and more cleanup ....
svn-id: r6719
This commit is contained in:
parent
093428ae9a
commit
a8c3057875
25 changed files with 1151 additions and 1297 deletions
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@ -42,400 +42,395 @@
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#endif
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class FB2GL {
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private:
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// Framebuffer for 8 bpp
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unsigned char ogl_fb[256][256];
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unsigned char ogl_fbb[256][64];
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// Framebuffer for RGBA
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unsigned char ogl_fb1[256][256][4];
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unsigned char ogl_fb2[256][64][4];
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// Framebuffer for the blit function (SDL Blitting)
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unsigned char fb1[256*256*4]; // Enough room for RGBA
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unsigned char fb2[64*256*4]; // Enough room for RGBA
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// Texture(s)
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GLuint texture;
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GLuint textureb;
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// Display list
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GLuint dlist;
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// Color Table (256 colors, RGB)
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char ogl_ctable[256][3];
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char ogl_temp_ctable[256][3]; // Support for OpenGL 1.1
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char flags;
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void maketex();
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void makedlist(int xf, int yf);
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public:
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SDL_Surface *screen;
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FB2GL() {
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flags=0;
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screen=NULL;
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}
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int init(int width, int height, int xfix, int yfix, char _flags);
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void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
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void palette(int index, int r, int g, int b);
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void setPalette(int first, int ncolors);
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void blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rectlist, int xskip, int yskip);
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void display();
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private:
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// Framebuffer for 8 bpp
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unsigned char ogl_fb[256][256];
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unsigned char ogl_fbb[256][64];
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// Framebuffer for RGBA
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unsigned char ogl_fb1[256][256][4];
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unsigned char ogl_fb2[256][64][4];
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// Framebuffer for the blit function (SDL Blitting)
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unsigned char fb1[256 * 256 * 4]; // Enough room for RGBA
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unsigned char fb2[64 * 256 * 4]; // Enough room for RGBA
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// Texture(s)
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GLuint texture;
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GLuint textureb;
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// Display list
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GLuint dlist;
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// Color Table (256 colors, RGB)
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char ogl_ctable[256][3];
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char ogl_temp_ctable[256][3]; // Support for OpenGL 1.1
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char flags;
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void maketex();
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void makedlist(int xf, int yf);
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public:
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SDL_Surface *screen;
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FB2GL() {
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flags = 0;
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screen = NULL;
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}
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int init(int width, int height, int xfix, int yfix, char _flags);
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void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
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void palette(int index, int r, int g, int b);
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void setPalette(int first, int ncolors);
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void blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rectlist, int xskip, int yskip);
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void display();
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};
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void FB2GL::maketex()
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{
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glGenTextures(0,&texture);
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glBindTexture(GL_TEXTURE_2D,texture);
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void FB2GL::maketex() {
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glGenTextures(0,&texture);
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glBindTexture(GL_TEXTURE_2D,texture);
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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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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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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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*/
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if (flags & FB2GL_RGBA) {
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,256,256,0,GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb);
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}
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if (flags & FB2GL_320) {
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glGenTextures(1,&textureb);
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glBindTexture(GL_TEXTURE_2D,textureb);
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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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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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*/
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if (flags & FB2GL_RGBA) {
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glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,256,0,GL_RGBA,
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GL_UNSIGNED_BYTE, ogl_fb2);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,64,256,0,GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, ogl_fbb);
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}
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}
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if (flags & FB2GL_RGBA) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, 256, 256, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb);
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}
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if (flags & FB2GL_320) {
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glGenTextures(1, &textureb);
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glBindTexture(GL_TEXTURE_2D, textureb);
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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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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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/*
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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*/
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if (flags & FB2GL_RGBA) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 256, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, ogl_fb2);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, 64, 256, 0, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, ogl_fbb);
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}
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}
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}
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void FB2GL::makedlist(int xf, int yf)
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{
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double xfix=(double)xf/128; // 128 = 256/2 (half texture => 0.0 to 1.0)
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double yfix=(double)yf/128;
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// End of 256x256 (from -1.0 to 1.0)
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double texend = (double)96/160; // 160=320/2 (== 0.0), 256-160=96.
