X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fsdlemu_opengl.c;h=c6cddd365b2d76a5c6e0ef233512b50729c5fc12;hb=509522868260b666a38703bf768776a607380f10;hp=6b92f1858fa3024442311bb96966cf13d9c135c9;hpb=59ca39a29be645918de45bd144865ba6487f4009;p=virtualjaguar diff --git a/src/sdlemu_opengl.c b/src/sdlemu_opengl.c index 6b92f18..c6cddd3 100644 --- a/src/sdlemu_opengl.c +++ b/src/sdlemu_opengl.c @@ -1,6 +1,6 @@ /* * SDLEMU library - Free sdl related functions library - * Copyrigh(c) 1999-2002 sdlemu development crew + * Copyrigh(c) 1999-2004 sdlemu development crew * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by @@ -16,6 +16,28 @@ * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ + +/* SDLEMU_OPENGL.C + SDLEMU related sources for using OpenGL with SDL. + By Niels Wagenaar | http://sdlemu.ngemu.com | shalafi@xs4all.nl + + Version 1.0.001 - 4-10-2004 + + - Added support for 16, 24 and 32 bit textures; + - Added support for 16, 24 and 32 bit texture rendering; + + Version 1.0.002 - 6-10-2004 + + - Cleaned up a lot of code and removed non functional and absolete code; + - Removed sdlemu_resize_texture function because of double code; + - Removed the texture creation from the sdlemu_init_opengl; + - Added sdlemu_create_texture function to replace the sdlemu_resize_texture function + and the texture creation in sdlemu_init_opengl; + - Added the usage of OPENGL_16BPP_CORRECT_RGBA for activating the correct 16bpp RGBA masks; + - Added the usage of WANT_OPENGL_ALPHA for using ALPHA blending with 32bpp textures; + - Added automatic and override texture bpp depth setting (based upon the src surface); + +*/ #include "sdlemu_opengl.h" @@ -23,6 +45,7 @@ static SDL_Surface *texture = 0; static GLuint texid = 0; static GLfloat texcoord[4]; static unsigned int glFilter; +static unsigned int texturebpp = 0; // 16, 24 or 32 bpp static inline int power_of_two(int input) { @@ -34,15 +57,14 @@ static inline int power_of_two(int input) return value; } -void sdlemu_init_opengl(SDL_Surface * src, int texturetype, float size, int filter) +void sdlemu_init_opengl(SDL_Surface * src, SDL_Surface * dst, int texturetype, int filter, int src_bpp) { - int w, h; printf("\nOpenGL driver information :\n"); printf("\n"); - printf("Vendor: %s\n", glGetString(GL_VENDOR)); - printf("Renderer: %s\n", glGetString(GL_RENDERER)); - printf("Version: %s\n", glGetString(GL_VERSION)); + printf("Vendor: %s\n", glGetString(GL_VENDOR)); + printf("Renderer: %s\n", glGetString(GL_RENDERER)); + printf("Version: %s\n", glGetString(GL_VERSION)); printf("OpenGL drawmethod: "); switch (texturetype) @@ -57,73 +79,59 @@ void sdlemu_init_opengl(SDL_Surface * src, int texturetype, float size, int filt glFilter = filter; - // Texture width/height should be power of 2 - // So, find the largest power of two that will contain both the width and height - w = power_of_two(src->w); - h = power_of_two(src->h); - - // create texture surface - texture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, - #if SDL_BYTEORDER == SDL_LIL_ENDIAN - 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); - #else - 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); - #endif - - // setup 2D gl environment - glPushAttrib(GL_ENABLE_BIT); - glDisable(GL_DEPTH_TEST); - glDisable(GL_CULL_FACE); - glEnable(GL_TEXTURE_2D); - - glViewport(0, 0, src->w * size, src->h * size); - - glMatrixMode(GL_PROJECTION); - glPushMatrix(); - glLoadIdentity(); - - glOrtho(0.0, (GLdouble)(src->w * size), (GLdouble)(src->h * size), 0.0, 0.0, 1.0); - glMatrixMode(GL_MODELVIEW); - glPushMatrix(); - glLoadIdentity(); - - // texture coordinates - texcoord[0] = 0.0f; - texcoord[1] = 0.0f; - texcoord[2] = (GLfloat)(src->w) / texture->w; - texcoord[3] = (GLfloat)(src->h) / texture->h; - - // create an RGBA texture for the texture surface - glGenTextures(1, &texid); - glBindTexture(GL_TEXTURE_2D, texid); - - if (glFilter) - { - printf("OpenGL filters: enabled\n"); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - } - else - { - printf("OpenGL filters: disabled\n"); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - } + // Let us create the texture information : + sdlemu_create_texture( src, dst, filter , src_bpp); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels); } void sdlemu_draw_texture(SDL_Surface * dst, SDL_Surface * src, int texturetype) { +/* + This is needed when we want to render OpenGL textures with the Alpha mask set. + Be warned! This only works with the bpp of texture en *src set to 32. +*/ +#ifdef WANT_OPENGL_ALPHA + Uint32 saved_flags; + Uint8 saved_alpha; + + /* Save the alpha blending attributes */ + saved_flags = src->flags&(SDL_SRCALPHA|SDL_RLEACCELOK); + saved_alpha = src->format->alpha; + if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { + SDL_SetAlpha(src, 0, 0); + } + + // Blit the src display to the texture. + SDL_BlitSurface(src, NULL, texture, NULL); - // convert color-indexed surface to RGB texture + /* Restore the alpha blending attributes */ + if ( (saved_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) { + SDL_SetAlpha(src, saved_flags, saved_alpha); + } +#else SDL_BlitSurface(src, NULL, texture, NULL); +#endif // Texturemap complete texture to surface so we have free scaling - // and antialiasing - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h, - GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels); + // and antialiasing + switch ( texturebpp ) + { + case 16: + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h, + GL_RGB, GL_UNSIGNED_SHORT_5_6_5, texture->pixels); + break; + case 24: + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h, + GL_RGB, GL_UNSIGNED_BYTE, texture->pixels); + break; + case 32: + default: + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture->w, texture->h, + GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels); + break; + } + // Render the texture to the screen using OpenGL! switch (texturetype) { case 1: @@ -146,8 +154,11 @@ void sdlemu_draw_texture(SDL_Surface * dst, SDL_Surface * src, int texturetype) glTexCoord2f(texcoord[2], texcoord[3]); glVertex3i(dst->w, dst->h, 0); glEnd(); } - + +// glFlush(); SDL_GL_SwapBuffers(); +// glFinish(); + } void sdlemu_close_opengl(void) @@ -156,71 +167,177 @@ void sdlemu_close_opengl(void) SDL_FreeSurface(texture); } - -// -// Resize the texture -// This should honor the glFilter flag that is passed in to the initialization code, -// but, at the moment, it doesn't... -// Now it does...! -// -void sdlemu_resize_texture(SDL_Surface * src, SDL_Surface * dst, int filter) +void sdlemu_create_texture(SDL_Surface * src, SDL_Surface * dst, int filter, int src_bpp) { - // Texture width/height should be power of 2 - // So, find the largest power of two that will contain both the width and height - int w = power_of_two(src->w), h = power_of_two(src->h); - - // Delete old texture (if allocated) + // Local variables. + int w , h; // w and h contain the width and height of the OpenGL texture. + Uint32 rmask, gmask, bmask, amask; // Needed for creating RGBA masks. + int bpp; + + // Delete old texture (if allocated). Usefull when there is a screen resize. if (texture) SDL_FreeSurface(texture); + + // Texture width/height should be power of 2 of the SDL_Surface *src when using OpenGL. + // So, find the largest power of two that will contain both the width and height + w = power_of_two(src->w); + h = power_of_two(src->h); + + printf("OpenGL - Texture size : %d x %d\n", w, h); + + // Setting bpp based upon src_bpp. + bpp = src_bpp; + + // We allow the developer to set its own texture bpp. But if the value is NULL or + // not equal to 16, 24 or 32, we make the texturebpp the same as the BPP from src. + if ( (bpp != NULL) && ( (bpp == 16) || (bpp == 24) || (bpp == 32) ) ) + texturebpp = bpp; + else + texturebpp = src->format->BitsPerPixel; + + printf("OpenGL - Texture depth : %d bpp\n", texturebpp); + + // Now were are going to create a SDL_Surface named texture. This will be our surface + // which will function as a buffer between the SDL_Surface *src and SDL_Surface *dst. + // This buffer is needed because we need to convert the SDL_Surface *src to an OpenGL + // texture with a depth of 16, 24 or 32 bpp, before we can blit the pixels to *dst + // using OpenGL. + // + // NOTE: Seems the byte order here *is* important! + switch ( texturebpp ) + { + case 16: // *src has depth of 16 bpp - // create texture surface -//NOTE: Seems the byte order here *is* important! (Perhaps only for 32 BPP?) - texture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, - #if SDL_BYTEORDER == SDL_LIL_ENDIAN - 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); +/* + According to information on the SDL mailinglist and on internet, the following + rgba masks should be the ones to use. But somehow the screen gets f*cked up and + the RGB colours are incorrect (at least in Virtual Jaguar/SDL). + + Compile with -DOPENGL_16BPP_CORRECT_RGBA to use this RGBA values. +*/ + +#ifdef OPENGL_16BPP_CORRECT_RGBA + + rmask = 0x7c00; + gmask = 0x03e0; + bmask = 0x001f; + amask = 0x0000; + +#else + + rmask = 0x0000; + gmask = 0x0000; + bmask = 0x0000; + amask = 0x0000; + +#endif + break; + case 24: // *src has depth of 24 bpp + #if SDL_BYTEORDER == SDL_BIG_ENDIAN + rmask = 0x00ff0000; + gmask = 0x0000ff00; + bmask = 0x000000ff; + amask = 0x00000000; // IMPORTANT! 24 bpp doesn't use Alpha (at least in our case). #else - 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); - #endif - - // setup 2D gl environment - glPushAttrib(GL_ENABLE_BIT); - glDisable(GL_DEPTH_TEST); + rmask = 0x000000ff; + gmask = 0x0000ff00; + bmask = 0x00ff0000; + amask = 0x00000000; // IMPORTANT! 24 bpp doesn't use Alpha (at least in our case). + #endif + break; + case 32: //*src has depth of 32 bpp + default: //which is also the default. + #if SDL_BYTEORDER == SDL_BIG_ENDIAN + rmask = 0xff000000; + gmask = 0x00ff0000; + bmask = 0x0000ff00; + amask = 0x000000ff; + #else + rmask = 0x000000ff; + gmask = 0x0000ff00; + bmask = 0x00ff0000; + amask = 0xff000000; + #endif + break; + } + + // Creating SDL_Surface texture based upon the above settings. + texture = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, texturebpp, rmask, gmask, bmask, amask); + + // Setting up OpenGL + glDisable(GL_FOG); + glDisable(GL_LIGHTING); glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + glDisable(GL_NORMALIZE); + glDisable(GL_ALPHA_TEST); glEnable(GL_TEXTURE_2D); + glBlendFunc (GL_SRC_ALPHA, GL_ONE); + // Definately needed for screen resolution larger then the *src. + // This way we can have automatic scaling fucntionality. glViewport(0, 0, dst->w, dst->h); - glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); - glOrtho(0.0, (GLdouble)dst->w, (GLdouble)dst->h, 0.0, 0.0, 1.0); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); - // texture coordinates - texcoord[0] = 0.0f, texcoord[1] = 0.0f, - texcoord[2] = (GLfloat)(src->w) / texture->w, + // Setting up the texture coordinates. + texcoord[0] = 0.0f; + texcoord[1] = 0.0f; + texcoord[2] = (GLfloat)(src->w) / texture->w; texcoord[3] = (GLfloat)(src->h) / texture->h; - // create an RGBA texture for the texture surface + // create a RGB(A) texture for the texture surface glGenTextures(1, &texid); glBindTexture(GL_TEXTURE_2D, texid); -// if (glFilter) + // Srtting up the OpenGL Filters. These filters are important when we/you + // want to scale the texture. if (filter) { + // Textures are rendered in best quality. printf("OpenGL filters: enabled\n"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { + // Textures are rendered in normal quality. printf("OpenGL filters: disabled\n"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } - - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->pixels); -} + + // Setting texture mode. + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + + // Genereate the texture using the above information. + switch ( texturebpp ) + { + case 16: + // Normal 16bpp depth based textures consist out of GL_RGB5 and doesn't have support for Alpha channels. + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + break; + case 24: + // The 24bpp depth based textures consist out of GL_RGB8 and doesn't have support for Alpha channels. + // + // IMPORTANT : If you don't use Alpha. Use textures with a depth of 16bpp. + // If you use Alpha. Use textures with a depth of 32bpp. + // 24bpp textures are SLOW and avoid them at all costst! + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, texture->w, texture->h, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); + break; + case 32: + default: + // The 32bpp depth based textures consist out of GL_RGBA8 and has support for Alpha channels. + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture->w, texture->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + break; + } + +}