413 lines
11 KiB
C
413 lines
11 KiB
C
/*
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Copyright (C) 1997-2007 ZSNES Team ( zsKnight, _Demo_, pagefault, Nach )
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http://www.zsnes.com
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http://sourceforge.net/projects/zsnes
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https://zsnes.bountysource.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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version 2 as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*/
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#include "../cfg.h"
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#include "../gblhdr.h"
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#include "../asm_call.h"
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#define BYTE unsigned char
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#define WORD unsigned short
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#define DWORD unsigned long
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//C++ style code in C
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#define bool unsigned char
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#define true 1
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#define false 0
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// FUNCTIONS
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void hq2x_16b(void);
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// VIDEO VARIABLES
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extern SDL_Surface *surface;
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extern int SurfaceX, SurfaceY;
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extern int SurfaceLocking;
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extern DWORD BitDepth;
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// OPENGL VARIABLES
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static unsigned short *glvidbuffer = 0;
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static GLuint gltextures[4];
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static int gltexture256, gltexture512;
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static int glfilters = GL_NEAREST;
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static int glscanready = 0;
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extern Uint8 GUIOn2;
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extern unsigned int vidbuffer;
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extern unsigned char curblank;
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extern BYTE GUIRESIZE[];
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void gl_clearwin();
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void UpdateVFrame();
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void gl_scanlines();
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bool OGLModeCheck();
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int gl_start(int width, int height, int req_depth, int FullScreen)
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{
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Uint32 flags = SDL_DOUBLEBUF | SDL_HWSURFACE | SDL_HWPALETTE | SDL_OPENGL;
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int i;
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flags |= (GUIRESIZE[cvidmode] ? SDL_RESIZABLE : 0);
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flags |= (FullScreen ? SDL_FULLSCREEN : 0);
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SurfaceX = width; SurfaceY = height;
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surface = SDL_SetVideoMode(SurfaceX, SurfaceY, req_depth, flags);
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if (surface == NULL)
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{
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fprintf(stderr, "Could not set %dx%d-GL video mode.\n",SurfaceX, SurfaceY);
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return false;
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}
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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#if (SDL_MAJOR_VERSION > 1) || ((SDL_MINOR_VERSION > 2) || ((SDL_MINOR_VERSION == 2) && (SDL_PATCHLEVEL >= 10)))
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, 1);
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#endif
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if (!glvidbuffer)
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{
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glvidbuffer = (unsigned short *) malloc(512 * 512 * sizeof(short));
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}
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gl_clearwin();
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SDL_WarpMouse(SurfaceX / 4, SurfaceY / 4);
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// Grab mouse in fullscreen mode
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FullScreen ? SDL_WM_GrabInput(SDL_GRAB_ON) :
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SDL_WM_GrabInput(SDL_GRAB_OFF);
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SDL_WM_SetCaption("ZSNES", "ZSNES");
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SDL_ShowCursor(0);
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/* Setup some GL stuff */
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glEnable(GL_TEXTURE_1D);
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glEnable(GL_TEXTURE_2D);
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glViewport(0, 0, SurfaceX, SurfaceY);
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/*
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* gltextures[0]: 2D texture, 256x224
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* gltextures[1]: 2D texture, 512x224
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* gltextures[3]: 1D texture, 256 lines of alternating alpha
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*/
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glGenTextures(4, gltextures);
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for (i = 0; i < 3; i++) {
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glBindTexture(GL_TEXTURE_2D, gltextures[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glfilters);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, glfilters);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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}
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if (scanlines) gl_scanlines();
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return true;
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}
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void gl_end()
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{
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if (glvidbuffer)
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{
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glDeleteTextures(4, gltextures);
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free(glvidbuffer);
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glvidbuffer = 0;
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}
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}
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extern DWORD AddEndBytes;
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extern DWORD NumBytesPerLine;
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extern unsigned char *WinVidMemStart;
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extern unsigned char NGNoTransp;
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void copy640x480x16bwin(void);
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extern unsigned char SpecialLine[224]; /* 0 if lo-res, > 0 if hi-res */
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void gl_clearwin()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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memset(glvidbuffer, 0, 512 * 448 * 2);
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}
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/* gl_drawspan:
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* Puts a quad on the screen for hires/lores portions, starting at line start,
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* and ending at line end..
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* Builds the 256x256/512x256 textures if gltexture256 or gltexture512 == 0
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*/
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static void gl_drawspan(int hires, int start, int end)
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{
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int i, j;
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switch (hires)
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{
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case 0:
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break;
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case 3:
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case 7:
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hires = 2;
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break;
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default:
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hires = 1;
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break;
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}
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if (hires)
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{
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if (hires != gltexture512)
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{
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unsigned short *vbuf1 = &((unsigned short *) vidbuffer)[16];
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unsigned short *vbuf2 = &((unsigned short *) vidbuffer)[75036 * 2 + 16];
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unsigned short *vbuf = &glvidbuffer[0];
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if (hires>1) // mode 7
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{
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for (j = 224; j--;)
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{
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for (i = 256; i--;)
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*vbuf++ = *vbuf1++;
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for (i = 256; i--;)
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*vbuf++ = *vbuf2++;
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vbuf1 += 32;
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vbuf2 += 32;
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}
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glBindTexture(GL_TEXTURE_2D, gltextures[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 512, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
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glvidbuffer);
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gltexture512 = 2;
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}
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else
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{
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for (j = 224; j--;)
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{
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for (i = 256; i--;)
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{
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*vbuf++ = *vbuf1++;
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*vbuf++ = *vbuf2++;
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}
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vbuf1 += 32;
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vbuf2 += 32; // skip the two 16-pixel-wide columns
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}
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glBindTexture(GL_TEXTURE_2D, gltextures[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, 512, 256, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
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glvidbuffer);
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gltexture512 = 1;
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}
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}
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glBindTexture(GL_TEXTURE_2D, gltextures[1]);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, (224.0 / 256.0) * (start / 224.0));
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glVertex2f(-1.0f, (112 - start) / 112.0);
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glTexCoord2f(1.0f, (224.0 / 256.0) * (start / 224.0));
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glVertex2f(1.0f, (112 - start) / 112.0);
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glTexCoord2f(1.0f, (224.0 / 256.0) * (end / 224.0));
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glVertex2f(1.0f, (112 - end) / 112.0);
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glTexCoord2f(0.0f, (224.0 / 256.0) * (end / 224.0));
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glVertex2f(-1.0f, (112 - end) / 112.0);
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glEnd();
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}
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else
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{
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glBindTexture(GL_TEXTURE_2D, gltextures[0]);
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if (!gltexture256)
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{
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 16);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 288);
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glTexImage2D(GL_TEXTURE_2D, 0, 3, 256, 256, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5,
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((unsigned short *) vidbuffer) + 288);
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glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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gltexture256 = 1;
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}
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, (224.0 / 256.0) * (start / 224.0));
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glVertex2f(-1.0f, (112 - start) / 112.0);
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glTexCoord2f(1.0f, (224.0 / 256.0) * (start / 224.0));
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glVertex2f(1.0f, (112 - start) / 112.0);
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glTexCoord2f(1.0f, (224.0 / 256.0) * (end / 224.0));
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glVertex2f(1.0f, (112 - end) / 112.0);
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glTexCoord2f(0.0f, (224.0 / 256.0) * (end / 224.0));
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glVertex2f(-1.0f, (112 - end) / 112.0);
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glEnd();
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}
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}
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void gl_drawwin()
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{
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int i;
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NGNoTransp = 0; // Set this value to 1 within the appropriate
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// video mode if you want to add a custom
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// transparency routine or hardware
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// transparency. This only works if
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// the value of newengen is equal to 1.