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if (glIsList(dlist))
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glDeleteLists(dlist,1);
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dlist=glGenLists(1);
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glNewList(dlist,GL_COMPILE);
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void FB2GL::makedlist(int xf, int yf) {
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double xfix = (double)xf / 128; // 128 = 256/2 (half texture => 0.0 to 1.0)
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double yfix = (double)yf / 128;
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// End of 256x256 (from -1.0 to 1.0)
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double texend = (double)96 / 160; // 160=320/2 (== 0.0), 256-160=96.
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glEnable(GL_TEXTURE_2D);
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if (glIsList(dlist))
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glDeleteLists(dlist, 1);
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glBindTexture(GL_TEXTURE_2D, texture);
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dlist=glGenLists(1);
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glNewList(dlist, GL_COMPILE);
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if (!(flags & FB2GL_320)) { // Normal 256x256
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glBegin(GL_QUADS);
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glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); // upper left
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glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left
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glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); // lower right
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glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); // upper right
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glEnd();
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}
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else { // 320x256
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glEnable(GL_TEXTURE_2D);
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// First, the 256x256 texture
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glBegin(GL_QUADS);
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glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); // upper left
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glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left
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glTexCoord2f(1.0,0.0); glVertex2f(texend+xfix,1.0); // lower right
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glTexCoord2f(1.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); // upper right
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glEnd();
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glBindTexture(GL_TEXTURE_2D, texture);
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// 64x256
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glBindTexture(GL_TEXTURE_2D, textureb);
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if (!(flags & FB2GL_320)) { // Normal 256x256
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, -1.0 - yfix); // upper left
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glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0); // lower left
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glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0); // lower right
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glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix); // upper right
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glEnd();
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}
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else { // 320x256
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glBegin(GL_QUADS);
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glTexCoord2f(0.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); // upper left
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glTexCoord2f(0.0,0.0); glVertex2f(texend+xfix,1.0); // lower left
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glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); // lower right
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glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); // upper right
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glEnd();
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}
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// First, the 256x256 texture
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0); glVertex2f( -1.0, -1.0 - yfix); // upper left
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glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0); // lower left
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glTexCoord2f(1.0, 0.0); glVertex2f(texend + xfix, 1.0); // lower right
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glTexCoord2f(1.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix); // upper right
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glEnd();
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glDisable(GL_TEXTURE_2D);
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// 64x256
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glBindTexture(GL_TEXTURE_2D, textureb);
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glEndList();
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix); // upper left
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glTexCoord2f(0.0, 0.0); glVertex2f(texend + xfix, 1.0); // lower left
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glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0); // lower right
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glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix); // upper right
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glEnd();
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}
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glDisable(GL_TEXTURE_2D);
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glEndList();
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}
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int FB2GL::init(int width, int height, int xfix, int yfix, char _flags)
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{
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char gl_ext[4096];
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gl_ext[0]='\0';
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int FB2GL::init(int width, int height, int xfix, int yfix, char _flags) {
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char gl_ext[4096];
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gl_ext[0]='\0';
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flags = _flags;
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// Fullscreen?
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if (!screen) {
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screen = SDL_SetVideoMode(width, height, (flags & FB2GL_16BIT? 16: 0),
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SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER |
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(flags & FB2GL_FS? SDL_FULLSCREEN: 0));
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}
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flags = _flags;
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fprintf(stderr,"Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel);
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if (!screen) {
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fprintf(stderr, "Couldn't start video res %dx%d\n", width, height);
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return 0;
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}
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// Fullscreen?
