getDefaultConsoleRenderer(void)
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{
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static GpuConsole s_gpuConsole;
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return &s_gpuConsole;
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}
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