Almost forgot...
This commit is contained in:
431
zsnes/src/linux/gl_draw.c
Normal file
431
zsnes/src/linux/gl_draw.c
Normal file
@@ -0,0 +1,431 @@
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <unistd.h>
|
||||
#include "SDL.h"
|
||||
#ifdef __OPENGL__
|
||||
#include <GL/gl.h>
|
||||
#endif
|
||||
|
||||
#define BYTE unsigned char
|
||||
#define WORD unsigned short
|
||||
#define DWORD unsigned long
|
||||
|
||||
typedef enum
|
||||
{ FALSE = 0, TRUE = !FALSE }
|
||||
BOOL;
|
||||
|
||||
// SDL VIDEO VARIOABLES
|
||||
static SDL_Surface *surface;
|
||||
static int SurfaceX, SurfaceY;
|
||||
static int SurfaceLocking = 0;
|
||||
|
||||
// OPENGL VARIABLES
|
||||
static unsigned short *glvidbuffer = 0;
|
||||
static GLuint gltextures[4];
|
||||
static int gltexture256, gltexture512;
|
||||
static int glfilters = GL_NEAREST;
|
||||
extern Uint8 En2xSaI, scanlines;
|
||||
extern Uint8 BilinearFilter;
|
||||
extern Uint8 FilteredGUI;
|
||||
extern Uint8 GUIOn2;
|
||||
|
||||
extern unsigned int vidbuffer;
|
||||
|
||||
int gl_start(int width, int height, int req_depth, int FullScreen)
|
||||
{
|
||||
Uint32 flags =
|
||||
SDL_DOUBLEBUF | SDL_HWSURFACE | SDL_HWPALETTE | SDL_OPENGL;
|
||||
GLubyte scanbuffer[256];
|
||||
int i;
|
||||
|
||||
flags |= (FullScreen ? SDL_FULLSCREEN : 0);
|
||||
|
||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||
|
||||
SurfaceX = width; SurfaceY = height;
|
||||
surface = SDL_SetVideoMode(SurfaceX, SurfaceY, req_depth, flags);
|
||||
if (surface == NULL)
|
||||
{
|
||||
fprintf(stderr, "Could not set %dx%d-GL video mode.\n",
|
||||
SurfaceX, SurfaceY);
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
SurfaceLocking = SDL_MUSTLOCK(surface);
|
||||
SDL_WarpMouse(SurfaceX / 4, SurfaceY / 4);
|
||||
|
||||
// Grab mouse in fullscreen mode
|
||||
FullScreen ? SDL_WM_GrabInput(SDL_GRAB_ON) :
|
||||
SDL_WM_GrabInput(SDL_GRAB_OFF);
|
||||
|
||||
SDL_WM_SetCaption("ZSNES-GL Linux", "ZSNES");
|
||||
SDL_ShowCursor(0);
|
||||
|
||||
/* Setup some GL stuff */
|
||||
glvidbuffer = malloc(512 * 512 * 2);
|
||||
|
||||
glEnable(GL_TEXTURE_1D);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
glViewport(0, 0, SurfaceX, SurfaceY);
|
||||
|
||||
/*
|
||||
* gltextures[0]: 2D texture, 256x224
|
||||
* gltextures[1]: 2D texture, Left half of 512x224
|
||||
* gltextures[2]: 2D texture, Right half of 512x224
|
||||
* gltextures[3]: 1D texture, 256 lines of alternating alpha
|
||||
*/
|
||||
glGenTextures(4, gltextures);
|
||||
|
||||
/* Initialize the scanline texture (alternating opaque/transparent) */
|
||||
for (i = 0; i < 256; i += 2)
|
||||
{
|
||||
scanbuffer[i] = 0xff;
|
||||
scanbuffer[i + 1] = 0;
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_1D, gltextures[3]);
|
||||
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE_ALPHA, 256, 0, GL_ALPHA,
|
||||
GL_UNSIGNED_BYTE, scanbuffer);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void gl_end()
|
||||
{
|
||||
glDeleteTextures(4, gltextures);
|
||||
free(glvidbuffer);
|
||||
}
|
||||
|
||||
static void LockSurface(void)
|
||||
{
|
||||
if (SurfaceLocking)
|
||||
SDL_LockSurface(surface);
|
||||
}
|
||||
|
||||
static void UnlockSurface(void)
|
||||
{
|
||||
if (SurfaceLocking)
|
||||
SDL_UnlockSurface(surface);
|
||||
SDL_GL_SwapBuffers();
|
||||
}
|
||||
|
||||
extern DWORD AddEndBytes;
|
||||
extern DWORD NumBytesPerLine;
|
||||
extern unsigned char *WinVidMemStart;
|
||||
extern unsigned char FPUCopy;
|
||||
extern unsigned char NGNoTransp;
|
||||
extern unsigned char newengen;
|
||||
extern void copy640x480x16bwin(void);
|
||||
extern unsigned char SpecialLine[224]; /* 0 if lo-res, > 0 if hi-res */
|
||||
|
||||
void gl_clearwin()
|
||||
{
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
if (En2xSaI)
|
||||
memset(glvidbuffer, 0, 512 * 448 * 2);
|
||||
}
|
||||
|
||||
/* gl_drawspan:
|
||||
* Puts a quad on the screen for hires/lores portions, starting at line start,
|
||||
* and ending at line end..