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if (!screen) {
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screen = SDL_SetVideoMode(width, height, (flags & FB2GL_16BIT ? 16: 0),
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SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER |
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(flags & FB2GL_FS? SDL_FULLSCREEN: 0));
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}
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warning("Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel);
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if (!screen) {
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fprintf(stderr, "Couldn't start video res %dx%d\n", width, height);
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return 0;
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}
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if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
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strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
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if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
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strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
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fprintf(stderr,"gl_ext= %s\n",gl_ext);
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if ( strstr( gl_ext , "GL_EXT_paletted_texture") )
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glEnable(GL_EXT_paletted_texture);
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else {
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fprintf(stderr,"Your OpenGL version doesn't support paletted texture\n");
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return 0;
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}
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}
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if (width>0 && height>0)
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maketex();
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makedlist(xfix, yfix);
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if ( strstr( gl_ext , "GL_EXT_paletted_texture") )
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glEnable(GL_EXT_paletted_texture);
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else {
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fprintf(stderr,"Your OpenGL version doesn't support paletted texture\n");
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return 0;
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}
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}
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if (width>0 && height>0)
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maketex();
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makedlist(xfix, yfix);
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/* glEnable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glAlphaFunc(GL_GREATER,0);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);*/
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return 1;
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/* glEnable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glAlphaFunc(GL_GREATER,0);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);*/
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return 1;
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}
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void FB2GL::display()
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{
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glCallList(dlist);
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SDL_GL_SwapBuffers();
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glCallList(dlist);
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SDL_GL_SwapBuffers();
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}
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void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
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unsigned char *fb1=(unsigned char *)fb;
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int x,y,scr_pitch,byte=0;
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unsigned char *fb1=(unsigned char *)fb;
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int x,y,scr_pitch,byte=0;
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if (flags & FB2GL_PITCH) scr_pitch=pitch;
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else {
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scr_pitch=w*pitch;
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byte = pitch; // Bytes perl pixel (for RGBA mode)
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}
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if (flags & FB2GL_PITCH) scr_pitch=pitch;
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else {
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scr_pitch=w*pitch;
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byte = pitch; // Bytes perl pixel (for RGBA mode)
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}
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if (flags & FB2GL_RGBA) {
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if (flags & FB2GL_EXPAND) { // Expand the 8 bit fb into a RGB fb
