+++ /dev/null
-/*
- * SDLEMU library - Free sdl related functions library
- * 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
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * 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 obsolete 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"
-
-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 SDL_Surface * overlay = 0;
-static GLuint overlayID = 0;
-static GLfloat overlayCoord[4];
-void sdlemu_create_overlay(SDL_Surface * dst, int src_bpp);
-
-static int showOverlay = 0;
-
-static inline int power_of_two(int input)
-{
- int value = 1;
-
- while (value < input)
- value <<= 1;
-
- return value;
-}
-
-void sdlemu_init_opengl(SDL_Surface * src, SDL_Surface * dst, int texturetype, int filter, int src_bpp)
-{
- 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("OpenGL drawmethod: ");
-
- switch (texturetype)
- {
- case 1:
- printf("GL_QUAD rendering\n\n");
- break;
- default:
- printf("GL_TRIANGLE rendering\n\n");
- break;
- }
-
- glFilter = filter;
-
- // Let us create the texture information :
- sdlemu_create_texture(src, dst, filter, src_bpp);
- sdlemu_create_overlay(dst, src_bpp);
-}
-
-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);
-
- /* 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
-// SDL_BlitSurface(src, NULL, overlay, NULL);
-/*Uint32 * pix = (Uint32 *)overlay->pixels;
-Uint32 y,x;
-for(y=10; y<200; y++)
-for(x=30; x<250; x++)
-pix[x+(y*1024)] = 0x800000FF;//*/
-
-glBlendFunc(GL_ONE, GL_ZERO);
-glBindTexture(GL_TEXTURE_2D, texid);
- // Texturemap complete texture to surface so we have free scaling
- // 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:
- glBegin(GL_QUADS);
- glTexCoord2f(texcoord[0], texcoord[1]);
- glVertex2f(0, 0);
- glTexCoord2f(texcoord[2], texcoord[1]);
- glVertex2f(dst->w, 0);
- glTexCoord2f(texcoord[2], texcoord[3]);
- glVertex2f(dst->w, dst->h);
- glTexCoord2f(texcoord[0], texcoord[3]);
- glVertex2f(0, dst->h);
- glEnd();
-
- default:
- glBegin(GL_TRIANGLE_STRIP);
- glTexCoord2f(texcoord[0], texcoord[1]); glVertex3i(0, 0, 0);
- glTexCoord2f(texcoord[2], texcoord[1]); glVertex3i(dst->w, 0, 0);
- glTexCoord2f(texcoord[0], texcoord[3]); glVertex3i(0, dst->h, 0);
- glTexCoord2f(texcoord[2], texcoord[3]); glVertex3i(dst->w, dst->h, 0);
- glEnd();
- }//*/
-
- if (showOverlay)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, overlayID);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, overlay->w, overlay->h, GL_RGBA, GL_UNSIGNED_BYTE, overlay->pixels);
- glBegin(GL_QUADS);
- glTexCoord2f(overlayCoord[0], overlayCoord[1]);
- glVertex2f(0, 0);
- glTexCoord2f(overlayCoord[2], overlayCoord[1]);
- glVertex2f(dst->w, 0);
- glTexCoord2f(overlayCoord[2], overlayCoord[3]);
- glVertex2f(dst->w, dst->h);
- glTexCoord2f(overlayCoord[0], overlayCoord[3]);
- glVertex2f(0, dst->h);
- glEnd();
- }
-
-//Do some OpenGL stuff here...
-//Doesn't work...
-/*unsigned long int map[25] = {
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF,
- 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF
-};
-glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-glRasterPos2i(10, 10);
-glDrawPixels(5, 5, GL_RGBA, GL_UNSIGNED_INT, map);//*/
-
-// glFlush();
- SDL_GL_SwapBuffers();
-// glFinish();
-
-}
-
-void sdlemu_close_opengl(void)
-{
- if (texture)
- SDL_FreeSurface(texture);
-
- if (overlay)
- SDL_FreeSurface(overlay);
-}
-
-void sdlemu_create_overlay(SDL_Surface * dst, int src_bpp)
-{
- // Local variables.
- Uint32 rmask, gmask, bmask, amask; // Needed for creating RGBA masks.
-
- // Delete old texture (if allocated). Useful when there is a screen resize.
- if (overlay)
- SDL_FreeSurface(overlay);
-
- // 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
- int w = power_of_two(dst->w);
- int h = power_of_two(dst->h);
-
- printf("OpenGL - Overlay size : %d x %d\n", w, h);
-
- // Setting bpp based upon src_bpp.
- int 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 == 16 || bpp == 24 || bpp == 32)
- texturebpp = bpp;
- else
- texturebpp = dst->format->BitsPerPixel;
-
- printf("OpenGL - Overlay 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
-/*
- 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
- 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.
- overlay = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, texturebpp, rmask, gmask, bmask, amask);
-
- // Setting up the texture coordinates.
- overlayCoord[0] = 0.0f;
- overlayCoord[1] = 0.0f;
- overlayCoord[2] = (GLfloat)(dst->w) / overlay->w;
- overlayCoord[3] = (GLfloat)(dst->h) / overlay->h;
-
- // create a RGB(A) texture for the texture surface
- glGenTextures(1, &overlayID);
- glBindTexture(GL_TEXTURE_2D, overlayID);
-
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-
- // Setting texture mode.
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
-
- // Generate 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, overlay->w, overlay->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 costs!
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, overlay->w, overlay->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, overlay->w, overlay->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- break;
- }
-}
-
-void * sdlemuGetOverlayPixels(void)
-{
- return overlay->pixels;
-}
-
-Uint32 sdlemuGetOverlayWidthInPixels(void)
-{
- return overlay->pitch / 4;
-}
-
-void sdlemuEnableOverlay(void)
-{
- showOverlay = 1;
-}
-
-void sdlemuDisableOverlay(void)
-{
- showOverlay = 0;
-}
-
-void sdlemu_create_texture(SDL_Surface * src, SDL_Surface * dst, int filter, int src_bpp)
-{
- // 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). Useful 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 == 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
-/*
- 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
- 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);
- glEnable(GL_BLEND);
- glDisable(GL_NORMALIZE);
- glDisable(GL_ALPHA_TEST);
- glEnable(GL_TEXTURE_2D);
-// glBlendFunc(GL_SRC_ALPHA, GL_ONE);
-// glBlendFunc(GL_ONE, GL_SRC_ALPHA);
-//This works, but in a wrong way...
-// glBlendFunc(GL_ONE, GL_ONE);
-
- // Definitely needed for screen resolution larger then the *src.
- // This way we can have automatic scaling functionality.
- 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();
-
- // 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 a RGB(A) texture for the texture surface
- glGenTextures(1, &texid);
- glBindTexture(GL_TEXTURE_2D, texid);
-
- // Setting 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);
- }
-
- // Setting texture mode.
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
-
- // Generate 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 costs!
- 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;
- }
-}