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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
GLideN64/OpenGL.cpp
2015-05-13 10:11:27 +06:00

1208 lines
37 KiB
C++

#include "OpenGL.h"
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include "GLideN64.h"
#include "Types.h"
#include "N64.h"
#include "gSP.h"
#include "gDP.h"
#include "Textures.h"
#include "Combiner.h"
#include "FrameBuffer.h"
#include "DepthBuffer.h"
#include "VI.h"
#include "Config.h"
GLInfo OGL;
#ifdef _WINDOWS
// GLSL functions
PFNGLCREATESHADERPROC glCreateShader;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLUNIFORM2FPROC glUniform2f;
PFNGLUNIFORM2IPROC glUniform2i;
PFNGLUNIFORM4FPROC glUniform4f;
PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLDETACHSHADERPROC glDetachShader;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f;
PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv;
// multitexture functions
PFNGLACTIVETEXTUREPROC glActiveTexture;
// EXT_fog_coord functions
PFNGLFOGCOORDFEXTPROC glFogCoordfEXT;
PFNGLFOGCOORDFVEXTPROC glFogCoordfvEXT;
PFNGLFOGCOORDDEXTPROC glFogCoorddEXT;
PFNGLFOGCOORDDVEXTPROC glFogCoorddvEXT;
PFNGLFOGCOORDPOINTEREXTPROC glFogCoordPointerEXT;
PFNGLDRAWBUFFERSPROC glDrawBuffers;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers;
PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers;
PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer;
PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage;
PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer;
PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLMAPBUFFERPROC glMapBuffer;
PFNGLUNMAPBUFFERPROC glUnmapBuffer;
PFNGLDELETEBUFFERSPROC glDeleteBuffers;
PFNGLBINDIMAGETEXTUREPROC glBindImageTexture;
PFNGLMEMORYBARRIERPROC glMemoryBarrier;
#endif // _WINDOWS
BOOL isExtensionSupported( const char *extension )
{
const GLubyte *extensions = NULL;
const GLubyte *start;
GLubyte *where, *terminator;
where = (GLubyte *) strchr(extension, ' ');
if (where || *extension == '\0')
return 0;
extensions = glGetString(GL_EXTENSIONS);
start = extensions;
for (;;)
{
where = (GLubyte *) strstr((const char *) start, extension);
if (!where)
break;
terminator = where + strlen(extension);
if (where == start || *(where - 1) == ' ')
if (*terminator == ' ' || *terminator == '\0')
return TRUE;
start = terminator;
}
return FALSE;
}
void OGL_InitExtensions()
{
const char *version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
u32 uVersion = atol(version);
#ifdef _WINDOWS
glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
glUniform2f = (PFNGLUNIFORM2FPROC)wglGetProcAddress("glUniform2f");
glUniform2i = (PFNGLUNIFORM2IPROC)wglGetProcAddress("glUniform2i");
glUniform4f = (PFNGLUNIFORM4FPROC)wglGetProcAddress("glUniform4f");
glUniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wglGetProcAddress("glGetProgramInfoLog");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glDisableVertexAttribArray");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wglGetProcAddress("glVertexAttrib4f");
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
glActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress( "glActiveTexture" );
#endif // _WINDOWS
glGetIntegerv( GL_MAX_TEXTURE_UNITS, &OGL.maxTextureUnits );
OGL.maxTextureUnits = min( 8, OGL.maxTextureUnits ); // The plugin only supports 8, and 4 is really enough
#ifdef _WINDOWS
glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wglGetProcAddress( "glDrawBuffers" );
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress( "glBindFramebuffer" );
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress( "glDeleteFramebuffers" );
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress( "glGenFramebuffers" );
glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)wglGetProcAddress( "glFramebufferTexture" );
glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wglGetProcAddress( "glGenRenderbuffers" );
glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wglGetProcAddress( "glBindRenderbuffer" );
glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wglGetProcAddress( "glRenderbufferStorage" );
glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wglGetProcAddress( "glFramebufferRenderbuffer" );
glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wglGetProcAddress( "glDeleteRenderbuffers" );
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wglGetProcAddress( "glCheckFramebufferStatus" );
glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)wglGetProcAddress( "glBlitFramebuffer" );
glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress( "glGenBuffers" );
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress( "glBindBuffer" );
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress( "glBufferData" );
glMapBuffer = (PFNGLMAPBUFFERPROC)wglGetProcAddress( "glMapBuffer" );
glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wglGetProcAddress( "glUnmapBuffer" );
glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wglGetProcAddress( "glDeleteBuffers" );
glBindImageTexture = (PFNGLBINDIMAGETEXTUREPROC)wglGetProcAddress( "glBindImageTexture" );
glMemoryBarrier = (PFNGLMEMORYBARRIERPROC)wglGetProcAddress( "glMemoryBarrier" );
#endif // _WINDOWS
if (glGenFramebuffers != NULL)
OGL.framebufferMode = GLInfo::fbFBO;
else
OGL.framebufferMode = GLInfo::fbNone;
OGL.bImageTexture = (uVersion >= 4) && (glBindImageTexture != NULL);
}
void OGL_InitStates()
{
glEnable( GL_CULL_FACE );
glEnableVertexAttribArray( SC_POSITION );
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_ALWAYS );
glDepthMask( GL_FALSE );
glEnable( GL_SCISSOR_TEST );
if (g_bN64DepthCompare) {
glDisable( GL_DEPTH_TEST );
glDisable( GL_POLYGON_OFFSET_FILL );
glDepthFunc( GL_ALWAYS );
glDepthMask( FALSE );
} else
glPolygonOffset( -3.0f, -3.0f );
glViewport( 0, OGL.heightOffset, OGL.width, OGL.height );
glClearColor( 0.0f, 0.0f, 0.0f, 0.0f );
glClear( GL_COLOR_BUFFER_BIT );
srand( timeGetTime() );
OGL_SwapBuffers();
}
void OGL_UpdateScale()
{
OGL.scaleX = OGL.width / (float)VI.width;
OGL.scaleY = OGL.height / (float)VI.height;
}
void OGL_ResizeWindow()
{
#ifdef _WINDOWS
RECT windowRect, statusRect, toolRect;
if (OGL.fullscreen)
{
OGL.width = config.video.fullscreenWidth;
OGL.height = config.video.fullscreenHeight;
OGL.heightOffset = 0;
SetWindowPos( hWnd, NULL, 0, 0, OGL.width, OGL.height, SWP_NOACTIVATE | SWP_NOZORDER | SWP_SHOWWINDOW );
}
else
{
OGL.width = config.video.windowedWidth;
OGL.height = config.video.windowedHeight;
GetClientRect( hWnd, &windowRect );
GetWindowRect( hStatusBar, &statusRect );
if (hToolBar)
GetWindowRect( hToolBar, &toolRect );
else
toolRect.bottom = toolRect.top = 0;
OGL.heightOffset = (statusRect.bottom - statusRect.top);
windowRect.right = windowRect.left + config.video.windowedWidth - 1;
windowRect.bottom = windowRect.top + config.video.windowedHeight - 1 + OGL.heightOffset;
AdjustWindowRect( &windowRect, GetWindowLong( hWnd, GWL_STYLE ), GetMenu( hWnd ) != NULL );
SetWindowPos( hWnd, NULL, 0, 0, windowRect.right - windowRect.left + 1,
windowRect.bottom - windowRect.top + 1 + toolRect.bottom - toolRect.top + 1, SWP_NOACTIVATE | SWP_NOZORDER | SWP_NOMOVE );
}
#endif // _WINDOWS
}
bool OGL_Start()
{
#ifdef _WINDOWS
int pixelFormat;
PIXELFORMATDESCRIPTOR pfd = {
sizeof(PIXELFORMATDESCRIPTOR), // size of this pfd
1, // version number
PFD_DRAW_TO_WINDOW | // support window
PFD_SUPPORT_OPENGL | // support OpenGL
PFD_DOUBLEBUFFER, // double buffered
PFD_TYPE_RGBA, // RGBA type
32, // color depth
0, 0, 0, 0, 0, 0, // color bits ignored
0, // no alpha buffer
0, // shift bit ignored
0, // no accumulation buffer
0, 0, 0, 0, // accum bits ignored
32, // z-buffer
0, // no stencil buffer
0, // no auxiliary buffer
PFD_MAIN_PLANE, // main layer
0, // reserved
0, 0, 0 // layer masks ignored
};
if ((OGL.hDC = GetDC( hWnd )) == NULL)
{
MessageBox( hWnd, "Error while getting a device context!", pluginName, MB_ICONERROR | MB_OK );
return FALSE;
}
if ((pixelFormat = ChoosePixelFormat( OGL.hDC, &pfd )) == 0)
{
MessageBox( hWnd, "Unable to find a suitable pixel format!", pluginName, MB_ICONERROR | MB_OK );
OGL_Stop();
return FALSE;
}
if ((SetPixelFormat( OGL.hDC, pixelFormat, &pfd )) == FALSE)
{
MessageBox( hWnd, "Error while setting pixel format!", pluginName, MB_ICONERROR | MB_OK );
OGL_Stop();
return FALSE;
}
if ((OGL.hRC = wglCreateContext( OGL.hDC )) == NULL)
{
MessageBox( hWnd, "Error while creating OpenGL context!", pluginName, MB_ICONERROR | MB_OK );
OGL_Stop();
return FALSE;
}
if ((wglMakeCurrent( OGL.hDC, OGL.hRC )) == FALSE)
{