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for (y=yskip; y<h; y++) {
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if (flags & FB2GL_RGBA) {
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if (flags & FB2GL_EXPAND) { // Expand the 8 bit fb into a RGB fb
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for (y=yskip; y<h; y++) {
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for (x=xskip; x<w; x++) {
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if (x<256) {
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ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
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ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
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ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
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ogl_fb1[y][x][3] = 255;
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}
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else {
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ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
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ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
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ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
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ogl_fb2[y][x-256][3] = 255;
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}
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if (x<256) {
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ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
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ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
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ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
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ogl_fb1[y][x][3] = 255;
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}
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else {
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ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
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ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
|
||||
ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
|
||||
ogl_fb2[y][x-256][3] = 255;
|
||||
}
|
||||
}
|
||||
fb1 += scr_pitch;
|
||||
}
|
||||
}
|
||||
else { // No expansion
|
||||
for (y=yskip; y<h; y++) {
|
||||
}
|
||||
}
|
||||
else { // No expansion
|
||||
for (y=yskip; y<h; y++) {
|
||||
for (x=xskip; x<w; x++) {
|
||||
if (x<256) {
|
||||
ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte));
|
||||
ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1);
|
||||
ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2);
|
||||
}
|
||||
else {
|
||||
ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte));
|
||||
ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1);
|
||||
ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2);
|
||||
}
|
||||
if (x<256) {
|
||||
ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte));
|
||||
ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1);
|
||||
ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2);
|
||||
}
|
||||
else {
|
||||
ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte));
|
||||
ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1);
|
||||
ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2);
|
||||
}
|
||||
}
|
||||
fb1 += scr_pitch;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update 256x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_RGBA,
|
||||
// Update 256x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,ogl_fb1);
|
||||
|
||||
if (flags & FB2GL_320) {
|
||||
// Update 64x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_RGBA,
|
||||
if (flags & FB2GL_320) {
|
||||
// Update 64x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,ogl_fb2);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
else { // non RGBA (paletted)
|
||||
}
|
||||
else { // non RGBA (paletted)
|
||||
|
||||
for (y=0; y<h; y++)
|
||||
for (x=0; x<w; x++) {
|
||||
for (y=0; y<h; y++)
|
||||
for (x=0; x<w; x++) {
|
||||
if (x<256) {
|
||||
ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x);
|
||||
ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x);
|
||||
}
|
||||
else {
|
||||
ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x);
|
||||
ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update 256x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,
|
||||
// Update 256x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,
|
||||
GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fb);
|
||||
|
||||
if (flags & FB2GL_320) {
|
||||
// Update 64x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,
|
||||
GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb);
|
||||
}
|
||||
if (flags & FB2GL_320) {
|
||||
// Update 64x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,
|
||||
GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
display();
|
||||
display();
|
||||
|
||||
}
|
||||
|
||||
void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int yskip) {
|
||||
int x, y, i;
|
||||
int rx, ry, rw, rh;
|
||||
int xend=0, yend=0;
|
||||
int pitch = fb->pitch/2; // 16 bit pointer access (not char *)
|
||||
int tex1_w = 0, tex2_w = 0, tex2_x = 0;
|
||||
int x, y, i;
|
||||
