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#include "GLSnow.hh" |
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|
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#include "Display.hh" |
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#include "GLContext.hh" |
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#include "gl_mat.hh" |
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#include "gl_vec.hh" |
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|
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#include "random.hh" |
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|
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#include <algorithm> |
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|
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using namespace gl; |
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|
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namespace openmsx { |
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|
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GLSnow::GLSnow(Display& display_) |
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: Layer(Coverage::FULL, ZIndex::BACKGROUND) |
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, display(display_) |
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, noiseTexture(true, true) |
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{ |
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|
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auto& generator = global_urng(); |
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std::uniform_int_distribution distribution(0, 255); |
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std::array<uint8_t, 128 * 128> buf; |
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std::ranges::generate(buf, [&] { return distribution(generator); }); |
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#if OPENGL_VERSION < OPENGL_3_3 |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, 128, 128, 0, |
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GL_LUMINANCE, GL_UNSIGNED_BYTE, buf.data()); |
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#else |
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|
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 128, 128, 0, |
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GL_RED, GL_UNSIGNED_BYTE, buf.data()); |
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GLint swizzleMask[] = {GL_RED, GL_RED, GL_RED, GL_ONE}; |
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask); |
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#endif |
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|
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static constexpr std::array pos = { |
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std::array{vec2{-1, -1}, vec2{ 1, -1}, vec2{ 1, 1}, vec2{-1, 1}}, |
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std::array{vec2{-1, 1}, vec2{ 1, 1}, vec2{ 1, -1}, vec2{-1, -1}}, |
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std::array{vec2{-1, 1}, vec2{-1, -1}, vec2{ 1, -1}, vec2{ 1, 1}}, |
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std::array{vec2{ 1, 1}, vec2{ 1, -1}, vec2{-1, -1}, vec2{-1, 1}}, |
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std::array{vec2{ 1, 1}, vec2{-1, 1}, vec2{-1, -1}, vec2{ 1, -1}}, |
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std::array{vec2{ 1, -1}, vec2{-1, -1}, vec2{-1, 1}, vec2{ 1, 1}}, |
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std::array{vec2{ 1, -1}, vec2{ 1, 1}, vec2{-1, 1}, vec2{-1, -1}}, |
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std::array{vec2{-1, -1}, vec2{-1, 1}, vec2{ 1, 1}, vec2{ 1, -1}}, |
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}; |
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0].get()); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(pos), pos.data(), GL_STATIC_DRAW); |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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} |
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|
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void GLSnow::paint(OutputSurface& ) |
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{ |
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|
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|
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static unsigned cnt = 0; |
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cnt = (cnt + 1) % 8; |
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|
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vec2 offset(random_float(0.0f, 1.0f), random_float(0.0f, 1.0f)); |
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const std::array tex = { |
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offset + vec2(0.0f, 2.0f), |
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offset + vec2(2.0f, 2.0f), |
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offset + vec2(2.0f, 0.0f), |
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offset + vec2(0.0f, 0.0f), |
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}; |
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|
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const auto& glContext = *gl::context; |
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glContext.progTex.activate(); |
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glUniform4f(glContext.unifTexColor, 1.0f, 1.0f, 1.0f, 1.0f); |
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mat4 I; |
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glUniformMatrix4fv(glContext.unifTexMvp, 1, GL_FALSE, I.data()); |
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|
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glBindBuffer(GL_ARRAY_BUFFER, vbo[0].get()); |
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const vec2* base = nullptr; |
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glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, base + 4 * cnt); |
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glEnableVertexAttribArray(0); |
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|
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glBindBuffer(GL_ARRAY_BUFFER, vbo[1].get()); |
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glBufferData(GL_ARRAY_BUFFER, sizeof(tex), tex.data(), GL_STREAM_DRAW); |
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, nullptr); |
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glEnableVertexAttribArray(1); |
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|
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noiseTexture.bind(); |
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4); |
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glDisableVertexAttribArray(1); |
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glDisableVertexAttribArray(0); |
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glBindBuffer(GL_ARRAY_BUFFER, 0); |
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|
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display.repaintDelayed(100 * 1000); |
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} |
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|
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} |