示例#1
0
struct glpal_ctx *pal_init_glsl(GLboolean float_packed_pixels)
{CHECK_GL_ERR;
	printf("Compiling pallet shader:\n");
	GLint prog = 0;
	if(!float_packed_pixels)
		prog = compile_program(vtx_shader, pal_frag_shader);
	else
		prog = compile_program(vtx_shader, pal_frag_mix);

	if(!prog) return NULL;

	glUseProgramObjectARB(prog);
	glUniform1iARB(glGetUniformLocationARB(prog, "src"), 0);
	glUniform1iARB(glGetUniformLocationARB(prog, "pal"), 1);
	glBindAttribLocationARB(prog, 0, "vertex");
	glUseProgramObjectARB(0);
	printf("Pallet shader compiled\n");

	struct priv_ctx *priv = malloc(sizeof(*priv));
	priv->pubctx.render = render;
	priv->pubctx.step = pal_step;
	priv->pubctx.start_switch = start_switch;
	priv->pubctx.changing = changing;
	priv->pal = pal_ctx_new(0);
	priv->prog = prog;
	priv->cnt = 0;

	glGenTextures(2, &priv->tex);
	glBindTexture(GL_TEXTURE_1D, priv->tex[0]);
	glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, pal_ctx_get_active(priv->pal));
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glBindTexture(GL_TEXTURE_1D, 0);

	glBindTexture(GL_TEXTURE_1D, priv->tex[1]);
	glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_BGRA, GL_UNSIGNED_BYTE, pal_ctx_get_active(priv->pal));
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glBindTexture(GL_TEXTURE_1D, 0);

	CHECK_GL_ERR;
	return (struct glpal_ctx *)priv;
}
示例#2
0
int main(int argc, char **argv)
{
	optproc(argc, argv, &opts); if(audio_init(&opts) < 0) exit(1);
	SDL_Surface *screen = sdl_setup(&opts, IM_SIZE);
	im_w = screen->w - screen->w%16; im_h = screen->h - screen->h%16;
	printf("running with %dx%d bufs\n", im_w, im_h);

	if(strcmp(opts.map_name, "rational") == 0) {
		map_func = soft_map_rational_interp;
		if(opts.quality >= 1)  map_func = soft_map_rational;
	}
	else if(strcmp(opts.map_name, "butterfly") == 0) {
//		map_func = soft_map_butterfly_interp;
//		if(opts.quality >= 1)
			map_func = soft_map_butterfly;
	}
	else if(opts.quality >= 1)  map_func = soft_map;

	maxsrc = maxsrc_new(im_w, im_h);
	struct pal_ctx *pal_ctx = pal_ctx_new(screen->format->BitsPerPixel == 8);

	uint16_t *map_surf[3];
	void *map_surf_mem = aligned_alloc(64, 3 * im_w * im_h * sizeof(uint16_t));
	for(int i=0; i<3; i++)
		map_surf[i] = map_surf_mem + i * im_w * im_h * sizeof(uint16_t);
	memset(map_surf_mem, 0, 3 * im_w * im_h * sizeof(uint16_t));

	tribuf *map_tb = tribuf_new((void **)map_surf, 1);

	int beats = 0;
	int frmcnt = 0;
	int lastdrawn=0;

	SDL_Thread *map_thread = SDL_CreateThread((void *)&run_map_thread, map_tb);
	SDL_Delay(100);

	uint32_t frametimes[FPS_HIST_LEN]; for(int i=1; i<FPS_HIST_LEN; i++) frametimes[i] = 0;
	uint32_t totframetime = frametimes[0] = MIN(1000/opts.draw_rate, 1);

	Uint32 tick0 = SDL_GetTicks();
	Uint32 lastpalstep, lastupdate, fps_oldtime; fps_oldtime = lastpalstep = lastupdate = tick0;
	SDL_Event event;
	while(SDL_PollEvent(&event) >= 0)
	{
		if(event.type == SDL_QUIT || (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_ESCAPE)) {
			break;
		} else if(tribuf_check_fresh(map_tb)) {
			Uint32 now = SDL_GetTicks();
			if(now - lastpalstep >= 2048/256) { // want pallet switch to take ~2 seconds
				pal_ctx_step(pal_ctx, IMIN((now - lastpalstep)*256/2048, 64));
				lastpalstep = now;
			}

			pallet_blit_SDL(screen, tribuf_get_read(map_tb), im_w, im_h, pal_ctx_get_active(pal_ctx));
			tribuf_finish_read(map_tb);

			char buf[64];
			sprintf(buf,"%6.1f FPS %6.1f UPS %6.1f", map_fps, FPS_HIST_LEN*1000.0f/totframetime, maxfrms*1000.0f/(now-tick0));
			DrawText(screen, buf);
			SDL_Flip(screen);

			int newbeat = beat_get_count();
			if(newbeat != beats) pal_ctx_start_switch(pal_ctx, newbeat);
			beats = newbeat;

			now = SDL_GetTicks();
			int delay =  (tick0 + frmcnt*1000/opts.draw_rate) - now;
			if(delay > 0) SDL_Delay(delay);

			totframetime -= frametimes[frmcnt%FPS_HIST_LEN];
			totframetime += (frametimes[frmcnt%FPS_HIST_LEN] = now - fps_oldtime);
			fps_oldtime = now;
			frmcnt++;
		} else {
			SDL_Delay(1000/opts.draw_rate/2); // wait half a frame and hope we get a new buffer
		}
	}
	running = 0;

	int status;
	SDL_WaitThread(map_thread, &status);
	aligned_free(map_surf_mem);
	audio_shutdown();
	SDL_Quit();
    return 0;
}