fceux/attic/pc/sdl-opengl.c

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#define GL_GLEXT_LEGACY
#ifdef APPLEOPENGL
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <OpenGL/glext.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glext.h>
#endif
#include <string.h>
#include <stdlib.h>
#include "sdl.h"
#include "sdl-opengl.h"
#include "../common/vidblit.h"
#ifndef APIENTRY
#define APIENTRY
#endif
static GLuint textures[2]={0,0}; // Normal image, scanline overlay.
static int left,right,top,bottom; // right and bottom are not inclusive.
static int scanlines;
static void *HiBuffer;
void APIENTRY (*p_glBindTexture)(GLenum target,GLuint texture);
void APIENTRY (*p_glColorTableEXT)(GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
void APIENTRY (*p_glTexImage2D)( GLenum target, GLint level,
GLint internalFormat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type,
const GLvoid *pixels );
void APIENTRY (*p_glBegin)(GLenum mode);
void APIENTRY (*p_glVertex2f)(GLfloat x, GLfloat y);
void APIENTRY (*p_glTexCoord2f)(GLfloat s, GLfloat t);
void APIENTRY (*p_glEnd)(void);
void APIENTRY (*p_glEnable)(GLenum cap);
void APIENTRY (*p_glBlendFunc)(GLenum sfactor, GLenum dfactor);
const GLubyte* APIENTRY (*p_glGetString)(GLenum name);
void APIENTRY (*p_glViewport)(GLint x, GLint y,GLsizei width, GLsizei height);
void APIENTRY (*p_glGenTextures)(GLsizei n, GLuint *textures);
void APIENTRY (*p_glDeleteTextures)(GLsizei n,const GLuint *textures);
void APIENTRY (*p_glTexParameteri)(GLenum target, GLenum pname, GLint param);
void APIENTRY (*p_glClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void APIENTRY (*p_glLoadIdentity)(void);
void APIENTRY (*p_glClear)(GLbitfield mask);
void APIENTRY (*p_glMatrixMode)(GLenum mode);
void APIENTRY (*p_glDisable)(GLenum cap);
void SetOpenGLPalette(uint8 *data)
{
if(!HiBuffer)
{
p_glBindTexture(GL_TEXTURE_2D, textures[0]);
p_glColorTableEXT(GL_TEXTURE_2D,GL_RGB,256,GL_RGBA,GL_UNSIGNED_BYTE,data);
}
else
SetPaletteBlitToHigh((uint8*)data);
}
void BlitOpenGL(uint8 *buf)
{
p_glBindTexture(GL_TEXTURE_2D, textures[0]);
if(HiBuffer)
{
static int xo=0;
xo=(xo+1)&3;
Blit8ToHigh(buf,(uint8*)HiBuffer,256,240,256*4,1,1);
if(!xo)
p_glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA8,256,256, 0, GL_RGBA,GL_UNSIGNED_BYTE,
HiBuffer);
}
else
{
//glPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
p_glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, 256, 256, 0,
GL_COLOR_INDEX,GL_UNSIGNED_BYTE,buf);
}
p_glBegin(GL_QUADS);
p_glTexCoord2f(1.0f*left/256, 1.0f*bottom/256); // Bottom left of our picture.
p_glVertex2f(-1.0f, -1.0f); // Bottom left of target.
p_glTexCoord2f(1.0f*right/256, 1.0f*bottom/256); // Bottom right of our picture.
p_glVertex2f( 1.0f, -1.0f); // Bottom right of target.
p_glTexCoord2f(1.0f*right/256, 1.0f*top/256); // Top right of our picture.
p_glVertex2f( 1.0f, 1.0f); // Top right of target.
p_glTexCoord2f(1.0f*left/256, 1.0f*top/256); // Top left of our picture.
p_glVertex2f(-1.0f, 1.0f); // Top left of target.
p_glEnd();
//glDisable(GL_BLEND);
if(scanlines)
{
p_glEnable(GL_BLEND);
p_glBindTexture(GL_TEXTURE_2D, textures[1]);
p_glBlendFunc(GL_DST_COLOR, GL_SRC_ALPHA);
p_glBegin(GL_QUADS);
p_glTexCoord2f(1.0f*left/256, 1.0f*bottom/256); // Bottom left of our picture.
p_glVertex2f(-1.0f, -1.0f); // Bottom left of target.
p_glTexCoord2f(1.0f*right/256, 1.0f*bottom/256); // Bottom right of our picture.