MessageBox( hWnd, "Error while making OpenGL context current!", pluginName, MB_ICONERROR | MB_OK );
OGL_Stop();
return FALSE;
}
#elif defined(USE_SDL)
// init sdl & gl
Uint32 videoFlags = 0;
if (OGL.fullscreen)
{
OGL.width = config.video.fullscreenWidth;
OGL.height = config.video.fullscreenHeight;
}
else
{
OGL.width = config.video.windowedWidth;
OGL.height = config.video.windowedHeight;
}
/* Initialize SDL */
printf( "[glN64]: (II) Initializing SDL video subsystem...\n" );
if (SDL_InitSubSystem( SDL_INIT_VIDEO ) == -1)
{
printf( "[glN64]: (EE) Error initializing SDL video subsystem: %s\n", SDL_GetError() );
return FALSE;
}
/* Video Info */
const SDL_VideoInfo *videoInfo;
printf( "[glN64]: (II) Getting video info...\n" );
if (!(videoInfo = SDL_GetVideoInfo()))
{
printf( "[glN64]: (EE) Video query failed: %s\n", SDL_GetError() );
SDL_QuitSubSystem( SDL_INIT_VIDEO );
return FALSE;
}
/* Set the video mode */
videoFlags |= SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_HWPALETTE;
if (videoInfo->hw_available)
videoFlags |= SDL_HWSURFACE;
else
videoFlags |= SDL_SWSURFACE;
if (videoInfo->blit_hw)
videoFlags |= SDL_HWACCEL;
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
/* SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );*/
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 ); // 32 bit z-buffer
printf( "[glN64]: (II) Setting video mode %dx%d...\n", OGL.width, OGL.height );
if (!(OGL.hScreen = SDL_SetVideoMode( OGL.width, OGL.height, 0, videoFlags )))
{
printf( "[glN64]: (EE) Error setting videomode %dx%d: %s\n", OGL.width, OGL.height, SDL_GetError() );
SDL_QuitSubSystem( SDL_INIT_VIDEO );
return FALSE;
}
SDL_WM_SetCaption( pluginName, pluginName );
#endif // _WINDOWS
OGL_InitExtensions();
OGL_InitStates();
TextureCache_Init();
FrameBuffer_Init();
Combiner_Init();
gSP.changed = gDP.changed = 0xFFFFFFFF;
OGL_UpdateScale();
OGL.captureScreen = false;
return TRUE;
}
void OGL_Stop()
{
Combiner_Destroy();
FrameBuffer_Destroy();
TextureCache_Destroy();
#ifdef _WINDOWS
wglMakeCurrent( NULL, NULL );
if (OGL.hRC)
{
wglDeleteContext( OGL.hRC );
OGL.hRC = NULL;
}
if (OGL.hDC)
{
ReleaseDC( hWnd, OGL.hDC );
OGL.hDC = NULL;
}
#elif defined(USE_SDL)
SDL_QuitSubSystem( SDL_INIT_VIDEO );
OGL.hScreen = NULL;
#endif // _WINDOWS
}
void OGL_UpdateCullFace()
{
if (gSP.geometryMode & G_CULL_BOTH)
{
glEnable( GL_CULL_FACE );
if (gSP.geometryMode & G_CULL_BACK)
glCullFace( GL_BACK );
else
glCullFace( GL_FRONT );
}
else
glDisable( GL_CULL_FACE );
}
void OGL_UpdateViewport()
{
if (frameBuffer.drawBuffer == GL_BACK)
glViewport( gSP.viewport.x * OGL.scaleX, (VI.height - (gSP.viewport.y + gSP.viewport.height)) * OGL.scaleY + OGL.heightOffset,
gSP.viewport.width * OGL.scaleX, gSP.viewport.height * OGL.scaleY );
else
glViewport( gSP.viewport.x * OGL.scaleX, (frameBuffer.top->height - (gSP.viewport.y + gSP.viewport.height)) * OGL.scaleY,
gSP.viewport.width * OGL.scaleX, gSP.viewport.height * OGL.scaleY );
glDepthRange( 0.0f, 1.0f );//gSP.viewport.nearz, gSP.viewport.farz );
}
void OGL_UpdateDepthUpdate()
{
if (gDP.otherMode.depthUpdate)
glDepthMask( TRUE );
else
glDepthMask( FALSE );
}
//copied from RICE VIDEO
void OGL_SetBlendMode()
{
#define BLEND_NOOP 0x0000
#define BLEND_NOOP5 0xcc48 // Fog * 0 + Mem * 1
#define BLEND_NOOP4 0xcc08 // Fog * 0 + In * 1
#define BLEND_FOG_ASHADE 0xc800
#define BLEND_FOG_3 0xc000 // Fog * AIn + In * 1-A
#define BLEND_FOG_MEM 0xc440 // Fog * AFog + Mem * 1-A
#define BLEND_FOG_APRIM 0xc400 // Fog * AFog + In * 1-A
#define BLEND_BLENDCOLOR 0x8c88
#define BLEND_BI_AFOG 0x8400 // Bl * AFog + In * 1-A
#define BLEND_BI_AIN 0x8040 // Bl * AIn + Mem * 1-A
#define BLEND_MEM 0x4c40 // Mem*0 + Mem*(1-0)?!
#define BLEND_FOG_MEM_3 0x44c0 // Mem * AFog + Fog * 1-A
#define BLEND_NOOP3 0x0c48 // In * 0 + Mem * 1
#define BLEND_PASS 0x0c08 // In * 0 + In * 1
#define BLEND_FOG_MEM_IN_MEM 0x0440 // In * AFog + Mem * 1-A
#define BLEND_FOG_MEM_FOG_MEM 0x04c0 // In * AFog + Fog * 1-A
#define BLEND_OPA 0x0044 // In * AIn + Mem * AMem
#define BLEND_XLU 0x0040
#define BLEND_MEM_ALPHA_IN 0x4044 // Mem * AIn + Mem * AMem
u32 blender = gDP.otherMode.l >> 16;
u32 blendmode_1 = blender&0xcccc;
u32 blendmode_2 = blender&0x3333;
glEnable(GL_BLEND);
switch(gDP.otherMode.cycleType)
{
case G_CYC_FILL:
glDisable(GL_BLEND);
break;
case G_CYC_COPY:
glBlendFunc(GL_ONE, GL_ZERO);
break;
case G_CYC_2CYCLE:
if (gDP.otherMode.forceBlender && gDP.otherMode.depthCompare)
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
switch(blendmode_1+blendmode_2)
{
case BLEND_PASS+(BLEND_PASS>>2): // In * 0 + In * 1
case BLEND_FOG_APRIM+(BLEND_PASS>>2):
case BLEND_FOG_MEM_FOG_MEM + (BLEND_OPA>>2):
case BLEND_FOG_APRIM + (BLEND_OPA>>2):
case BLEND_FOG_ASHADE + (BLEND_OPA>>2):
case BLEND_BI_AFOG + (BLEND_OPA>>2):
case BLEND_FOG_ASHADE + (BLEND_NOOP>>2):
case BLEND_NOOP + (BLEND_OPA>>2):
case BLEND_NOOP4 + (BLEND_NOOP>>2):
case BLEND_FOG_ASHADE+(BLEND_PASS>>2):
case BLEND_FOG_3+(BLEND_PASS>>2):
glDisable(GL_BLEND);
break;
case BLEND_PASS+(BLEND_OPA>>2):
if (gDP.otherMode.cvgXAlpha && gDP.otherMode.alphaCvgSel)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else
glDisable(GL_BLEND);
break;
case BLEND_PASS + (BLEND_XLU>>2):
case BLEND_FOG_ASHADE + (BLEND_XLU>>2):
case BLEND_FOG_APRIM + (BLEND_XLU>>2):
case BLEND_FOG_MEM_FOG_MEM + (BLEND_PASS>>2):
case BLEND_XLU + (BLEND_XLU>>2):
case BLEND_BI_AFOG + (BLEND_XLU>>2):
case BLEND_XLU + (BLEND_FOG_MEM_IN_MEM>>2):
case BLEND_PASS + (BLEND_FOG_MEM_IN_MEM>>2):
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_FOG_ASHADE+0x0301:
glBlendFunc(GL_SRC_ALPHA, GL_ZERO);
break;
case 0x0c08+0x1111:
glBlendFunc(GL_ZERO, GL_DST_ALPHA);
break;
default:
if (blendmode_2 == (BLEND_PASS>>2))
glDisable(GL_BLEND);
else
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
break;
default:
if (gDP.otherMode.forceBlender && gDP.otherMode.depthCompare && blendmode_1 != BLEND_FOG_ASHADE )
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
}
switch (blendmode_1)
{
case BLEND_XLU:
case BLEND_BI_AIN:
case BLEND_FOG_MEM:
case BLEND_FOG_MEM_IN_MEM:
case BLEND_BLENDCOLOR:
case 0x00c0:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case BLEND_MEM_ALPHA_IN:
glBlendFunc(GL_ZERO, GL_DST_ALPHA);
break;
case BLEND_OPA:
glDisable(GL_BLEND);
break;
case BLEND_PASS:
case BLEND_NOOP:
case BLEND_FOG_ASHADE:
case BLEND_FOG_MEM_3:
case BLEND_BI_AFOG:
glDisable(GL_BLEND);
break;
case BLEND_FOG_APRIM:
glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_ZERO);
break;
case BLEND_NOOP3:
case BLEND_NOOP5:
case BLEND_MEM:
glBlendFunc(GL_ZERO, GL_ONE);
break;
default:
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
}
}
void OGL_UpdateStates()
{
if (gDP.otherMode.cycleType == G_CYC_COPY)
Combiner_SetCombine(EncodeCombineMode(0, 0, 0, TEXEL0, 0, 0, 0, TEXEL0, 0, 0, 0, TEXEL0, 0, 0, 0, TEXEL0));
else if (gDP.otherMode.cycleType == G_CYC_FILL)
Combiner_SetCombine(EncodeCombineMode(0, 0, 0, SHADE, 0, 0, 0, 1, 0, 0, 0, SHADE, 0, 0, 0, 1));
else
Combiner_SetCombine(gDP.combine.mux);
if (!g_bN64DepthCompare && (gDP.changed & CHANGED_RENDERMODE) != 0) {
if (gDP.otherMode.depthCompare) {
glEnable( GL_DEPTH_TEST );
glDepthFunc( GL_LEQUAL );
} else
glDisable(GL_DEPTH_TEST);
}
if (gSP.changed & CHANGED_GEOMETRYMODE)
OGL_UpdateCullFace();
if (gDP.otherMode.depthMode == ZMODE_DEC)
glEnable( GL_POLYGON_OFFSET_FILL );
else
glDisable( GL_POLYGON_OFFSET_FILL );
if (gDP.changed & CHANGED_RENDERMODE || gDP.changed & CHANGED_CYCLETYPE)
{
if (gDP.otherMode.cycleType == G_CYC_1CYCLE || gDP.otherMode.cycleType == G_CYC_2CYCLE)
{
//glDepthFunc((gDP.otherMode.depthCompare) ? GL_GEQUAL : GL_ALWAYS);
glDepthFunc((gDP.otherMode.depthCompare) ? GL_LESS : GL_ALWAYS);
glDepthMask((gDP.otherMode.depthUpdate) ? GL_TRUE : GL_FALSE);
if (gDP.otherMode.depthMode == ZMODE_DEC)
glEnable(GL_POLYGON_OFFSET_FILL);
else
glDisable(GL_POLYGON_OFFSET_FILL);
}
else
{
glDepthFunc(GL_ALWAYS);
glDepthMask(GL_FALSE);
}
}
if ((gDP.changed & CHANGED_ALPHACOMPARE) || (gDP.changed & CHANGED_RENDERMODE))
Combiner_UpdateAlphaTestInfo();
// if (gDP.changed & CHANGED_SCISSOR)
// OGL_UpdateScissor();
if (gSP.changed & CHANGED_VIEWPORT)
OGL_UpdateViewport();
if ((gSP.changed & CHANGED_TEXTURE) || (gDP.changed & CHANGED_TILE) || (gDP.changed & CHANGED_TMEM))
{
//For some reason updating the texture cache on the first frame of LOZ:OOT causes a NULL Pointer exception...
if (combiner.current != NULL)
{
if (combiner.usesT0)
TextureCache_Update(0);
else
TextureCache_ActivateDummy(0);
//Note: enabling dummies makes some F-zero X textures flicker.... strange.