int rx, ry, rw, rh;
|
||||
int xend=0, yend=0;
|
||||
int pitch = fb->pitch/2; // 16 bit pointer access (not char *)
|
||||
int tex1_w = 0, tex2_w = 0, tex2_x = 0;
|
||||
|
||||
for (i=0; i<num_rect; i++) {
|
||||
tex1_w = tex2_w = tex2_x = 0;
|
||||
rx = rect[i].x;
|
||||
ry = rect[i].y;
|
||||
rw = rect[i].w;
|
||||
rh = rect[i].h;
|
||||
xend = rx + rw;
|
||||
yend = ry + rh;
|
||||
if (xend > fb->w) continue;
|
||||
if (yend > fb->h) continue;
|
||||
for (i=0; i<num_rect; i++) {
|
||||
tex1_w = tex2_w = tex2_x = 0;
|
||||
rx = rect[i].x;
|
||||
ry = rect[i].y;
|
||||
rw = rect[i].w;
|
||||
rh = rect[i].h;
|
||||
xend = rx + rw;
|
||||
yend = ry + rh;
|
||||
if (xend > fb->w) continue;
|
||||
if (yend > fb->h) continue;
|
||||
|
||||
if (rx < 256) { // Begins before the end of the 1st texture
|
||||
if (xend >= 256) { // Ends after the first texture
|
||||
if (rx < 256) { // Begins before the end of the 1st texture
|
||||
if (xend >= 256) { // Ends after the first texture
|
||||
tex2_w = xend-256; // For the 2nd texture
|
||||
tex1_w = rw - tex2_w; // For the 1st texture
|
||||
}
|
||||
else tex1_w = rw;
|
||||
}
|
||||
else {
|
||||
tex2_w = rw;
|
||||
tex2_x = rx - 256;
|
||||
}
|
||||
}
|
||||
else tex1_w = rw;
|
||||
}
|
||||
else {
|
||||
tex2_w = rw;
|
||||
tex2_x = rx - 256;
|
||||
}
|
||||
|
||||
for (y = ry; y < yend; y++) {
|
||||
for (x = rx; x < xend; x++) {
|
||||
|
||||
if (x < 256 && tex1_w) {
|
||||
int pos = (x-rx+(y-ry)*tex1_w)*4; // RGBA
|
||||
SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
|
||||
&fb1[pos],
|
||||
&fb1[pos+1],
|
||||
&fb1[pos+2]);
|
||||
for (y = ry; y < yend; y++) {
|
||||
for (x = rx; x < xend; x++) {
|
||||
|
||||
if (x < 256 && tex1_w) {
|
||||
int pos = (x-rx+(y-ry)*tex1_w)*4; // RGBA
|
||||
SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
|
||||
&fb1[pos],
|
||||
&fb1[pos+1],
|
||||
&fb1[pos+2]);
|
||||
}
|
||||
else if (x >= 256 && tex2_w) {
|
||||
int rx2 = rx < 256? 256: rx;
|
||||
int pos = (x-rx2+(y-ry)*tex2_w)*4; // RGBA
|
||||
SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
|
||||
&fb2[pos],
|
||||
&fb2[pos+1],
|
||||
&fb2[pos+2]);
|
||||
int rx2 = rx < 256? 256: rx;
|
||||
int pos = (x-rx2+(y-ry)*tex2_w)*4; // RGBA
|
||||
SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
|
||||
&fb2[pos],
|
||||
&fb2[pos+1],
|
||||
&fb2[pos+2]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (tex1_w > 0) {
|
||||
// Update 256x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,rx+xskip,ry+yskip,tex1_w,rh,GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,fb1);
|
||||
}
|
||||
if (tex2_w > 0) { // What was left for this texture
|
||||
// Update 64x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,tex2_x+xskip,ry+yskip,tex2_w,rh,GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,fb2);
|
||||
}
|
||||
}
|
||||
if (tex1_w > 0) {
|
||||
// Update 256x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,rx+xskip,ry+yskip,tex1_w,rh,GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,fb1);
|
||||
}
|
||||
if (tex2_w > 0) { // What was left for this texture
|
||||
// Update 64x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,tex2_x+xskip,ry+yskip,tex2_w,rh,GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,fb2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FB2GL::palette(int i, int r, int g, int b) {
|
||||
if (flags & FB2GL_EXPAND) {
|
||||
ogl_temp_ctable[i][0]=r;
|
||||
ogl_temp_ctable[i][1]=g;
|
||||
ogl_temp_ctable[i][2]=b;
|
||||
}
|
||||
else { // Paletted texture
|
||||
ogl_ctable[i][0]=r;
|
||||
ogl_ctable[i][1]=g;
|
||||
ogl_ctable[i][2]=b;
|
||||
}
|
||||
if (flags & FB2GL_EXPAND) {
|
||||
ogl_temp_ctable[i][0]=r;
|
||||
ogl_temp_ctable[i][1]=g;
|
||||
ogl_temp_ctable[i][2]=b;
|
||||
}
|
||||
else { // Paletted texture
|
||||
ogl_ctable[i][0]=r;
|
||||
ogl_ctable[i][1]=g;
|
||||
ogl_ctable[i][2]=b;
|
||||
}
|
||||
}
|
||||
|
||||
void FB2GL::setPalette(int f, int n) {
|
||||
char temp[256][3];
|
||||
int i;
|
||||
char temp[256][3];
|
||||
int i;
|
||||
|
||||
if (flags & FB2GL_EXPAND) {
|
||||
for (i=f; i<n; i++) {
|
||||
ogl_ctable[i][0] = ogl_temp_ctable[i][0];
|
||||
ogl_ctable[i][1] = ogl_temp_ctable[i][1];
|
||||
ogl_ctable[i][2] = ogl_temp_ctable[i][2];
|
||||
}
|
||||
}
|
||||
else { // Paletted texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glGetColorTable(GL_TEXTURE_2D,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
||||
if (flags & FB2GL_EXPAND) {
|
||||
for (i=f; i<n; i++) {
|
||||
ogl_ctable[i][0] = ogl_temp_ctable[i][0];
|
||||
ogl_ctable[i][1] = ogl_temp_ctable[i][1];
|
||||
ogl_ctable[i][2] = ogl_temp_ctable[i][2];
|
||||
}
|
||||
}
|
||||
else { // Paletted texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glGetColorTable(GL_TEXTURE_2D,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
||||
|
||||
for (i=f; i<n; i++) {
|
||||
temp[i][0] = ogl_ctable[i][0];
|
||||
temp[i][1] = ogl_ctable[i][1];
|
||||
temp[i][2] = ogl_ctable[i][2];
|
||||
}
|
||||
for (i=f; i<n; i++) {
|
||||
temp[i][0] = ogl_ctable[i][0];
|
||||
temp[i][1] = ogl_ctable[i][1];
|
||||
temp[i][2] = ogl_ctable[i][2];
|
||||
}
|
||||
|
||||
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
||||
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
||||
|
||||
if (flags & FB2GL_320) {
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
||||
}
|
||||
if (flags & FB2GL_320) {
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue