1 | /* FrameBuffer renderer in an OpenGL texture
|
---|
2 | Andre Souza <asouza@olinux.com.br> */
|
---|
3 |
|
---|
4 | #include <GL/gl.h>
|
---|
5 | #include <SDL/SDL.h>
|
---|
6 | #include <stdlib.h>
|
---|
7 | #include <string.h>
|
---|
8 |
|
---|
9 | /* FLAGS */
|
---|
10 | #define FB2GL_FS 1 /* FULLSCREEN */
|
---|
11 | #define FB2GL_RGBA 2 /* Use RGBA (else use palette) */
|
---|
12 | #define FB2GL_320 4 /* 320x256 texture (else use 256x256) */
|
---|
13 | #define FB2GL_AUDIO 8 /* Activate SDL Audio */
|
---|
14 | #define FB2GL_PITCH 16 /* On fb2l_update, use pitch (else bytes per pixel) */
|
---|
15 | #define FB2GL_EXPAND 32 /* Create a RGB fb with the color lookup table*/
|
---|
16 |
|
---|
17 | /* Framebuffer for 8 bpp */
|
---|
18 | unsigned char ogl_fb[256][256];
|
---|
19 | unsigned char ogl_fbb[256][64];
|
---|
20 | /* Framebuffer for RGBA */
|
---|
21 | unsigned char ogl_fb1[256][256][4];
|
---|
22 | unsigned char ogl_fb2[256][256][4];
|
---|
23 | /* Texture(s) */
|
---|
24 | GLuint texture;
|
---|
25 | GLuint textureb;
|
---|
26 | /* Display list */
|
---|
27 | GLuint dlist;
|
---|
28 | /* Color Table (256 colors, RGB) */
|
---|
29 | char ogl_ctable[256][3];
|
---|
30 | /* Use RGBA? */
|
---|
31 | char fb2gl_RGBA=0;
|
---|
32 | /* If so, expand the 8 bit fb to RGB? */
|
---|
33 | char fb2gl_expand=0;
|
---|
34 | /* 320x256? */
|
---|
35 | char fb2gl_t320=0;
|
---|
36 | /* Use pitch? Else, bytes per pixel */
|
---|
37 | char use_pitch=0;
|
---|
38 | /* Methods */
|
---|
39 | void fb2gl_maketex();
|
---|
40 | void fb2gl_makedlist(int xf, int yf);
|
---|
41 | void fb2gl_display();
|
---|
42 |
|
---|
43 | /* Public */
|
---|
44 | SDL_Surface *screen;
|
---|
45 | void fb2gl_init(int width, int height, int xfix, int yfix, char flags);
|
---|
46 | void fb2gl_update(void *fb, int width, int height, int pitch, int xskip, int yskip);
|
---|
47 | void fb2gl_palette(int index, int r, int g, int b);
|
---|
48 | void fb2gl_set_palette(int first, int ncolors);
|
---|
49 |
|
---|
50 |
|
---|
51 | void fb2gl_maketex()
|
---|
52 | {
|
---|
53 | glGenTextures(0,&texture);
|
---|
54 | glBindTexture(GL_TEXTURE_2D,texture);
|
---|
55 |
|
---|
56 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
57 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
58 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
59 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
60 |
|
---|
61 | if (fb2gl_RGBA) {
|
---|
62 | glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1);
|
---|
63 | }
|
---|
64 | else {
|
---|
65 | glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,256,256,0,GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb);
|
---|
66 | }
|
---|
67 |
|
---|
68 | if (fb2gl_t320) {
|
---|
69 | glGenTextures(1,&textureb);
|
---|
70 | glBindTexture(GL_TEXTURE_2D,textureb);
|
---|
71 |
|
---|
72 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
---|
73 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
---|
74 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
---|
75 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
---|
76 |
|
---|
77 | if (fb2gl_RGBA) {
|
---|
78 | glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,256,0,GL_RGBA,
|
---|
79 | GL_UNSIGNED_BYTE, ogl_fb2);
|
---|
80 | }
|
---|
81 | else {
|
---|
82 | glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,64,256,0,GL_COLOR_INDEX,
|
---|
83 | GL_UNSIGNED_BYTE, ogl_fbb);
|
---|
84 | }
|
---|
85 | }
|
---|
86 |
|
---|
87 | }
|
---|
88 |
|
---|
89 | void fb2gl_makedlist(int xf, int yf)
|
---|
90 | {
|
---|
91 | double xfix=(double)xf/128; /* 128 = 256/2 (half texture => 0.0 to 1.0) */
|
---|
92 | double yfix=(double)yf/128;
|
---|
93 | double texend = (double)615/1024; /* End of 256x256 (from -1.0 to 1.0) */
|
---|
94 |
|
---|
95 | dlist=glGenLists(1);
|
---|
96 | glNewList(dlist,GL_COMPILE);
|
---|
97 |
|
---|
98 | glEnable(GL_TEXTURE_2D);
|
---|
99 |
|
---|
100 | glBindTexture(GL_TEXTURE_2D, texture);
|
---|
101 |
|
---|
102 | if (!fb2gl_t320) { /* Normal 256x256 */
|
---|
103 | glBegin(GL_QUADS);
|
---|
104 | glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); /* upper left */