|
||||
* Builds the 256x256/512x256 textures if gltexture256 or gltexture512 == 0
|
||||
*/
|
||||
static void gl_drawspan(int hires, int start, int end)
|
||||
{
|
||||
int i, j;
|
||||
|
||||
if (hires)
|
||||
{
|
||||
if (!gltexture512)
|
||||
{
|
||||
unsigned short *vbuf1 =
|
||||
&((unsigned short *) vidbuffer)[16];
|
||||
unsigned short *vbuf2 =
|
||||
&((unsigned short *) vidbuffer)[75036 * 2 + 16];
|
||||
unsigned short *vbuf = &glvidbuffer[0];
|
||||
|
||||
for (j = 0; j < 224; j++)
|
||||
{
|
||||
for (i = 0; i < 256; i++)
|
||||
{
|
||||
*vbuf++ = *vbuf1++;
|
||||
*vbuf++ = *vbuf2++;
|
||||
}
|
||||
vbuf1 += 32;
|
||||
vbuf2 += 32; // skip the two 16-pixel-wide columns
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gltextures[1]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glfilters);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glfilters);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 512);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
|
||||
glvidbuffer + 512);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gltextures[2]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glfilters);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glfilters);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 256);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 512);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
|
||||
glvidbuffer + 512);
|
||||
|
||||
gltexture512 = 1;
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gltextures[1]);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0) * (start / 224.0));
|
||||
glVertex2f(-1.0f, (112 - start) / 112.0);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0) * (start / 224.0));
|
||||
glVertex2f(0.0f, (112 - start) / 112.0);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0) * (end / 224.0));
|
||||
glVertex2f(0.0f, (112 - end) / 112.0);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0) * (end / 224.0));
|
||||
glVertex2f(-1.0f, (112 - end) / 112.0);
|
||||
glEnd();
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, gltextures[2]);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0) * (start / 224.0));
|
||||
glVertex2f(0.0f, (112 - start) / 112.0);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0) * (start / 224.0));
|
||||
glVertex2f(1.0f, (112 - start) / 112.0);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0) * (end / 224.0));
|
||||
glVertex2f(1.0f, (112 - end) / 112.0);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0) * (end / 224.0));
|
||||
glVertex2f(0.0f, (112 - end) / 112.0);
|
||||
glEnd();
|
||||
}
|
||||
else
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, gltextures[0]);
|
||||
if (!gltexture256)
|
||||
{
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glfilters);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glfilters);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 16);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 288);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
|
||||
((unsigned short *) vidbuffer) + 288);
|
||||
|
||||
gltexture256 = 1;
|
||||
}
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0) * (start / 224.0));
|
||||
glVertex2f(-1.0f, (112 - start) / 112.0);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0) * (start / 224.0));
|
||||
glVertex2f(1.0f, (112 - start) / 112.0);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0) * (end / 224.0));
|
||||
glVertex2f(1.0f, (112 - end) / 112.0);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0) * (end / 224.0));
|
||||
glVertex2f(-1.0f, (112 - end) / 112.0);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
void gl_drawwin()
|
||||
{
|
||||
int i;
|
||||
|
||||
NGNoTransp = 0; // Set this value to 1 within the appropriate
|
||||
// video mode if you want to add a custom
|
||||
// transparency routine or hardware
|
||||
// transparency. This only works if
|
||||
// the value of newengen is equal to 1.
