mirror of https://github.com/stella-emu/stella.git
Some further optimizations to the SDL OpenGL port. I've reduced maximum
CPU usage from 14% to approx. 10%. While that may not seem like much, it's actually a 28% improvement. The only way for it to get much better is to switch to paletted OpenGL textures, but since they aren't supported in all versions of OpenGL, I may not even bother. For reference, the software SDL port uses a maximum of 5% CPU. I don't see the OpenGL port ever getting that low. git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@216 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferGL.cxx,v 1.5 2003-11-18 15:04:17 stephena Exp $
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// $Id: FrameBufferGL.cxx,v 1.6 2003-11-22 20:13:11 stephena Exp $
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//============================================================================
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#include <SDL.h>
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@ -77,22 +77,16 @@ bool FrameBufferGL::createScreen()
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// - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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void FrameBufferGL::setupPalette(float shade)
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{
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// FIXME - OpenGL should be able to shade the texture itself
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const uInt32* gamePalette = myMediaSource->palette();
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for(uInt32 i = 0; i < 256; ++i)
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{
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Uint8 r, g, b, a;
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Uint8 r, g, b;
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r = (Uint8) (((gamePalette[i] & 0x00ff0000) >> 16) * shade);
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g = (Uint8) (((gamePalette[i] & 0x0000ff00) >> 8) * shade);
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b = (Uint8) ((gamePalette[i] & 0x000000ff) * shade);
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a = 0xff;
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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myPalette[i] = (a << 24) | (b << 16) | (g << 8) | r;
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#else
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myPalette[i] = (r << 24) | (g << 16) | (b << 8) | a;
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#endif
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myPalette[i] = SDL_MapRGB(myTexture->format, r, g, b);
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}
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theRedrawEntireFrameIndicator = true;
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@ -142,52 +136,84 @@ bool FrameBufferGL::init()
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SDL_WM_SetCaption(name.str().c_str(), "stella");
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// Set up the OpenGL attributes
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int rgb_size[3];
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int bpp = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
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switch(bpp)
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myDepth = SDL_GetVideoInfo()->vfmt->BitsPerPixel;
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switch(myDepth)
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{
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case 8:
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rgb_size[0] = 3;
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rgb_size[1] = 3;
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rgb_size[2] = 2;
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myRGB[0] = 3;
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myRGB[1] = 3;
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myRGB[2] = 2;
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myRGB[3] = 0;
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break;
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case 15:
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case 16:
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rgb_size[0] = 5;
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rgb_size[1] = 5;
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rgb_size[2] = 5;
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myRGB[0] = 5;
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myRGB[1] = 5;
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myRGB[2] = 5;
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myRGB[3] = 0;
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break;
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default:
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rgb_size[0] = 8;
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rgb_size[1] = 8;
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rgb_size[2] = 8;
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case 16:
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myRGB[0] = 5;
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myRGB[1] = 6;
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myRGB[2] = 5;
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myRGB[3] = 0;
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break;
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case 24:
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myRGB[0] = 8;
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myRGB[1] = 8;
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myRGB[2] = 8;
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myRGB[3] = 0;
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break;
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case 32:
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myRGB[0] = 8;
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myRGB[1] = 8;
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myRGB[2] = 8;
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myRGB[3] = 8;
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break;
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default: // This should never happen
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break;
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}
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, rgb_size[0] );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, rgb_size[1] );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, rgb_size[2] );
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SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, bpp );
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SDL_GL_SetAttribute( SDL_GL_RED_SIZE, myRGB[0] );
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SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, myRGB[1] );
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SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, myRGB[2] );
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SDL_GL_SetAttribute( SDL_GL_ALPHA_SIZE, myRGB[3] );
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SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
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// Create the screen
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if(!createScreen())
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return false;
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// Now check to see what color components were actually created
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SDL_GL_GetAttribute( SDL_GL_RED_SIZE, (int*)&myRGB[0] );
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SDL_GL_GetAttribute( SDL_GL_GREEN_SIZE, (int*)&myRGB[1] );
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SDL_GL_GetAttribute( SDL_GL_BLUE_SIZE, (int*)&myRGB[2] );
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SDL_GL_GetAttribute( SDL_GL_ALPHA_SIZE, (int*)&myRGB[3] );
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// Create the texture surface and texture fonts
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createTextures();
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// Set up the palette *after* we know the color components
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// and the textures
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setupPalette(1.0);
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// Show some OpenGL info
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if(myConsole->settings().getBool("showinfo"))
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{
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ostringstream colormode;
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colormode << "Color : " << myDepth << " bit, " << myRGB[0] << "-"
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<< myRGB[1] << "-" << myRGB[2] << "-" << myRGB[3];
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cout << endl
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<< "Vendor : " << glGetString(GL_VENDOR) << endl
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<< "Renderer: " << glGetString(GL_RENDERER) << endl
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<< "Version : " << glGetString(GL_VERSION) << endl;
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<< "Version : " << glGetString(GL_VERSION) << endl
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<< colormode.str() << endl;
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}
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// Create the texture surface and texture fonts
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createTextures();
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// Make sure that theUseFullScreenFlag sets up fullscreen mode correctly
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theGrabMouseIndicator = myConsole->settings().getBool("grabmouse");
