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cnc-ddraw/src/render.c

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/*
* Copyright (c) 2010 Toni Spets <toni.spets@iki.fi>
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
* WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
* ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
* OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
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#include <windows.h>
#include <stdio.h>
#include "opengl.h"
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#include "main.h"
#include "surface.h"
const GLchar *PaletteVertShaderSrc =
"# version 110\n"
"varying vec2 TexCoord0; \n"
"\n"
"void main(void)\n"
"{\n"
" gl_Position = ftransform(); \n"
" TexCoord0 = gl_MultiTexCoord0.xy; \n"
"}\n";
const GLchar *PaletteFragShaderSrc =
"//Fragment shader\n"
"#version 110\n"
"uniform sampler2D PaletteTex; \n"
"uniform sampler2D SurfaceTex; \n"
"varying vec2 TexCoord0; \n"
"\n"
"void main()\n"
"{\n"
" vec4 myindex = texture2D(SurfaceTex, TexCoord0); \n"
" vec4 texel = texture2D(PaletteTex, myindex.xy); \n"
" gl_FragColor = texel;\n"
"}\n";
GLuint SurfaceTexId, PaletteTexId;
GLint SurfaceUniLoc, PaletteUniLoc;
GLuint PaletteConvProgram;
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BOOL detect_cutscene();
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DWORD WINAPI render_main(void)
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{
HGLRC hRC = wglCreateContext(ddraw->render.hDC);
wglMakeCurrent(ddraw->render.hDC, hRC);
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OpenGL_Init();
if (OpenGL_ExtExists("WGL_EXT_swap_control"))
{
BOOL(APIENTRY *wglSwapIntervalEXT)(int) = (BOOL(APIENTRY *)(int))wglGetProcAddress("wglSwapIntervalEXT");
if (wglSwapIntervalEXT)
{
if (ddraw->vsync)
wglSwapIntervalEXT(1);
else
wglSwapIntervalEXT(0);
}
}
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DWORD tick_start = 0;
DWORD tick_end = 0;
DWORD frame_len = 0;
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if (ddraw->render.maxfps < 0)
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ddraw->render.maxfps = ddraw->mode.dmDisplayFrequency;
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if (ddraw->render.maxfps > 0)
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frame_len = 1000.0f / ddraw->render.maxfps;
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int tex_width = ddraw->width > 1024 ? ddraw->width : 1024;
int tex_height = ddraw->height > 1024 ? ddraw->height : 1024;
int tex_size = tex_width * tex_height * sizeof(int);
int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_size);
if (!PaletteConvProgram)
PaletteConvProgram = OpenGL_BuildProgram(&PaletteVertShaderSrc, &PaletteFragShaderSrc);
// primary surface texture
glGenTextures(1, &SurfaceTexId);
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (PaletteConvProgram)
glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, tex_width, tex_height, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex);
// palette texture
glGenTextures(1, &PaletteTexId);
glBindTexture(GL_TEXTURE_2D, PaletteTexId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 256, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glViewport(
ddraw->render.viewport.x, ddraw->render.viewport.y,
ddraw->render.viewport.width, ddraw->render.viewport.height);
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glBindTexture(GL_TEXTURE_2D, 0);
if (PaletteConvProgram)
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{
glUseProgram(PaletteConvProgram);
SurfaceUniLoc = glGetUniformLocation(PaletteConvProgram, "SurfaceTex");
PaletteUniLoc = glGetUniformLocation(PaletteConvProgram, "PaletteTex");
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}
glEnable(GL_TEXTURE_2D);
while (ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
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{
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#if _DEBUG
static DWORD tick_fps = 0;
static DWORD frame_count = 0;
tick_start = timeGetTime();
if (tick_start >= tick_fps)
{
printf("Frames: %lu - Elapsed: %lu ms\n", frame_count, (tick_start - tick_fps) + 1000);
frame_count = 0;
tick_fps = tick_start + 1000;
}
frame_count++;
#endif
float scale_w = (float)ddraw->width / tex_width;
float scale_h = (float)ddraw->height / tex_height;
if (ddraw->render.maxfps > 0)
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tick_start = timeGetTime();
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if (PaletteConvProgram && glActiveTexture && glUniform1i)
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{
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, PaletteTexId);
glUniform1i(PaletteUniLoc, 0);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glUniform1i(SurfaceUniLoc, 1);
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}
EnterCriticalSection(&ddraw->cs);
if (ddraw->primary && ddraw->primary->palette)
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{
if (ddraw->vhack && detect_cutscene())
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{
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scale_w *= (float)CUTSCENE_WIDTH / ddraw->width;
scale_h *= (float)CUTSCENE_HEIGHT / ddraw->height;
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if (!ddraw->incutscene)
ddraw->incutscene = TRUE;
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}
else
{
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if (ddraw->incutscene)
ddraw->incutscene = FALSE;
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}
if (PaletteConvProgram)
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{
glBindTexture(GL_TEXTURE_2D, PaletteTexId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256, 1, GL_RGBA, GL_UNSIGNED_BYTE, ddraw->primary->palette->data_bgr);
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, GL_RED, GL_UNSIGNED_BYTE, ddraw->primary->surface);
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}
else
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{
int i, j;
for (i = 0; i<ddraw->height; i++)
{
int i_dst = i*ddraw->width;
int i_src = i*ddraw->primary->lPitch;
for (j = 0; j<ddraw->width; j++)
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{
tex[i_dst + j] =
ddraw->primary->palette->data_bgr[
((unsigned char *)ddraw->primary->surface)[i_src + j*ddraw->primary->lXPitch]];
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}
}
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}
}
LeaveCriticalSection(&ddraw->cs);
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if (!PaletteConvProgram)
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{
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, GL_RGBA, GL_UNSIGNED_BYTE, tex);
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}
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glBegin(GL_TRIANGLE_FAN);
glTexCoord2f(0, 0); glVertex2f(-1, 1);
glTexCoord2f(scale_w, 0); glVertex2f(1, 1);
glTexCoord2f(scale_w, scale_h); glVertex2f(1, -1);
glTexCoord2f(0, scale_h); glVertex2f(-1, -1);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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SwapBuffers(ddraw->render.hDC);
if (ddraw->render.maxfps > 0)
{
tick_end = timeGetTime();
if (tick_end - tick_start < frame_len)
Sleep(frame_len - (tick_end - tick_start));
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}
SetEvent(ddraw->render.ev);
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}
HeapFree(GetProcessHeap(), 0, tex);
glDeleteTextures(1, &SurfaceTexId);
glDeleteTextures(1, &PaletteTexId);
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wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);
return 0;
}