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// (see ProcessTransparencies in newgfx16.asm
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// for ZSNES' current transparency code)
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UpdateVFrame();
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if (curblank || !OGLModeCheck())
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return;
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if (BilinearFilter)
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{
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glfilters = GL_LINEAR;
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if (GUIOn2 && !FilteredGUI)
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glfilters = GL_NEAREST;
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}
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else
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{
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glfilters = GL_NEAREST;
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}
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if (SurfaceX >= 512 && (hqFilter || En2xSaI))
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{
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AddEndBytes = 0;
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NumBytesPerLine = 1024;
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WinVidMemStart = (void *) glvidbuffer;
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if (hqFilter) hq2x_16b();
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else asm_call(copy640x480x16bwin);
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/* Display 1 512x448 quad for the 512x448 buffer */
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glBindTexture(GL_TEXTURE_2D, gltextures[1]);
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glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0,
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GL_RGB, GL_UNSIGNED_SHORT_5_6_5, glvidbuffer);
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_LIGHTING);
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glDisable (GL_BLEND);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0f, 0.0f);
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glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex3f(1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 448.0f / 512.0f);
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glVertex3f(1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 448.0f / 512.0f);
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glVertex3f(-1.0f, -1.0f, -1.0f);
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glEnd();
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}
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else
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{
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/*
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* This code splits the hires/lores portions up, and draws
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* them with gl_drawspan
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*/
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int lasthires, lasthires_line = 0;
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gltexture256 = gltexture512 = 0;
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lasthires = SpecialLine[1];
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for (i = 0; i < 224; i++)
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{
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if (SpecialLine[i + 1])
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{
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if (lasthires)
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continue;
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gl_drawspan(lasthires, lasthires_line, i);
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lasthires = SpecialLine[i + 1];
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lasthires_line = i;
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}
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else
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{
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if (!lasthires)
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continue;
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gl_drawspan(lasthires, lasthires_line, i);
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lasthires = SpecialLine[i + 1];
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lasthires_line = i;
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}
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}
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if (i - lasthires_line > 1)
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gl_drawspan(lasthires, lasthires_line, i);
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/*
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* This is here rather than right outside this if because the
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* GUI doesn't allow scanlines to be selected while filters are
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* on.. There is no technical reason they can't be on while
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* filters are on, however. Feel free to change the GUI, and
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* move this outside the if (En2xSaI) {}, if you do.
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*/
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if (scanlines)
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{
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_BLEND);
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if (scanlines != glscanready) gl_scanlines();
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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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glBindTexture(GL_TEXTURE_1D, gltextures[3]);
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glBegin(GL_QUADS);
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for (i = 0; i < SurfaceY; i += 256)
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{
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glTexCoord1f(0.0f);
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glVertex3f(-1.0f, (SurfaceY - i * 2.0) / SurfaceY, -1.0f);
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glTexCoord1f(0.0f);
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glVertex3f(1.0f, (SurfaceY - i * 2.0) / SurfaceY, -1.0f);
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glTexCoord1f(1.0f);
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glVertex3f(1.0f, (SurfaceY - (i + 256) * 2.0) / SurfaceY, -1.0f);
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glTexCoord1f(1.0f);
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glVertex3f(-1.0f, (SurfaceY - (i + 256) * 2.0) / SurfaceY, -1.0f);
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}
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glEnd();
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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}
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}
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SDL_GL_SwapBuffers();
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}
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void gl_scanlines(void)
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{
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GLubyte scanbuffer[256][4];
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int i, j = scanlines==1 ? 0 : (scanlines==2 ? 192 : 128);
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for (i = 0; i < 256; i += 2)
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{
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scanbuffer[i][0] = scanbuffer[i][1] = scanbuffer[i][2] = j;
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scanbuffer[i][3] = 0xFF;
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scanbuffer[i+1][0] = scanbuffer[i+1][1] = scanbuffer[i+1][2] = 0xFF;
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scanbuffer[i+1][3] = 0xFF;
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}
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glBindTexture(GL_TEXTURE_1D, gltextures[3]);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA, 256, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, scanbuffer);
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glscanready = scanlines;
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}
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