if (combiner.usesT1)
TextureCache_Update(1);
else
TextureCache_ActivateDummy(1);
combiner.current->compiled->UpdateTextureInfo(true);
}
}
if ((gDP.changed & CHANGED_RENDERMODE) || (gDP.changed & CHANGED_CYCLETYPE))
{
#ifndef OLD_BLENDMODE
OGL_SetBlendMode();
#else
if ((gDP.otherMode.forceBlender) &&
(gDP.otherMode.cycleType != G_CYC_COPY) &&
(gDP.otherMode.cycleType != G_CYC_FILL) &&
!(gDP.otherMode.alphaCvgSel))
{
glEnable( GL_BLEND );
switch (gDP.otherMode.l >> 16)
{
case 0x0448: // Add
case 0x055A:
glBlendFunc( GL_ONE, GL_ONE );
break;
case 0x0C08: // 1080 Sky
case 0x0F0A: // Used LOTS of places
glBlendFunc( GL_ONE, GL_ZERO );
break;
case 0x0040: // Fzero
case 0xC810: // Blends fog
case 0xC811: // Blends fog
case 0x0C18: // Standard interpolated blend
case 0x0C19: // Used for antialiasing
case 0x0050: // Standard interpolated blend
case 0x0055: // Used for antialiasing
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
break;
case 0x0FA5: // Seems to be doing just blend color - maybe combiner can be used for this?
case 0x5055: // Used in Paper Mario intro, I'm not sure if this is right...
case 0xAF50: // LOT in Zelda: MM
case 0x0F5A: // LOT in Zelda: MM
//clr_in * 0 + clr_mem * 1
glBlendFunc( GL_ZERO, GL_ONE );
break;
default:
LOG(LOG_VERBOSE, "Unhandled blend mode=%x", gDP.otherMode.l >> 16);
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
break;
}
}
else
{
glDisable( GL_BLEND );
}
if (gDP.otherMode.cycleType == G_CYC_FILL)
{
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glEnable( GL_BLEND );
}
#endif
}
gDP.changed &= CHANGED_TILE | CHANGED_TMEM;
gSP.changed &= CHANGED_TEXTURE | CHANGED_MATRIX;
}
void OGL_AddTriangle(int v0, int v1, int v2)
{
OGL.triangles.elements[OGL.triangles.num++] = v0;
OGL.triangles.elements[OGL.triangles.num++] = v1;
OGL.triangles.elements[OGL.triangles.num++] = v2;
}
void OGL_SetColorArray()
{
if (combiner.usesShadeColor)
glEnableVertexAttribArray(SC_COLOR);
else
glDisableVertexAttribArray(SC_COLOR);
}
void OGL_SetTexCoordArrays()
{
if (combiner.usesT0)
glEnableVertexAttribArray(SC_TEXCOORD0);
else
glDisableVertexAttribArray(SC_TEXCOORD0);
if (combiner.usesT1)
glEnableVertexAttribArray(SC_TEXCOORD1);
else
glDisableVertexAttribArray(SC_TEXCOORD1);
if (combiner.usesT0 || combiner.usesT1)
glEnableVertexAttribArray(SC_STSCALED);
else
glDisableVertexAttribArray(SC_STSCALED);
}
void OGL_DrawTriangles()
{
if (OGL.triangles.num == 0) return;
if (OGL.bImageTexture)
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
if (gSP.changed || gDP.changed)
OGL_UpdateStates();
if (OGL.renderState != GLInfo::rsTriangle || combiner.changed)
{
OGL_SetColorArray();
OGL_SetTexCoordArrays();
glDisableVertexAttribArray(SC_TEXCOORD1);
}
if (OGL.renderState != GLInfo::rsTriangle)
{
glVertexAttribPointer(SC_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(SPVertex), &OGL.triangles.vertices[0].x);
glVertexAttribPointer(SC_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(SPVertex), &OGL.triangles.vertices[0].r);
glVertexAttribPointer(SC_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(SPVertex), &OGL.triangles.vertices[0].s);
glVertexAttribPointer(SC_STSCALED, 1, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(SPVertex), &OGL.triangles.vertices[0].st_scaled);
if (config.enableHWLighting) {
glEnableVertexAttribArray(SC_NUMLIGHTS);
glVertexAttribPointer(SC_NUMLIGHTS, 1, GL_BYTE, GL_FALSE, sizeof(SPVertex), &OGL.triangles.vertices[0].HWLight);
}
OGL_UpdateCullFace();
OGL_UpdateViewport();
glEnable(GL_SCISSOR_TEST);
OGL.renderState = GLInfo::rsTriangle;
Combiner_UpdateRenderState();
}
glDrawElements(GL_TRIANGLES, OGL.triangles.num, GL_UNSIGNED_BYTE, OGL.triangles.elements);
OGL.triangles.num = 0;
#ifdef __TRIBUFFER_OPT
__indexmap_clear();
#endif
}
void OGL_DrawLine(int v0, int v1, float width )
{
if (gSP.changed || gDP.changed)
OGL_UpdateStates();
if (OGL.renderState != GLInfo::rsLine || combiner.changed) {
OGL_SetColorArray();
glDisableVertexAttribArray(SC_TEXCOORD0);
glDisableVertexAttribArray(SC_TEXCOORD1);
glVertexAttribPointer(SC_POSITION, 4, GL_FLOAT, GL_FALSE, sizeof(SPVertex), &OGL.triangles.vertices[0].x);
glVertexAttribPointer(SC_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(SPVertex), &OGL.triangles.vertices[0].r);
OGL_UpdateCullFace();
OGL_UpdateViewport();
OGL.renderState = GLInfo::rsLine;
Combiner_UpdateRenderState();
}
unsigned short elem[2];
elem[0] = v0;
elem[1] = v1;
glLineWidth( width * OGL.scaleX );
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, elem);
}
void OGL_DrawRect( int ulx, int uly, int lrx, int lry, float *color )
{
if (gSP.changed || gDP.changed)
OGL_UpdateStates();
if (OGL.renderState != GLInfo::rsRect || combiner.changed) {
glDisableVertexAttribArray(SC_COLOR);
glDisableVertexAttribArray(SC_TEXCOORD0);
glDisableVertexAttribArray(SC_TEXCOORD1);
}
if (OGL.renderState != GLInfo::rsRect) {
glVertexAttrib4f(SC_COLOR, 0, 0, 0, 0);
glVertexAttrib4f(SC_POSITION, 0, 0, (gDP.otherMode.depthSource == G_ZS_PRIM) ? gDP.primDepth.z : gSP.viewport.nearz, 1.0);
glVertexAttribPointer(SC_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), &OGL.rect[0].x);
OGL.renderState = GLInfo::rsRect;
combiner.current->compiled->UpdateRenderState();
}
if (frameBuffer.drawBuffer != GL_FRAMEBUFFER)
glViewport( 0, (frameBuffer.drawBuffer == GL_BACK ? OGL.heightOffset : 0), OGL.width, OGL.height );
else
glViewport( 0, 0, frameBuffer.top->width*frameBuffer.top->scaleX, frameBuffer.top->height*frameBuffer.top->scaleY );
glDisable(GL_SCISSOR_TEST);
glDisable(GL_CULL_FACE);
const float scaleX = frameBuffer.drawBuffer == GL_FRAMEBUFFER ? 1.0f/frameBuffer.top->width : VI.rwidth;
const float scaleY = frameBuffer.drawBuffer == GL_FRAMEBUFFER ? 1.0f/frameBuffer.top->height : VI.rheight;
OGL.rect[0].x = (float) ulx * (2.0f * scaleX) - 1.0;
OGL.rect[0].y = (float) uly * (-2.0f * scaleY) + 1.0;
OGL.rect[1].x = (float) (lrx+1) * (2.0f * scaleX) - 1.0;
OGL.rect[1].y = OGL.rect[0].y;
OGL.rect[2].x = OGL.rect[0].x;
OGL.rect[2].y = (float) (lry+1) * (-2.0f * scaleY) + 1.0;
OGL.rect[3].x = OGL.rect[1].x;
OGL.rect[3].y = OGL.rect[2].y;
glVertexAttrib4fv(SC_COLOR, color);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glEnable(GL_SCISSOR_TEST);
OGL_UpdateViewport();
}
void GLS_SetShadowMapCombiner();
void OGL_DrawTexturedRect( float ulx, float uly, float lrx, float lry, float uls, float ult, float lrs, float lrt, bool flip )
{
if (gSP.changed || gDP.changed)
OGL_UpdateStates();
if (OGL.renderState != GLInfo::rsTexRect || combiner.changed) {
glDisableVertexAttribArray(SC_COLOR);
OGL_SetTexCoordArrays();
}
if (OGL.renderState != GLInfo::rsTexRect) {
#ifdef RENDERSTATE_TEST
StateChanges++;
#endif
glVertexAttrib4f(SC_COLOR, 0, 0, 0, 0);
glVertexAttrib4f(SC_POSITION, 0, 0, (gDP.otherMode.depthSource == G_ZS_PRIM) ? gDP.primDepth.z : gSP.viewport.nearz, 1.0);
glVertexAttribPointer(SC_POSITION, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), &OGL.rect[0].x);
glVertexAttribPointer(SC_TEXCOORD0, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), &OGL.rect[0].s0);
glVertexAttribPointer(SC_TEXCOORD1, 2, GL_FLOAT, GL_FALSE, sizeof(GLVertex), &OGL.rect[0].s1);
OGL.renderState = GLInfo::rsTexRect;
combiner.current->compiled->UpdateRenderState();
}
// if ((gDP.otherMode.l >> 16) == 0x3c18 && gDP.combine.muxs0 == 0x00ffffff && gDP.combine.muxs1 == 0xfffff238) //depth image based fog
if (gSP.textureTile[0]->frameBuffer == NULL && gSP.textureTile[1]->frameBuffer == NULL && gDP.textureImage.address >= gDP.depthImageAddress && gDP.textureImage.address < (gDP.depthImageAddress + gDP.colorImage.width*gDP.colorImage.width*6/4))
GLS_SetShadowMapCombiner();
if (frameBuffer.drawBuffer != GL_FRAMEBUFFER)
glViewport( 0, (frameBuffer.drawBuffer == GL_BACK ? OGL.heightOffset : 0), OGL.width, OGL.height );
else
glViewport( 0, 0, frameBuffer.top->width*frameBuffer.top->scaleX, frameBuffer.top->height*frameBuffer.top->scaleY );
glDisable( GL_CULL_FACE );
const float scaleX = frameBuffer.drawBuffer == GL_FRAMEBUFFER ? 1.0f/frameBuffer.top->width : VI.rwidth;
const float scaleY = frameBuffer.drawBuffer == GL_FRAMEBUFFER ? 1.0f/frameBuffer.top->height : VI.rheight;
OGL.rect[0].x = (float) ulx * (2.0f * scaleX) - 1.0f;
OGL.rect[0].y = (float) uly * (-2.0f * scaleY) + 1.0f;
OGL.rect[1].x = (float) (lrx) * (2.0f * scaleX) - 1.0f;
OGL.rect[1].y = OGL.rect[0].y;
OGL.rect[2].x = OGL.rect[0].x;
OGL.rect[2].y = (float) (lry) * (-2.0f * scaleY) + 1.0f;
OGL.rect[3].x = OGL.rect[1].x;
OGL.rect[3].y = OGL.rect[2].y;
if (combiner.usesT0 && cache.current[0] && gSP.textureTile[0]) {
OGL.rect[0].s0 = uls * cache.current[0]->shiftScaleS - gSP.textureTile[0]->fuls;
OGL.rect[0].t0 = ult * cache.current[0]->shiftScaleT - gSP.textureTile[0]->fult;
OGL.rect[3].s0 = (lrs + 1.0f) * cache.current[0]->shiftScaleS - gSP.textureTile[0]->fuls;
OGL.rect[3].t0 = (lrt + 1.0f) * cache.current[0]->shiftScaleT - gSP.textureTile[0]->fult;
if ((cache.current[0]->maskS) && !(cache.current[0]->mirrorS) && (fmod( OGL.rect[0].s0, cache.current[0]->width ) == 0.0f)) {
OGL.rect[3].s0 -= OGL.rect[0].s0;
OGL.rect[0].s0 = 0.0f;
}
if ((cache.current[0]->maskT) && !(cache.current[0]->mirrorT) && (fmod( OGL.rect[0].t0, cache.current[0]->height ) == 0.0f)) {
OGL.rect[3].t0 -= OGL.rect[0].t0;
OGL.rect[0].t0 = 0.0f;
}
if (cache.current[0]->frameBufferTexture)
{
OGL.rect[0].s0 = cache.current[0]->offsetS + OGL.rect[0].s0;
OGL.rect[0].t0 = cache.current[0]->offsetT - OGL.rect[0].t0;
OGL.rect[3].s0 = cache.current[0]->offsetS + OGL.rect[3].s0;
OGL.rect[3].t0 = cache.current[0]->offsetT - OGL.rect[3].t0;
}
glActiveTexture( GL_TEXTURE0 );
if ((OGL.rect[0].s0 >= 0.0f) && (OGL.rect[3].s0 <= cache.current[0]->width))
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
if ((OGL.rect[0].t0 >= 0.0f) && (OGL.rect[3].t0 <= cache.current[0]->height))
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
OGL.rect[0].s0 *= cache.current[0]->scaleS;
OGL.rect[0].t0 *= cache.current[0]->scaleT;
OGL.rect[3].s0 *= cache.current[0]->scaleS;
OGL.rect[3].t0 *= cache.current[0]->scaleT;
}
if (combiner.usesT1 && cache.current[1] && gSP.textureTile[1])
{
OGL.rect[0].s1 = uls * cache.current[1]->shiftScaleS - gSP.textureTile[1]->fuls;
OGL.rect[0].t1 = ult * cache.current[1]->shiftScaleT - gSP.textureTile[1]->fult;
OGL.rect[3].s1 = (lrs + 1.0f) * cache.current[1]->shiftScaleS - gSP.textureTile[1]->fuls;
OGL.rect[3].t1 = (lrt + 1.0f) * cache.current[1]->shiftScaleT - gSP.textureTile[1]->fult;
if ((cache.current[1]->maskS) && (fmod( OGL.rect[0].s1, cache.current[1]->width ) == 0.0f) && !(cache.current[1]->mirrorS))
{
OGL.rect[3].s1 -= OGL.rect[0].s1;
OGL.rect[0].s1 = 0.0f;
}
if ((cache.current[1]->maskT) && (fmod( OGL.rect[0].t1, cache.current[1]->height ) == 0.0f) && !(cache.current[1]->mirrorT))
{
OGL.rect[3].t1 -= OGL.rect[0].t1;
OGL.rect[0].t1 = 0.0f;
}
if (cache.current[1]->frameBufferTexture)
{
OGL.rect[0].s1 = cache.current[1]->offsetS + OGL.rect[0].s1;
OGL.rect[0].t1 = cache.current[1]->offsetT - OGL.rect[0].t1;
OGL.rect[3].s1 = cache.current[1]->offsetS + OGL.rect[3].s1;
OGL.rect[3].t1 = cache.current[1]->offsetT - OGL.rect[3].t1;
}
glActiveTexture( GL_TEXTURE1 );
if ((OGL.rect[0].s1 == 0.0f) && (OGL.rect[3].s1 <= cache.current[1]->width))
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
if ((OGL.rect[0].t1 == 0.0f) && (OGL.rect[3].t1 <= cache.current[1]->height))
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
OGL.rect[0].s1 *= cache.current[1]->scaleS;
OGL.rect[0].t1 *= cache.current[1]->scaleT;
OGL.rect[3].s1 *= cache.current[1]->scaleS;
OGL.rect[3].t1 *= cache.current[1]->scaleT;
}
if ((gDP.otherMode.cycleType == G_CYC_COPY) && !config.texture.forceBilinear)
{
glActiveTexture( GL_TEXTURE0 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
if (flip)
{
OGL.rect[1].s0 = OGL.rect[0].s0;
OGL.rect[1].t0 = OGL.rect[3].t0;
OGL.rect[1].s1 = OGL.rect[0].s1;
OGL.rect[1].t1 = OGL.rect[3].t1;
OGL.rect[2].s0 = OGL.rect[3].s0;
OGL.rect[2].t0 = OGL.rect[0].t0;
OGL.rect[2].s1 = OGL.rect[3].s1;
OGL.rect[2].t1 = OGL.rect[0].t1;
}
else
{
OGL.rect[1].s0 = OGL.rect[3].s0;
OGL.rect[1].t0 = OGL.rect[0].t0;
OGL.rect[1].s1 = OGL.rect[3].s1;
OGL.rect[1].t1 = OGL.rect[0].t1;
OGL.rect[2].s0 = OGL.rect[0].s0;
OGL.rect[2].t0 = OGL.rect[3].t0;
OGL.rect[2].s1 = OGL.rect[0].s1;
OGL.rect[2].t1 = OGL.rect[3].t1;
