📄 opengl.cpp
字号:
/******************************************************************************* Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and Jerremy Koot (jkoot@snes9x.com) (c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net) (c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net), funkyass (funkyass@spam.shaw.ca), Joel Yliluoma (http://iki.fi/bisqwit/) Kris Bleakley (codeviolation@hotmail.com), Matthew Kendora, Nach (n-a-c-h@users.sourceforge.net), Peter Bortas (peter@bortas.org) and zones (kasumitokoduck@yahoo.com) C4 x86 assembler and some C emulation code (c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com), _Demo_ (_demo_@zsnes.com), and Nach C4 C++ code (c) Copyright 2003 Brad Jorsch DSP-1 emulator code (c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson, John Weidman, neviksti (neviksti@hotmail.com), Kris Bleakley, Andreas Naive DSP-2 emulator code (c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and Lord Nightmare (lord_nightmare@users.sourceforge.net OBC1 emulator code (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and Kris Bleakley Ported from x86 assembler to C by sanmaiwashi SPC7110 and RTC C++ emulator code (c) Copyright 2002 Matthew Kendora with research by zsKnight, John Weidman, and Dark Force S-DD1 C emulator code (c) Copyright 2003 Brad Jorsch with research by Andreas Naive and John Weidman S-RTC C emulator code (c) Copyright 2001 John Weidman ST010 C++ emulator code (c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora Super FX x86 assembler emulator code (c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault Super FX C emulator code (c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman SH assembler code partly based on x86 assembler code (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se) Specific ports contains the works of other authors. See headers in individual files. Snes9x homepage: http://www.snes9x.com Permission to use, copy, modify and distribute Snes9x in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work. This software is provided 'as-is', without any express or implied warranty. In no event shall the authors be held liable for any damages arising from the use of this software. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes charging money for Snes9x or software derived from Snes9x. The copyright holders request that bug fixes and improvements to the code should be forwarded to them so everyone can benefit from the modifications in future versions. Super NES and Super Nintendo Entertainment System are trademarks of Nintendo Co., Limited and its subsidiary companies.*******************************************************************************/#include <math.h>#include "snes9x.h"#include "gfx.h"#include "3d.h"#include "x11.h"#ifdef USE_OPENGLstatic int dbdepat [] = {GLX_RGBA, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 16, None};//static int sbdepat [] = {GLX_RGBA,GLX_DEPTH_SIZE, 16, None};//static int dbnodepat [] = {GLX_RGBA, GLX_DOUBLEBUFFER, None};//static int sbnodepat [] = {GLX_RGBA, None};OpenGLData OpenGL;uint8 basetexbuffer [512 * 512 * 3];static double xrot, yrot, zrot;#define DRAW_CUBE 0bool8 S9xOpenGLInit (){ XVisualInfo *vi; vi = glXChooseVisual (GUI.display, XScreenNumberOfScreen (GUI.screen), dbdepat); if (!vi) return (FALSE); GUI.visual = vi->visual; GUI.depth = vi->depth; GUI.glcontext = glXCreateContext (GUI.display, vi, 0, GL_TRUE); if (!GUI.glcontext) return (FALSE); OpenGL.draw_cube = FALSE; return (TRUE);}bool8 S9xOpenGLInit2 (){ glXMakeCurrent (GUI.display, GUI.window, GUI.glcontext); glGetIntegerv (GL_MAX_TEXTURE_SIZE, &OpenGL.max_texture_size); if (OpenGL.max_texture_size >= 512) { OpenGL.texture_size = 512; OpenGL.num_textures = 2; } else { OpenGL.texture_size = OpenGL.max_texture_size; OpenGL.num_textures = 1; } Settings.OpenGLEnable = TRUE; const char *ext = (const char *) glGetString (GL_EXTENSIONS); if (ext && strstr (ext, "EXT_packed_pixels") != NULL) OpenGL.packed_pixels_extension_present = TRUE; const char *version = (const char *) glGetString (GL_VERSION); if (version && strlen (version) < 100) { char ver [100]; strcpy (ver, version); // Strip dots from the version string char *ptr; while (ptr = strchr (ver, '.')) memmove (ptr, ptr + 1, strlen (ptr + 1) + 1); // Pad the string with zeros to 4 digits while (strlen (ver) < 4) strcat (ver, "0"); OpenGL.version = atoi (ver); } else OpenGL.version = 1100;#ifndef GL_UNSIGNED_SHORT_5_5_5_1_EXT#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034#endif if (OpenGL.version >= 1200) { OpenGL.internal_format = GL_RGB5_A1; OpenGL.format = GL_RGBA; OpenGL.type = GL_UNSIGNED_SHORT_5_5_5_1_EXT; S9xSetRenderPixelFormat (RGB5551); } else if (OpenGL.packed_pixels_extension_present) { OpenGL.internal_format = GL_RGB5_A1; OpenGL.format = GL_RGBA; OpenGL.type = GL_UNSIGNED_SHORT_5_5_5_1_EXT; S9xSetRenderPixelFormat (RGB5551); } else { OpenGL.internal_format = GL_RGB; OpenGL.format = GL_RGB; OpenGL.type = GL_UNSIGNED_BYTE; } glGenTextures (OpenGL.num_textures, OpenGL.textures); if (OpenGL.num_textures == 2) { glBindTexture (GL_TEXTURE_2D, OpenGL.textures [1]); glTexImage2D (GL_TEXTURE_2D, 0, OpenGL.internal_format, 256, 256, 0, OpenGL.format, OpenGL.type, NULL); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } glBindTexture (GL_TEXTURE_2D, OpenGL.textures [0]); glTexImage2D (GL_TEXTURE_2D, 0, OpenGL.internal_format, OpenGL.texture_size, OpenGL.texture_size, 0, OpenGL.format, OpenGL.type, NULL); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glPolygonMode (GL_FRONT, GL_FILL); glEnable (GL_CULL_FACE); glCullFace (GL_BACK); glEnable (GL_DITHER); glEnable (GL_LIGHTING); glEnable (GL_LIGHT0); glEnable (GL_POINT_SMOOTH); glHint (GL_POINT_SMOOTH_HINT, GL_NICEST); glEnable (GL_TEXTURE_2D); glShadeModel (GL_SMOOTH); glEnable (GL_POLYGON_SMOOTH); glClearColor (0.0f, 0.0f, 0.0f, 0.0f); glClearDepth (1.0f); glDisable (GL_DEPTH_TEST); glDepthFunc (GL_LESS); glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glMatrixMode (GL_MODELVIEW); glClearColor (0, 0, 0, 1); glClear (GL_COLOR_BUFFER_BIT); glFlush (); return (TRUE);}void S9xOpenGLDeinit (){ if (GUI.glcontext) { glXDestroyContext (GUI.display, GUI.glcontext); GUI.glcontext = NULL; }}#define RED(color) ((color&0x7C00) >> 7)#define GREEN(color) ((color&0x03E0) >> 2)#define BLUE(color) ((color&0x001F) << 3)void S9xOpenGLPutImage (int snes_width, int snes_height){ glViewport (0, 0, GUI.window_width, GUI.window_height); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glFrustum (-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 100.0f); glMatrixMode (GL_MODELVIEW); glDisable (GL_DEPTH_TEST); glDisable (GL_LIGHTING); glEnable (GL_TEXTURE_2D); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glDisable (GL_BLEND); uint8 *data = (uint8 *) GFX.Screen; uint32 swidth = snes_width > 256 ? 512 : 256; int startl = 0; int texture_size; if (OpenGL.num_textures == 2 && snes_width == 256) texture_size = 256; else texture_size = OpenGL.texture_size; uint32 pheight = snes_height % texture_size; if (pheight == 0) pheight = texture_size; if (OpenGL.draw_cube) { xrot += 0.3f; yrot += 0.2f; zrot += 0.4f; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } for (int starty = snes_height - pheight; starty >= 0; startl += pheight, pheight = texture_size, starty -= texture_size) { for (int startx = 0; startx < (int) swidth; startx += texture_size) { uint32 pwidth; if ((pwidth = snes_width - startx) > (uint32) texture_size) pwidth = texture_size; float fx1 = (float) startx / snes_width; float fy1 = (float) starty / snes_height; float fx2 = fx1 + (float) pwidth / snes_width; float fy2 = fy1 + (float) pheight / snes_height; if (!OpenGL.packed_pixels_extension_present) { int i = 0; for (uint32 y = 0; y < pheight; y++) { uint16 *ptr = (uint16 *) (GFX.Screen + (y + startl) * GFX.Pitch2) + startx; for (uint32 x = 0; x < pwidth; x++) { int color = *ptr++; basetexbuffer [i ] = RED(color); basetexbuffer [i+1] = GREEN(color); basetexbuffer [i+2] = BLUE(color); i += 3; } } data = basetexbuffer; } else if (snes_width > texture_size) { for (uint32 y = 0; y < pheight; y++) { memmove (basetexbuffer + sizeof (uint16) * texture_size * y, (GFX.Screen + (y + startl) * GFX.Pitch2) + startx, sizeof (uint16) * texture_size); } data = basetexbuffer; } if (OpenGL.num_textures == 2 && snes_width == 256) glBindTexture (GL_TEXTURE_2D, OpenGL.textures [1]); else glBindTexture (GL_TEXTURE_2D, OpenGL.textures [0]); glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, pwidth, pheight, OpenGL.format, OpenGL.type, data); float maxx = (float) pwidth / texture_size; float maxy = (float) pheight / texture_size; if (OpenGL.draw_cube) { glLoadIdentity(); glTranslatef (0.0f, 0.0f, -3.5f); glRotatef (xrot, 1.0f, 0.0f, 0.0f); glRotatef (yrot, 0.0f, 1.0f, 0.0f); glRotatef (zrot, 0.0f, 0.0f, 1.0f); glBegin(GL_QUADS); { // Front Face glNormal3f (0.0f, 0.0f, 1.0f); glTexCoord2f (0.0f, maxy); glVertex3f (-1.0f,-1.0f, 1.0f); glTexCoord2f (maxx, maxy); glVertex3f ( 1.0f,-1.0f, 1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f ( 1.0f, 1.0f, 1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f (-1.0f, 1.0f, 1.0f); // Back Face glNormal3f (0.0f, 0.0f, -1.0f); glTexCoord2f (maxx, maxy); glVertex3f (-1.0f,-1.0f,-1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f (-1.0f, 1.0f,-1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f ( 1.0f, 1.0f,-1.0f); glTexCoord2f (0.0f, maxy); glVertex3f ( 1.0f,-1.0f,-1.0f); // Top Face glNormal3f (0.0f, 1.0f, 0.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f (-1.0f, 1.0f,-1.0f); glTexCoord2f (0.0f, maxy); glVertex3f (-1.0f, 1.0f, 1.0f); glTexCoord2f (maxx, maxy); glVertex3f ( 1.0f, 1.0f, 1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f ( 1.0f, 1.0f,-1.0f); // Bottom Face glNormal3f (0.0f, -1.0f, 0.0f); glTexCoord2f (maxx, 0.0f); glVertex3f (-1.0f,-1.0f,-1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f ( 1.0f,-1.0f,-1.0f); glTexCoord2f (0.0f, maxy); glVertex3f ( 1.0f,-1.0f, 1.0f); glTexCoord2f (maxx, maxy); glVertex3f (-1.0f,-1.0f, 1.0f); // Right face glNormal3f (1.0f, 0.0f, 0.0f); glTexCoord2f (maxx, maxy); glVertex3f ( 1.0f,-1.0f,-1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f ( 1.0f, 1.0f,-1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f ( 1.0f, 1.0f, 1.0f); glTexCoord2f (0.0f, maxy); glVertex3f ( 1.0f,-1.0f, 1.0f); // Left Face glNormal3f (-1.0f, 0.0f, 0.0f); glTexCoord2f (0.0f, maxy); glVertex3f (-1.0f,-1.0f,-1.0f); glTexCoord2f (maxx, maxy); glVertex3f (-1.0f,-1.0f, 1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f (-1.0f, 1.0f, 1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f (-1.0f, 1.0f,-1.0f); } glEnd(); } else { glLoadIdentity (); glTranslatef (-0.5, -0.5, -1.0); glDisable (GL_DEPTH_TEST); glBegin(GL_TRIANGLE_STRIP); { glTexCoord2f (0.0, maxy); glVertex3f (fx1, fy1, 0.0); glTexCoord2f (maxx, maxy); glVertex3f (fx2, fy1, 0.0); glTexCoord2f (0.0, 0.0); glVertex3f (fx1, fy2, 0.0); glTexCoord2f (maxx, 0.0); glVertex3f (fx2, fy2, 0.0); } glEnd(); } } } glXSwapBuffers (GUI.display, GUI.window);}#endif
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -