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