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
OGL_UpdateViewport();
}
void OGL_ClearDepthBuffer()
{
if (config.frameBufferEmulation && frameBuffer.top == NULL)
return;
DepthBuffer_ClearBuffer();
glDisable( GL_SCISSOR_TEST );
OGL_UpdateStates();
glDepthMask( TRUE );
glClear( GL_DEPTH_BUFFER_BIT );
OGL_UpdateDepthUpdate();
glEnable( GL_SCISSOR_TEST );
}
void OGL_ClearColorBuffer( float *color )
{
glDisable( GL_SCISSOR_TEST );
glClearColor( color[0], color[1], color[2], color[3] );
glClear( GL_COLOR_BUFFER_BIT );
glEnable( GL_SCISSOR_TEST );
}
void OGL_SaveScreenshot()
{
#ifdef _WINDOWS
BITMAPFILEHEADER fileHeader;
BITMAPINFOHEADER infoHeader;
HANDLE hBitmapFile;
char *pixelData = (char*)malloc( OGL.width * OGL.height * 3 );
GLint oldMode;
glGetIntegerv( GL_READ_BUFFER, &oldMode );
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glReadBuffer( GL_FRONT );
glReadPixels( 0, OGL.heightOffset, OGL.width, OGL.height, GL_BGR_EXT, GL_UNSIGNED_BYTE, pixelData );
glReadBuffer( oldMode );
infoHeader.biSize = sizeof( BITMAPINFOHEADER );
infoHeader.biWidth = OGL.width;
infoHeader.biHeight = OGL.height;
infoHeader.biPlanes = 1;
infoHeader.biBitCount = 24;
infoHeader.biCompression = BI_RGB;
infoHeader.biSizeImage = OGL.width * OGL.height * 3;
infoHeader.biXPelsPerMeter = 0;
infoHeader.biYPelsPerMeter = 0;
infoHeader.biClrUsed = 0;
infoHeader.biClrImportant = 0;
fileHeader.bfType = 19778;
fileHeader.bfSize = sizeof( BITMAPFILEHEADER ) + sizeof( BITMAPINFOHEADER ) + infoHeader.biSizeImage;
fileHeader.bfReserved1 = fileHeader.bfReserved2 = 0;
fileHeader.bfOffBits = sizeof( BITMAPFILEHEADER ) + sizeof( BITMAPINFOHEADER );
char filename[256];
CreateDirectory( screenDirectory, NULL );
int i = 0;
do
{
sprintf( filename, "%sscreen%02i.bmp", screenDirectory, i );
i++;
if (i > 99)
return;
hBitmapFile = CreateFile( filename, GENERIC_WRITE, 0, NULL, CREATE_NEW, FILE_ATTRIBUTE_NORMAL, NULL );
}
while (hBitmapFile == INVALID_HANDLE_VALUE);
DWORD written;
WriteFile( hBitmapFile, &fileHeader, sizeof( BITMAPFILEHEADER ), &written, NULL );
WriteFile( hBitmapFile, &infoHeader, sizeof( BITMAPINFOHEADER ), &written, NULL );
WriteFile( hBitmapFile, pixelData, infoHeader.biSizeImage, &written, NULL );
CloseHandle( hBitmapFile );
free( pixelData );
#endif // _WINDOWS
}
void OGL_ReadScreen( void **dest, long *width, long *height )
{
*width = OGL.width;
*height = OGL.height;
*dest = malloc( OGL.height * OGL.width * 3 );
if (*dest == NULL)
return;
glReadBuffer( GL_FRONT );
glReadPixels( 0, OGL.heightOffset, OGL.width, OGL.height, GL_BGR_EXT, GL_UNSIGNED_BYTE, *dest );
}
void OGL_SwapBuffers()
{
#ifdef _WINDOWS
if (OGL.hDC == NULL)
SwapBuffers( wglGetCurrentDC() );
else
SwapBuffers( OGL.hDC );
#elif defined(USE_SDL)
static int frames[5] = { 0, 0, 0, 0, 0 };
static int framesIndex = 0;
static Uint32 lastTicks = 0;
Uint32 ticks = SDL_GetTicks();
frames[framesIndex]++;
if (ticks >= (lastTicks + 1000))
{
char caption[500];
float fps = 0.0;
for (int i = 0; i < 5; i++)
fps += frames[i];
fps /= 5.0;
snprintf( caption, 500, "%s - %.2f fps", pluginName, fps );
SDL_WM_SetCaption( caption, pluginName );
framesIndex = (framesIndex + 1) % 5;
frames[framesIndex] = 0;
lastTicks = ticks;
}
SDL_GL_SwapBuffers();
#endif // _WINDOWS
}
bool checkFBO() {
GLenum e = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER);
switch (e) {
case GL_FRAMEBUFFER_UNDEFINED:
printf("FBO Undefined\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT :
printf("FBO Incomplete Attachment\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT :
printf("FBO Missing Attachment\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER :
printf("FBO Incomplete Draw Buffer\n");
break;
case GL_FRAMEBUFFER_UNSUPPORTED :
printf("FBO Unsupported\n");
break;
case GL_FRAMEBUFFER_COMPLETE:
printf("FBO OK\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
printf("framebuffer FRAMEBUFFER_DIMENSIONS\n");
break;
case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:
printf("framebuffer INCOMPLETE_FORMATS\n");
break;
default:
printf("FBO Problem?\n");
}
return e == GL_FRAMEBUFFER_COMPLETE;
}