|
||||
// (see ProcessTransparencies in newgfx16.asm
|
||||
// for ZSNES' current transparency code)
|
||||
|
||||
LockSurface();
|
||||
|
||||
if (BilinearFilter)
|
||||
{
|
||||
glfilters = GL_LINEAR;
|
||||
if (GUIOn2 && !FilteredGUI)
|
||||
glfilters = GL_NEAREST;
|
||||
}
|
||||
else
|
||||
{
|
||||
glfilters = GL_NEAREST;
|
||||
}
|
||||
|
||||
glLoadIdentity();
|
||||
|
||||
if (En2xSaI)
|
||||
{
|
||||
/* We have to use copy640x480x16bwin for 2xSaI */
|
||||
AddEndBytes = 0;
|
||||
NumBytesPerLine = 1024;
|
||||
WinVidMemStart = (void *) glvidbuffer;
|
||||
__asm__ __volatile__("call copy640x480x16bwin"
|
||||
::: "memory", "eax", "ebx", "ecx", "edx", "esi", "edi");
|
||||
|
||||
/* Display 4 256x256 quads for the 512x448 buffer */
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glfilters);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glfilters);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
|
||||
/* Upper left quad */
|
||||
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 512);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glvidbuffer);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex3f(-1.0f, 1.0f, -1.0f);
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex3f(0.0f, 1.0f, -1.0f);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0));
|
||||
glVertex3f(0.0f, 0.0f, -1.0f);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0));
|
||||
glVertex3f(-1.0f, 0.0f, -1.0f);
|
||||
glEnd();
|
||||
|
||||
/* Upper right quad */
|
||||
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 512);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
|
||||
glvidbuffer + 256);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex3f(0.0f, 1.0f, -1.0f);
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex3f(1.0f, 1.0f, -1.0f);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0));
|
||||
glVertex3f(1.0f, 0.0f, -1.0f);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0));
|
||||
glVertex3f(0.0f, 0.0f, -1.0f);
|
||||
glEnd();
|
||||
|
||||
/* Lower left quad */
|
||||
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 512);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
|
||||
glvidbuffer + 512 * 224);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex3f(-1.0f, 0.0f, -1.0f);
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex3f(0.0f, 0.0f, -1.0f);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0));
|
||||
glVertex3f(0.0f, -1.0f, -1.0f);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0));
|
||||
glVertex3f(-1.0f, -1.0f, -1.0f);
|
||||
glEnd();
|
||||
|
||||
/* Lower right quad */
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
|
||||
GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
|
||||
glvidbuffer + 512 * 224 + 256);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0.0f, 0.0f);
|
||||
glVertex3f(0.0f, 0.0f, -1.0f);
|
||||
glTexCoord2f(1.0f, 0.0f);
|
||||
glVertex3f(1.0f, 0.0f, -1.0f);
|
||||
glTexCoord2f(1.0f, (224.0 / 256.0));
|
||||
glVertex3f(1.0f, -1.0f, -1.0f);
|
||||
glTexCoord2f(0.0f, (224.0 / 256.0));
|
||||
glVertex3f(0.0f, -1.0f, -1.0f);
|
||||
glEnd();
|
||||
}
|
||||
else
|
||||
{
|
||||
/*
|
||||
* This code splits the hires/lores portions up, and draws
|
||||
* them with gl_drawspan
|
||||
*/
|
||||
int lasthires, lasthires_line = 0;
|
||||
|
||||
gltexture256 = gltexture512 = 0;
|
||||
|
||||
lasthires = SpecialLine[1];
|
||||
for (i = 1; i < 222; i++)
|
||||
{
|
||||
if (SpecialLine[i + 1])
|
||||
{
|
||||
if (lasthires)
|
||||
continue;
|
||||
gl_drawspan(lasthires, lasthires_line, i);
|
||||
|
||||
lasthires = SpecialLine[i + 1];
|
||||
lasthires_line = i;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!lasthires)
|
||||
continue;
|
||||
gl_drawspan(lasthires, lasthires_line, i);
|
||||
|
||||
lasthires = SpecialLine[i + 1];
|
||||
lasthires_line = i;
|
||||
}
|
||||
}
|
||||
gl_drawspan(lasthires, lasthires_line, i);
|
||||
|
||||
/*
|
||||
* This is here rather than right outside this if because the
|
||||
* GUI doesn't allow scanlines to be selected while filters are
|
||||
* on.. There is no technical reason they can't be on while
|
||||
* filters are on, however. Feel free to change the GUI, and
|
||||
* move this outside the if (En2xSaI) {}, if you do.
|
||||
*/
|
||||
if (scanlines)
|
||||
{
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glBindTexture(GL_TEXTURE_1D, gltextures[3]);
|
||||
glColor4f(1.0f, 1.0f, 1.0f,
|
||||
scanlines == 1 ? 1.0f : (scanlines ==
|
||||
2 ? 0.25f : 0.50f));
|
||||
for (i = 0; i < SurfaceY; i += 256)
|
||||
{
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord1f(0.0f);
|
||||
glVertex3f(-1.0f,
|
||||
(SurfaceY - i * 2.0) / SurfaceY,
|
||||
-1.0f);
|
||||
glTexCoord1f(0.0f);
|
||||
glVertex3f(1.0f,
|
||||
(SurfaceY - i * 2.0) / SurfaceY,
|
||||
-1.0f);
|
||||
glTexCoord1f(1.0f);
|
||||
glVertex3f(1.0f,
|
||||
(SurfaceY -
|
||||
(i + 256) * 2.0) / SurfaceY, -1.0f);
|
||||
glTexCoord1f(1.0f);
|
||||
glVertex3f(-1.0f,
|
||||
(SurfaceY -
|
||||
(i + 256) * 2.0) / SurfaceY, -1.0f);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
}
|
||||
}
|
||||
UnlockSurface();
|
||||
}
|
||||
Reference in New Issue
Block a user