preliminary, shitty, code for drawing the main window with OpenGL

This commit is contained in:
Arisotura
2019-05-16 00:30:55 +02:00
parent 256b8cb69c
commit f2725791d8
7 changed files with 392 additions and 6 deletions

View File

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/*
Copyright 2016-2019 Arisotura
This file is part of melonDS.
melonDS is free software: you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free
Software Foundation, either version 3 of the License, or (at your option)
any later version.
melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with melonDS. If not, see http://www.gnu.org/licenses/.
*/
#ifndef MAIN_SHADERS_H
#define MAIN_SHADERS_H
const char* kScreenVS = R"(#version 420
layout(std140, binding=0) uniform uConfig
{
vec2 uScreenSize;
uint uFilterMode;
};
layout(location=0) in vec2 vPosition;
layout(location=1) in vec2 vTexcoord;
smooth out vec2 fTexcoord;
void main()
{
vec4 fpos;
fpos.xy = ((vPosition.xy * 2.0) / uScreenSize) - 1.0;
fpos.y *= -1;
fpos.z = 0.0;
fpos.w = 1.0;
gl_Position = fpos;
fTexcoord = vTexcoord;
}
)";
const char* kScreenFS = R"(#version 420
layout(std140, binding=0) uniform uConfig
{
vec2 uScreenSize;
uint uFilterMode;
};
layout(binding=0) uniform usampler2D ScreenTex;
smooth in vec2 fTexcoord;
layout(location=0) out vec4 oColor;
void main()
{
uvec4 pixel = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
// TODO: filters
oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
}
)";
#endif // MAIN_SHADERS_H