📄 gl_draw.c
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#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;
// VIDEO VARIABLES
extern unsigned char cvidmode;
extern SDL_Surface *surface;
extern int SurfaceX, SurfaceY;
extern int SurfaceLocking;
extern DWORD BitDepth;
// 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;
extern unsigned char curblank;
void gl_clearwin();
void UpdateVFrame(void);
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 |= (cvidmode == 16 ? SDL_RESIZABLE : 0);
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;
}
glvidbuffer = malloc(512 * 512 * 2);
gl_clearwin();
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 */
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);
glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
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);
}
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)
UpdateVFrame();
if (curblank != 0)
return;
if (BilinearFilter)
{
glfilters = GL_LINEAR;
if (GUIOn2 && !FilteredGUI)
glfilters = GL_NEAREST;
}
else
{
glfilters = GL_NEAREST;
}
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);
}
}
SDL_GL_SwapBuffers();
}
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