/*****************************************************************************\ Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. This file is licensed under the Snes9x License. For further information, consult the LICENSE file in the root directory. \*****************************************************************************/ #ifndef COPENGL_H #define COPENGL_H #include #include "gl_core_3_1.h" #include "cgFunctions.h" #include "CGLCG.h" #include "../shaders/glsl.h" #include "wglext.h" #include "IS9xDisplayOutput.h" enum current_ogl_shader_type { OGL_SHADER_NONE, OGL_SHADER_GLSL, OGL_SHADER_CG, OGL_SHADER_GLSL_OLD}; class COpenGL : public IS9xDisplayOutput { private: HDC hDC; HGLRC hRC; HWND hWnd; GLuint drawTexture; GLuint drawBuffer; GLfloat vertices[8]; GLfloat texcoords[8]; unsigned char * noPboBuffer; TCHAR currentShaderFile[MAX_PATH]; int frameCount; bool initDone; bool fullscreen; unsigned int outTextureWidth; unsigned int outTextureHeight; unsigned int afterRenderWidth, afterRenderHeight; bool shaderFunctionsLoaded; bool pboFunctionsLoaded; CGcontext cgContext; CGprogram cgVertexProgram, cgFragmentProgram; current_ogl_shader_type shader_type; bool cgAvailable; CGLCG *cgShader; GLSLShader *glslShader; GLuint shaderProgram; GLuint vertexShader; GLuint fragmentShader; PFNWGLSWAPINTERVALEXTPROC wglSwapIntervalEXT; bool SetShaders(const TCHAR *file); void checkForCgError(const char *situation); bool SetShadersCG(const TCHAR *file); bool SetShadersGLSL(const TCHAR *glslFileName); bool SetShadersGLSL_OLD(const TCHAR *glslFileName); bool LoadShaderFunctions(); bool LoadPBOFunctions(); void CreateDrawSurface(unsigned int width, unsigned int height); void DestroyDrawSurface(void); bool ChangeDrawSurfaceSize(unsigned int width, unsigned int height); void SetupVertices(); bool ShaderAvailable(); bool NPOTAvailable(); public: COpenGL(); ~COpenGL(); bool Initialize(HWND hWnd); void DeInitialize(); void Render(SSurface Src); bool ChangeRenderSize(unsigned int newWidth, unsigned int newHeight); bool ApplyDisplayChanges(void); bool SetFullscreen(bool fullscreen); void SetSnes9xColorFormat(void); void EnumModes(std::vector *modeVector); GLSLShader *GetActiveShader() { return glslShader; } }; #endif