mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-17 04:12:34 +03:00
101 lines
2.6 KiB
C
101 lines
2.6 KiB
C
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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 "render.h"
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#include <kos32sys.h>
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void render_swap_and_blit(struct render *render)
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{
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char proc_info[1024];
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EGLContext context;
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EGLSurface draw, read;
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int winx, winy;
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float dst_xscale, dst_yscale;
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float *vertices = render->vertices;
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float *texcoords = render->texcoords;
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int r, b;
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if(render == NULL)
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return;
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get_proc_info(proc_info);
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winx = *(uint32_t*)(proc_info+34);
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winy = *(uint32_t*)(proc_info+38);
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context = eglGetCurrentContext();
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draw = eglGetCurrentSurface(EGL_DRAW);
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read = eglGetCurrentSurface(EGL_READ);
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eglSwapBuffers(render->dpy,draw);
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if (!eglMakeCurrent(render->dpy, EGL_NO_SURFACE, EGL_NO_SURFACE, render->context))
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{
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printf("failed to make window current");
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goto err1;
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};
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glUseProgram(render->blit_prog);
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glUniform1i(render->sampler, 0);
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glVertexAttribPointer(0, 2, GL_FLOAT,GL_FALSE, 2 * sizeof(float),render->vertices);
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glEnableVertexAttribArray(0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, render->tx_buffers[render->back_buffer]);
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glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,
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GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float),render->texcoords);
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glEnableVertexAttribArray(1);
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dst_xscale = 1.0/render->scr_width;
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dst_yscale = 1.0/render->scr_height;
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r = winx + render->dx + render->width;
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b = winy + render->dy + render->height;
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float t0, t1, t2, t5;
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vertices[0] = t0 = 2*(winx+render->dx)*dst_xscale - 1.0;
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vertices[1 * 2] = t2 = 2*r*dst_xscale - 1.0;
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vertices[2 * 2] = t2;
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vertices[3 * 2] = t0;
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vertices[1] = t1 = 2*(winy+render->dy)*dst_yscale - 1.0;
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vertices[2*2+1] = t5 = 2*b*dst_yscale - 1.0;
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vertices[1*2+1] = t1;
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vertices[3*2+1] = t5;
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texcoords[0] = 0.0;
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texcoords[1] = 0.0;
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texcoords[1*2] = 1.0;
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texcoords[1*2+1]= 0.0;
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texcoords[2*2] = 1.0;
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texcoords[2*2+1]= 1.0;
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texcoords[3*2] = 0.0;
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texcoords[3*2+1]= 1.0;
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glDisable(GL_TEXTURE_2D);
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glUseProgram(0);
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render->back_buffer++;
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render->back_buffer&=1;
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err1:
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eglMakeCurrent(render->dpy, draw, read, context);
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}
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