p_glVertex2f( 1.0f, -1.0f); // Bottom right of target.
p_glTexCoord2f(1.0f*right/256, 1.0f*top/256); // Top right of our picture.
p_glVertex2f( 1.0f, 1.0f); // Top right of target.
p_glTexCoord2f(1.0f*left/256, 1.0f*top/256); // Top left of our picture.
p_glVertex2f(-1.0f, 1.0f); // Top left of target.
p_glEnd();
p_glDisable(GL_BLEND);
}
SDL_GL_SwapBuffers();
}
void KillOpenGL(void)
{
if(textures[0])
p_glDeleteTextures(2, &textures[0]);
textures[0]=0;
if(HiBuffer)
{
free(HiBuffer);
HiBuffer=0;
}
}
/* Rectangle, left, right(not inclusive), top, bottom(not inclusive). */
int InitOpenGL(int l, int r, int t, int b, double xscale,double yscale, int efx, int ipolate,
int stretchx, int stretchy, SDL_Surface *screen)
{
const char *extensions;
#define LFG(x) if(!(p_##x = SDL_GL_GetProcAddress(#x))) return(0);
#define LFGN(x) p_##x = SDL_GL_GetProcAddress(#x)
LFG(glBindTexture);
LFGN(glColorTableEXT);
LFG(glTexImage2D);
LFG(glBegin);
LFG(glVertex2f);
LFG(glTexCoord2f);
LFG(glEnd);
LFG(glEnable);
LFG(glBlendFunc);
LFG(glGetString);
LFG(glViewport);
LFG(glGenTextures);
LFG(glDeleteTextures);
LFG(glTexParameteri);
LFG(glClearColor);
LFG(glLoadIdentity);
LFG(glClear);
LFG(glMatrixMode);
LFG(glDisable);
left=l;
right=r;
top=t;
bottom=b;
HiBuffer=0;
extensions=(const char*)p_glGetString(GL_EXTENSIONS);
if((efx&2) || !extensions || !p_glColorTableEXT || !strstr(extensions,"GL_EXT_paletted_texture"))
{
if(!(efx&2)) // Don't want to print out a warning message in this case...
FCEU_printf("Paletted texture extension not found. Using slower texture format...");
HiBuffer=malloc(4*256*256);
memset(HiBuffer,0x00,4*256*256);
#ifndef LSB_FIRST
InitBlitToHigh(4,0xFF000000,0xFF0000,0xFF00,efx&2,0);
#else
InitBlitToHigh(4,0xFF,0xFF00,0xFF0000,efx&2,0);
#endif
}
{
int rw=(r-l)*xscale;
int rh=(b-t)*yscale;
int sx=(screen->w-rw)/2; // Start x
int sy=(screen->h-rh)/2; // Start y
if(stretchx) { sx=0; rw=screen->w; }
if(stretchy) { sy=0; rh=screen->h; }
p_glViewport(sx, sy, rw, rh);
}
p_glGenTextures(2, &textures[0]);
scanlines=0;
if(efx&1)
{
uint8 *buf;
int x,y;
scanlines=1;
p_glBindTexture(GL_TEXTURE_2D, textures[1]);
p_glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,ipolate?GL_LINEAR:GL_NEAREST);
p_glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,ipolate?GL_LINEAR:GL_NEAREST);
buf=(uint8*)malloc(256*(256*2)*4);
for(y=0;y<(256*2);y++)
for(x=0;x<256;x++)
{
buf[y*256*4+x*4]=0;
buf[y*256*4+x*4+1]=0;
buf[y*256*4+x*4+2]=0;
buf[y*256*4+x*4+3]=(y&1)?0x00:0xFF; //?0xa0:0xFF; // <-- Pretty
//buf[y*256+x]=(y&1)?0x00:0xFF;
}
p_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, (scanlines==2)?256*4:512, 0,
GL_RGBA,GL_UNSIGNED_BYTE,buf);
free(buf);
}
p_glBindTexture(GL_TEXTURE_2D, textures[0]);
p_glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,ipolate?GL_LINEAR:GL_NEAREST);
p_glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,ipolate?GL_LINEAR:GL_NEAREST);
p_glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
p_glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
p_glEnable(GL_TEXTURE_2D);
p_glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Background color to black.
p_glMatrixMode(GL_MODELVIEW);
p_glClear(GL_COLOR_BUFFER_BIT);
p_glLoadIdentity();
return(1);
}