|
---|
105 | glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); /* lower left */
|
---|
106 | glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); /* lower right */
|
---|
107 | glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); /* upper right */
|
---|
108 | glEnd();
|
---|
109 | }
|
---|
110 | else { /* 320x256 */
|
---|
111 |
|
---|
112 | /* First, the 256x256 texture */
|
---|
113 | glBegin(GL_QUADS);
|
---|
114 | glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); /* upper left */
|
---|
115 | glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); /* lower left */
|
---|
116 | glTexCoord2f(1.0,0.0); glVertex2f(texend+xfix,1.0); /* lower right */
|
---|
117 | glTexCoord2f(1.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); /* upper right*/
|
---|
118 | glEnd();
|
---|
119 |
|
---|
120 | /* 64x256 */
|
---|
121 | glBindTexture(GL_TEXTURE_2D, textureb);
|
---|
122 |
|
---|
123 | glBegin(GL_QUADS);
|
---|
124 | glTexCoord2f(0.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); /* upper left
|
---|
125 | */
|
---|
126 | glTexCoord2f(0.0,0.0); glVertex2f(texend+xfix,1.0); /* lower left */
|
---|
127 | glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); /* lower right */
|
---|
128 | glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); /* upper right */
|
---|
129 | glEnd();
|
---|
130 | }
|
---|
131 |
|
---|
132 | glDisable(GL_TEXTURE_2D);
|
---|
133 |
|
---|
134 | glEndList();
|
---|
135 | }
|
---|
136 |
|
---|
137 | void fb2gl_init(int width, int height, int xfix, int yfix, char flags)
|
---|
138 | {
|
---|
139 | char fs=0;
|
---|
140 | char audio=0;
|
---|
141 | char gl_ext[4096];
|
---|
142 |
|
---|
143 | /* Test the flags */
|
---|
144 | if (flags & FB2GL_FS) fs=1; else fs=0;
|
---|
145 | if (flags & FB2GL_RGBA) fb2gl_RGBA=1; else fb2gl_RGBA=0;
|
---|
146 | if (flags & FB2GL_320) fb2gl_t320=1; else fb2gl_t320=0;
|
---|
147 | if (flags & FB2GL_AUDIO) audio=1; else audio=0;
|
---|
148 | if (flags & FB2GL_PITCH) use_pitch=1; else use_pitch=0;
|
---|
149 | if (flags & FB2GL_EXPAND) fb2gl_expand=1; else fb2gl_expand=0;
|
---|
150 | /*
|
---|
151 | if (audio) SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
|
---|
152 | else SDL_Init(SDL_INIT_VIDEO);
|
---|
153 |
|
---|
154 | atexit(SDL_Quit);
|
---|
155 | */
|
---|
156 |
|
---|
157 |
|
---|
158 | if (fs) {
|
---|
159 | screen = SDL_SetVideoMode(width, height, 0, SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_FULLSCREEN);
|
---|
160 | }
|
---|
161 | else {
|
---|
162 | screen = SDL_SetVideoMode(width, height, 0, SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER);
|
---|
163 | }
|
---|
164 |
|
---|
165 | if (!screen) {
|
---|
166 | fprintf(stderr, "Couldn't start video res %dx%d\n", width, height);
|
---|
167 | }
|
---|
168 |
|
---|
169 | if (!fb2gl_RGBA) {
|
---|
170 | /* Paletted Texture Extension */
|
---|
171 | strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
|
---|
172 |
|
---|
173 | if ( strstr( gl_ext , "GL_EXT_paletted_texture") )
|
---|
174 | glEnable(GL_EXT_paletted_texture);
|
---|
175 | else {
|
---|
176 | printf("Your OpenGL implementation doesn't support paletted texture\n");
|
---|
177 | exit(0);
|
---|
178 | }
|
---|
179 | }
|
---|
180 |
|
---|
181 | glEnable(GL_DITHER);
|
---|
182 |
|
---|
183 | fb2gl_maketex();
|
---|
184 |
|
---|
185 | fb2gl_makedlist(xfix, yfix);
|
---|
186 |
|
---|
187 | }
|
---|
188 |
|
---|
189 | void fb2gl_display()
|
---|
190 | {
|
---|
191 | glCallList(dlist);
|
---|
192 | SDL_GL_SwapBuffers();
|
---|
193 | }
|
---|
194 |
|
---|
195 | /* Changed the way xskip and yskip work for use with scummvm (shaking) */
|
---|
196 | void fb2gl_update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
|
---|
197 | unsigned char *fb1=(unsigned char *)fb;
|
---|
198 | int x,y,scr_pitch,byte=0;
|
---|
199 |
|
---|
200 | if (use_pitch) scr_pitch=pitch;
|
---|
201 | else {
|
---|
202 | scr_pitch=w*pitch;
|
---|
203 | byte = pitch; /* Bytes perl pixel (for RGBA mode) */
|
---|
204 | }
|
---|
205 |
|
---|
206 | if (fb2gl_RGBA) {
|
---|
207 | if (fb2gl_expand) { /* Expand the 8 bit fb into a RGB fb */
|
---|
208 | for (y=yskip; y<h; y++) {
|
---|
209 | for (x=xskip; x<w; x++) {
|
---|
210 | if (x<256) {
|
---|
211 | ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
|
---|
212 | ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
|
---|
213 | ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
|
---|
214 | /* ogl_fb1[y-yskip][x-xskip][3]=255; */
|
---|
215 | }
|
---|
216 | else {
|
---|
217 | ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
|
---|
218 | ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
|
---|
219 | ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
|
---|
220 | /* ogl_fb2[y-yskip][x-256][3]=255; */
|
---|
221 | }
|
---|
222 | }
|
---|
223 | fb1 += scr_pitch;
|
---|
224 | }
|
---|
225 | }
|
---|
226 | else { /* No expansion */
|
---|
227 | for (y=yskip; y<h; y++) {
|
---|
228 | for (x=xskip; x<w; x++) {
|
---|
229 | if (x<256) {
|
---|
230 | ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte));
|
---|
231 | ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1);
|
---|
232 | ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2);
|
---|
233 | ogl_fb1[y-yskip][x-xskip][3]=255;
|
---|
234 | }
|
---|
235 | else {
|
---|
236 | ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte));
|
---|
237 | ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1);
|
---|
238 | ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2);
|
---|
239 | ogl_fb2[y-yskip][x-256][3]=255;
|
---|
240 | }
|
---|
241 | }
|
---|
242 | fb1 += scr_pitch;
|
---|
243 | }
|
---|
244 | }
|
---|
245 |
|
---|
246 | /* Update 256x256 texture */
|
---|
247 | glBindTexture(GL_TEXTURE_2D,texture);
|
---|
248 | glFlush();
|
---|
249 | glTexSubImage2D(GL_TEXTURE_2D,0,0,0,256,256,GL_RGBA,
|
---|
250 | GL_UNSIGNED_BYTE,ogl_fb1);
|
---|
251 |
|
---|
252 | if (fb2gl_t320) {
|
---|
253 | /* Update 64x256 texture */
|
---|
254 | glBindTexture(GL_TEXTURE_2D,textureb);
|
---|
255 | glFlush();
|
---|
256 | glTexSubImage2D(GL_TEXTURE_2D,0,0,0,64,256,GL_RGBA,
|
---|
257 | GL_UNSIGNED_BYTE,ogl_fb2);
|
---|
258 | }
|
---|
259 |
|
---|
260 | }
|
---|
261 | else { /* non RGBA */
|
---|
262 |
|
---|
263 | for (y=0; y<h; y++)
|
---|
264 | for (x=0; x<w; x++) {
|
---|
265 | if (x<256) {
|
---|
266 | ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x);
|
---|
267 | }
|
---|
268 | else {
|
---|
269 | ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x);
|
---|
270 | }
|
---|
271 | }
|
---|
272 |
|
---|
273 | /* Update 256x256 texture */
|
---|
274 | glBindTexture(GL_TEXTURE_2D,texture);
|
---|
275 | glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fb);
|
---|
276 |
|
---|
277 | if (fb2gl_t320) {
|
---|
278 | /* Update 64x256 texture */
|
---|
279 | glBindTexture(GL_TEXTURE_2D,textureb);
|
---|
280 | glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb);
|
---|
281 | }
|
---|
282 |
|
---|
283 | }
|
---|
284 |
|
---|
285 | fb2gl_display();
|
---|
286 |
|
---|
287 | }
|
---|
288 |
|
---|
289 | void fb2gl_palette(int i, int r, int g, int b) {
|
---|
290 | ogl_ctable[i][0]=r;
|
---|
291 | ogl_ctable[i][1]=g;
|
---|
292 | ogl_ctable[i][2]=b;
|
---|
293 | }
|
---|
294 |
|
---|
295 | void fb2gl_set_palette(int f, int n) {
|
---|
296 | char temp[256][3];
|
---|
297 | int i;
|
---|
298 |
|
---|
299 | if (!fb2gl_expand)
|
---|
300 | {
|
---|
301 |
|
---|
302 | glBindTexture(GL_TEXTURE_2D,texture);
|
---|
303 | /* glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,ogl_ctable);*/
|
---|
304 | glGetColorTable(GL_TEXTURE_2D,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
---|
305 |
|
---|
306 | for (i=f; i<n; i++) {
|
---|
307 | temp[i][0] = ogl_ctable[i][0];
|
---|
308 | temp[i][1] = ogl_ctable[i][1];
|
---|
309 | temp[i][2] = ogl_ctable[i][2];
|
---|
310 | }
|
---|
311 |
|
---|
312 | glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
---|
313 |
|
---|
314 | if (fb2gl_t320) {
|
---|
315 | glBindTexture(GL_TEXTURE_2D,textureb);
|
---|
316 | /* glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,ogl_ctable);*/
|
---|
317 | glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
---|
318 | }
|
---|
319 |
|
---|
320 | }
|
---|
321 | }
|
---|