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Diffstat (limited to 'src/renderer.cpp')
-rw-r--r--src/renderer.cpp57
1 files changed, 53 insertions, 4 deletions
diff --git a/src/renderer.cpp b/src/renderer.cpp index e74c6a4..ca356f3 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -345,6 +345,36 @@ Texture* loadTextureFromBMP(char* filename)
345 return tex; 345 return tex;
346} 346}
347 347
348void saveTextureToBMP(Texture* tex, char* filename)
349{
350 if (!rendererInitialized)
351 {
352 fprintf(stderr, "Renderer not initialized\n");
353 exit(-1);
354 }
355
356 int size = 54 + 3*tex->width*tex->height;
357
358 char* buf = (char*) calloc(size, sizeof(char));
359 buf[0x00] = 'B';
360 buf[0x01] = 'M';
361 *(int*)&(buf[0x0A]) = 54;
362 *(int*)&(buf[0x12]) = tex->width;
363 *(int*)&(buf[0x16]) = tex->height;
364 *(int*)&(buf[0x1C]) = 24;
365 *(int*)&(buf[0x1E]) = 0;
366 *(int*)&(buf[0x22]) = size;
367
368 glBindTexture(GL_TEXTURE_2D, tex->texID);
369 glGetTexImage(GL_TEXTURE_2D, 0, GL_BGR, GL_UNSIGNED_BYTE, buf + 54);
370
371 FILE* f = fopen(filename, "wb");
372 fwrite(buf, sizeof(char), size, f);
373 fclose(f);
374
375 free(buf);
376}
377
348void fillTexture(Texture* tex, Rectangle* dstrect, int r, int g, int b) 378void fillTexture(Texture* tex, Rectangle* dstrect, int r, int g, int b)
349{ 379{
350 if (!rendererInitialized) 380 if (!rendererInitialized)
@@ -478,15 +508,17 @@ void renderScreen(Texture* tex)
478 exit(-1); 508 exit(-1);
479 } 509 }
480 510
481 // Set up framebuffer 511 // First we're going to composite our frame with the previous frame
512 // We start by setting up the framebuffer
482 glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); 513 glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName);
483 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexBufs[curBuf], 0); 514 glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, renderedTexBufs[curBuf], 0);
484 515
485 // Set up renderer 516 // Set up the shaer
486 glViewport(0,0,GAME_WIDTH,GAME_HEIGHT); 517 glViewport(0,0,GAME_WIDTH,GAME_HEIGHT);
487 glClear(GL_COLOR_BUFFER_BIT); 518 glClear(GL_COLOR_BUFFER_BIT);
488 glUseProgram(ntscShader); 519 glUseProgram(ntscShader);
489 520
521 // Use the current frame texture, nearest neighbor and clamped to edge
490 glActiveTexture(GL_TEXTURE0); 522 glActiveTexture(GL_TEXTURE0);
491 glBindTexture(GL_TEXTURE_2D, tex->texID); 523 glBindTexture(GL_TEXTURE_2D, tex->texID);
492 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 524 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -495,6 +527,7 @@ void renderScreen(Texture* tex)
495 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 527 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
496 glUniform1i(glGetUniformLocation(ntscShader, "curFrameSampler"), 0); 528 glUniform1i(glGetUniformLocation(ntscShader, "curFrameSampler"), 0);
497 529
530 // Use the previous frame composite texture, nearest neighbor and clamped to edge
498 glActiveTexture(GL_TEXTURE1); 531 glActiveTexture(GL_TEXTURE1);
499 glBindTexture(GL_TEXTURE_2D, renderedTexBufs[(curBuf + 1) % 2]); 532 glBindTexture(GL_TEXTURE_2D, renderedTexBufs[(curBuf + 1) % 2]);
500 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); 533 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
@@ -503,12 +536,13 @@ void renderScreen(Texture* tex)
503 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); 536 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
504 glUniform1i(glGetUniformLocation(ntscShader, "prevFrameSampler"), 1); 537 glUniform1i(glGetUniformLocation(ntscShader, "prevFrameSampler"), 1);
505 538
539 // Load the NTSC artifact texture
506 glActiveTexture(GL_TEXTURE2); 540 glActiveTexture(GL_TEXTURE2);
507 glBindTexture(GL_TEXTURE_2D, artifactsTex); 541 glBindTexture(GL_TEXTURE_2D, artifactsTex);
508 glUniform1i(glGetUniformLocation(ntscShader, "NTSCArtifactSampler"), 2); 542 glUniform1i(glGetUniformLocation(ntscShader, "NTSCArtifactSampler"), 2);
509
510 glUniform1f(glGetUniformLocation(ntscShader, "NTSCLerp"), curBuf * 1.0); 543 glUniform1f(glGetUniformLocation(ntscShader, "NTSCLerp"), curBuf * 1.0);
511 544
545 // Load the vertices of a flat surface
512 GLfloat g_quad_vertex_buffer_data[] = { 546 GLfloat g_quad_vertex_buffer_data[] = {
513 -1.0f, -1.0f, 0.0f, 547 -1.0f, -1.0f, 0.0f,
514 1.0f, -1.0f, 0.0f, 548 1.0f, -1.0f, 0.0f,
@@ -523,11 +557,13 @@ void renderScreen(Texture* tex)
523 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); 557 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
524 glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW); 558 glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
525 559
560 // Render our composition
526 glEnableVertexAttribArray(0); 561 glEnableVertexAttribArray(0);
527 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); 562 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
528 glDrawArrays(GL_TRIANGLES, 0, 6); 563 glDrawArrays(GL_TRIANGLES, 0, 6);
529 glDisableVertexAttribArray(0); 564 glDisableVertexAttribArray(0);
530 565
566 // Load the normal vertices of a flat surface
531 GLfloat g_norms_data[] = { 567 GLfloat g_norms_data[] = {
532 0.0f, 0.0f, 1.0f, 568 0.0f, 0.0f, 1.0f,
533 0.0f, 0.0f, 1.0f, 569 0.0f, 0.0f, 1.0f,
@@ -542,10 +578,13 @@ void renderScreen(Texture* tex)
542 glBindBuffer(GL_ARRAY_BUFFER, g_norms); 578 glBindBuffer(GL_ARRAY_BUFFER, g_norms);
543 glBufferData(GL_ARRAY_BUFFER, sizeof(g_norms_data), g_norms_data, GL_STATIC_DRAW); 579 glBufferData(GL_ARRAY_BUFFER, sizeof(g_norms_data), g_norms_data, GL_STATIC_DRAW);
544 580
581 // We're going to output to the window now
545 glBindFramebuffer(GL_FRAMEBUFFER, 0); 582 glBindFramebuffer(GL_FRAMEBUFFER, 0);
546 glViewport(0,0,1024,768); 583 glViewport(0,0,1024,768);
547 glClear(GL_COLOR_BUFFER_BIT); 584 glClear(GL_COLOR_BUFFER_BIT);
548 glUseProgram(finalShader); 585 glUseProgram(finalShader);
586
587 // Use the composited frame texture, linearly filtered and filling in black for the border
549 glActiveTexture(GL_TEXTURE0); 588 glActiveTexture(GL_TEXTURE0);
550 glBindTexture(GL_TEXTURE_2D, renderedTexBufs[curBuf]); 589 glBindTexture(GL_TEXTURE_2D, renderedTexBufs[curBuf]);
551 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 590 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -557,10 +596,20 @@ void renderScreen(Texture* tex)
557 glGenerateMipmap(GL_TEXTURE_2D); 596 glGenerateMipmap(GL_TEXTURE_2D);
558 glUniform1i(glGetUniformLocation(finalShader, "rendertex"), 0); 597 glUniform1i(glGetUniformLocation(finalShader, "rendertex"), 0);
559 598
599 // Use the scanlines texture
560 glActiveTexture(GL_TEXTURE1); 600 glActiveTexture(GL_TEXTURE1);
561 glBindTexture(GL_TEXTURE_2D, scanlinesTex); 601 glBindTexture(GL_TEXTURE_2D, scanlinesTex);
562 glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1); 602 glUniform1i(glGetUniformLocation(finalShader, "scanlinestex"), 1);
563 603
604 // Initialize the MVP matrices
605 mat4 p_matrix = perspective(90.0f, 4.0f / 4.0f, 0.1f, 100.0f);
606 mat4 v_matrix = lookAt(vec3(0,0,1), vec3(0,0,0), vec3(0,1,0));
607 mat4 m_matrix = mat4(1.0f);
608 mat4 mvp_matrix = p_matrix * v_matrix * m_matrix;
609
610 glUniformMatrix4fv(glGetUniformLocation(finalShader, "MVP"), 1, GL_FALSE, &mvp_matrix[0][0]);
611 glUniformMatrix4fv(glGetUniformLocation(finalShader, "worldMat"), 1, GL_FALSE, &m_matrix[0][0]);
612
564 glEnableVertexAttribArray(0); 613 glEnableVertexAttribArray(0);
565 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer); 614 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
566 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); 615 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);