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theHideCursorIndicator = myConsole->settings().getBool("hidecursor");
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@ -209,8 +235,8 @@ bool FrameBufferGL::init()
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// Set up global GL stuff
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glEnable(GL_LINE_SMOOTH);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_TEXTURE_2D);
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@ -223,9 +249,9 @@ void FrameBufferGL::drawMediaSource()
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// Copy the mediasource framebuffer to the RGB texture
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uInt8* currentFrame = myMediaSource->currentFrameBuffer();
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uInt8* previousFrame = myMediaSource->previousFrameBuffer();
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uInt32 width = myMediaSource->width();
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uInt32 height = myMediaSource->height();
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uInt32* buffer = (uInt32*) myTexture->pixels;
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uInt32 width = myMediaSource->width();
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uInt32 height = myMediaSource->height();
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uInt16* buffer = (uInt16*) myTexture->pixels;
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register uInt32 y;
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for(y = 0; y < height; ++y )
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if(v == previousFrame[bufofs] && !theRedrawEntireFrameIndicator)
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continue;
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// x << 1 is times 2 ( doubling width ) WIDTH_FACTOR
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// x << 1 is times 2 ( doubling width )
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const uInt32 pos = screenofsY + (x << 1);
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buffer[pos] = buffer[pos+1] = myPalette[v];
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buffer[pos] = buffer[pos+1] = (uInt16) myPalette[v];
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}
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}
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@ -251,7 +277,7 @@ void FrameBufferGL::drawMediaSource()
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// and antialiasing
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glBindTexture(GL_TEXTURE_2D, myTextureID);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, myTexture->w, myTexture->h,
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GL_RGBA, GL_UNSIGNED_BYTE, myTexture->pixels);
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, myTexture->pixels);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glColor3f(0.0, 0.0, 0.0);
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void FrameBufferGL::drawBoundedBox(uInt32 x, uInt32 y, uInt32 w, uInt32 h)
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{
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// First draw the box in the background, alpha-blended
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glEnable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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glColor4f(0.0, 0.0, 0.0, 0.7);
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glRecti(x, y, x+w, y+h);
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// Now draw the outer edges
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glDisable(GL_BLEND);
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glColor3f(0.8, 0.8, 0.8);
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glColor4f(0.8, 0.8, 0.8, 1.0);
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glBegin(GL_LINE_LOOP);
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glVertex2i(x, y ); // Top Left
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glVertex2i(x+w, y ); // Top Right
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return;
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glBindTexture(GL_TEXTURE_2D, myFontTextureID[c]);
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glEnable(GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
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glBegin(GL_QUADS);
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glTexCoord2f(0, 0); glVertex2i(x, y );
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glTexCoord2f(1, 0); glVertex2i(x+8, y );
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myTexCoord[2] = (GLfloat) myWidth / w;
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myTexCoord[3] = (GLfloat) myHeight / h;
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myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32,
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
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#else
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0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
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#endif
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myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 16,
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0x0000F800, 0x000007E0, 0x0000001F, 0x00000000);
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if(myTexture == NULL)
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return false;
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@ -365,7 +384,7 @@ bool FrameBufferGL::createTextures()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, param);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, param);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
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myTexture->pixels);
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// Now create the font textures. There are 256 fonts of 8x8 pixels.
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@ -13,7 +13,7 @@
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferGL.hxx,v 1.4 2003-11-17 17:43:39 stephena Exp $
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// $Id: FrameBufferGL.hxx,v 1.5 2003-11-22 20:13:11 stephena Exp $
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//============================================================================
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#ifndef FRAMEBUFFER_GL_HXX
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@ -34,7 +34,7 @@ class MediaSource;
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This class implements an SDL OpenGL framebuffer.
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@author Stephen Anthony
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@version $Id: FrameBufferGL.hxx,v 1.4 2003-11-17 17:43:39 stephena Exp $
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@version $Id: FrameBufferGL.hxx,v 1.5 2003-11-22 20:13:11 stephena Exp $
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*/
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class FrameBufferGL : public FrameBufferSDL
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{
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// The main texture buffer
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SDL_Surface* myTexture;
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// The depth of the texture buffer
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uInt32 myDepth;
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// The size of color components for OpenGL
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uInt32 myRGB[4];
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// The OpenGL main texture handle
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GLuint myTextureID;
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// See the file "license" for information on usage and redistribution of
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// this file, and for a DISCLAIMER OF ALL WARRANTIES.
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//
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// $Id: FrameBufferSoft.cxx,v 1.1 2003-11-09 23:53:20 stephena Exp $
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// $Id: FrameBufferSoft.cxx,v 1.2 2003-11-22 20:13:11 stephena Exp $
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//============================================================================
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#include <SDL.h>
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@ -68,21 +68,7 @@ void FrameBufferSoft::setupPalette(float shade)
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g = (Uint8) (((gamePalette[i] & 0x0000ff00) >> 8) * shade);
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b = (Uint8) ((gamePalette[i] & 0x000000ff) * shade);
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switch(myScreen->format->BitsPerPixel)
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{
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case 15:
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myPalette[i] = ((r >> 3) << 10) | ((g >> 3) << 5) | (b >> 3);
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break;
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case 16:
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myPalette[i] = ((r >> 3) << 11) | ((g >> 2) << 5) | (b >> 3);
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break;
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case 24:
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case 32:
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myPalette[i] = (r << 16) | (g << 8) | b;
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break;
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}
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myPalette[i] = SDL_MapRGB(myScreen->format, r, g, b);
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}
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theRedrawEntireFrameIndicator = true;
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