mirror of https://github.com/snes9xgit/snes9x.git
94 lines
2.2 KiB
C++
94 lines
2.2 KiB
C++
#ifndef CGGLCG_H
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#define CGGLCG_H
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#include <windows.h>
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#include <gl/gl.h>
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#include "glext.h"
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#include "cgFunctions.h"
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#include "CCGShader.h"
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#include <vector>
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typedef struct _xySize {
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double x;
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double y;
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} xySize;
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class CGLCG
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{
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private:
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typedef struct _STGA {
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_STGA() {data = (unsigned char*)0;
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width = 0;
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height = 0;
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byteCount = 0;}
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~_STGA() { delete[] data; data = 0; }
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void destroy() { delete[] data; data = 0; }
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int width;
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int height;
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unsigned char byteCount;
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unsigned char* data;
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} STGA;
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typedef struct _shaderPass {
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cgScaleParams scaleParams;
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bool linearFilter;
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CGprogram cgVertexProgram, cgFragmentProgram;
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GLuint tex;
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GLuint fbo;
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xySize outputSize;
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xySize textureSize;
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GLfloat texcoords[8];
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_shaderPass() {cgVertexProgram=NULL;
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cgFragmentProgram=NULL;
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fbo=NULL;
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tex=NULL;}
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} shaderPass;
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typedef struct _lookupTexture {
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char id[PATH_MAX];
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GLuint tex;
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_lookupTexture() {tex=NULL;}
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} lookupTexture;
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typedef std::vector<shaderPass> glPassVector;
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typedef std::vector<lookupTexture> glLutVector;
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glPassVector shaderPasses;
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glLutVector lookupTextures;
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bool fboFunctionsLoaded;
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bool shaderLoaded;
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bool LoadFBOFunctions();
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void checkForCgError(const char *situation);
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void setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdown=false);
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void setShaderVars(int pass);
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bool loadPngImage(const TCHAR *name, int &outWidth, int &outHeight, bool &outHasAlpha, GLubyte **outData);
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bool loadTGA(const TCHAR *filename, STGA& tgaFile);
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CGcontext cgContext;
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int frameCnt;
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static const GLfloat lut_coords[8];
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GLuint prevTex;
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xySize prevTexSize;
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xySize prevTexImageSize;
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GLfloat prevTexCoords[8];
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PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
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PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
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PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
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PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D;
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PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
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PFNGLACTIVETEXTUREPROC glClientActiveTexture;
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public:
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CGLCG(CGcontext cgContext);
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~CGLCG(void);
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bool LoadShader(const TCHAR *shaderFile);
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void Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize);
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void ClearPasses();
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};
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#endif
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