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mirror of https://github.com/FunkyFr3sh/cnc-ddraw.git synced 2025-03-14 22:03:27 +01:00

OpenGL: add 8bit palette conversion shader for better performance - remove pixel buffer objects - temporary remove scaling filters (need to be replaced with shaders)

This commit is contained in:
FunkyFr3sh 2018-05-09 05:09:57 +02:00
parent 5a2748f3d1
commit b053bc377e
8 changed files with 425 additions and 220 deletions

View File

@ -12,7 +12,8 @@ FILES = src/debug.c \
src/render.c \
src/render_soft.c \
src/render_dummy.c \
src/screenshot.c
src/screenshot.c \
src/opengl.c
all:
$(WINDRES) -J rc ddraw.rc ddraw.rc.o

View File

@ -15,6 +15,7 @@
<ClCompile Include="src\debug.c" />
<ClCompile Include="src\main.c" />
<ClCompile Include="src\mouse.c" />
<ClCompile Include="src\opengl.c" />
<ClCompile Include="src\palette.c" />
<ClCompile Include="src\render.c" />
<ClCompile Include="src\render_dummy.c" />
@ -28,6 +29,7 @@
<ClInclude Include="inc\debug.h" />
<ClInclude Include="inc\glext.h" />
<ClInclude Include="inc\main.h" />
<ClInclude Include="inc\opengl.h" />
<ClInclude Include="inc\palette.h" />
<ClInclude Include="inc\png.h" />
<ClInclude Include="inc\pngconf.h" />

View File

@ -45,36 +45,45 @@
<ClCompile Include="src\surface.c">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\opengl.c">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\clipper.h">
<ClInclude Include="inc\clipper.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\ddraw.h">
<ClInclude Include="inc\ddraw.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\debug.h">
<ClInclude Include="inc\debug.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\main.h">
<ClInclude Include="inc\glext.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\palette.h">
<ClInclude Include="inc\main.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\png.h">
<ClInclude Include="inc\palette.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\pngconf.h">
<ClInclude Include="inc\png.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\surface.h">
<ClInclude Include="inc\pngconf.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\zconf.h">
<ClInclude Include="inc\surface.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\zlib.h">
<ClInclude Include="inc\zconf.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="inc\zlib.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="inc\opengl.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>

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@ -60,7 +60,6 @@ typedef struct IDirectDrawImpl
int width;
int height;
int bpp;
int filter;
HDC hDC;
int *tex;
@ -87,7 +86,6 @@ typedef struct IDirectDrawImpl
BOOL incutscene;
DWORD (WINAPI *renderer)(void);
char screenshotKey;
BOOL opengl_pbo;
BOOL fullscreen;
BOOL maintas;
BOOL fakecursorpos;

64
inc/opengl.h Normal file
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@ -0,0 +1,64 @@
#pragma once
#include <GL/gl.h>
#include <GL/glu.h>
#include "glext.h"
void OpenGL_Init();
BOOL OpenGL_ExtExists(char *ext);
GLuint OpenGL_BuildProgram(const GLchar **vertSource, const GLchar **fragSource);
// Program
extern PFNGLCREATEPROGRAMPROC glCreateProgram;
extern PFNGLDELETEPROGRAMPROC glDeleteProgram;
extern PFNGLUSEPROGRAMPROC glUseProgram;
extern PFNGLATTACHSHADERPROC glAttachShader;
extern PFNGLDETACHSHADERPROC glDetachShader;
extern PFNGLLINKPROGRAMPROC glLinkProgram;
extern PFNGLGETPROGRAMIVPROC glGetProgramiv;
extern PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
extern PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
extern PFNGLUNIFORM1IPROC glUniform1i;
extern PFNGLUNIFORM1IVPROC glUniform1iv;
extern PFNGLUNIFORM2IVPROC glUniform2iv;
extern PFNGLUNIFORM3IVPROC glUniform3iv;
extern PFNGLUNIFORM4IVPROC glUniform4iv;
extern PFNGLUNIFORM1FPROC glUniform1f;
extern PFNGLUNIFORM1FVPROC glUniform1fv;
extern PFNGLUNIFORM2FVPROC glUniform2fv;
extern PFNGLUNIFORM3FVPROC glUniform3fv;
extern PFNGLUNIFORM4FVPROC glUniform4fv;
extern PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
extern PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
extern PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f;
extern PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv;
extern PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv;
extern PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv;
extern PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv;
extern PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
extern PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
extern PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation;
extern PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform;
// Shader
extern PFNGLCREATESHADERPROC glCreateShader;
extern PFNGLDELETESHADERPROC glDeleteShader;
extern PFNGLSHADERSOURCEPROC glShaderSource;
extern PFNGLCOMPILESHADERPROC glCompileShader;
extern PFNGLGETSHADERIVPROC glGetShaderiv;
// VBO
extern PFNGLGENBUFFERSPROC glGenBuffers;
extern PFNGLBINDBUFFERPROC glBindBuffer;
extern PFNGLBUFFERDATAPROC glBufferData;
extern PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
extern PFNGLGENBUFFERSARBPROC glGenBuffersARB;
extern PFNGLBINDBUFFERARBPROC glBindBufferARB;
extern PFNGLBUFFERDATAARBPROC glBufferDataARB;
extern PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB;
extern PFNGLMAPBUFFERARBPROC glMapBufferARB;
extern PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB;
extern PFNGLACTIVETEXTUREARBPROC glActiveTexture;
extern PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture;
extern PFNGLMULTITEXCOORD2FPROC glMultiTexCoord2f;

View File

@ -973,8 +973,6 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
"maxfps=0\n"
"; vertical synchronization, enable if you get tearing (OpenGL only)\n"
"vsync=false\n"
"; scaling filter, nearest = sharp, linear = smooth (OpenGL only)\n"
"filter=nearest\n"
"; automatic mouse sensitivity scaling\n"
"adjmouse=false\n"
"; enable C&C video resize hack, auto = auto-detect game, true = forced, false = disabled\n"
@ -988,8 +986,6 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
"posY=-1\n"
"; Screenshot Hotkey, default = CTRL + G\n"
"screenshotKey=G\n"
"; Use Pixel Buffer Objects (OpenGL only)\n"
"opengl_pbo=false\n"
"; Fake cursor position for games that use GetCursorPos and expect to be in fullscreen\n"
"fakecursorpos=true\n"
"; Hide WM_ACTIVATEAPP messages to prevent freezing on alt+tab (Carmageddon)\n"
@ -1000,16 +996,6 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
, fh);
fclose(fh);
}
GetPrivateProfileStringA("ddraw", "opengl_pbo", "FALSE", tmp, sizeof(tmp), SettingsIniPath);
if (tolower(tmp[0]) == 'n' || tolower(tmp[0]) == 'f' || tolower(tmp[0]) == 'd' || tmp[0] == '0')
{
This->opengl_pbo = FALSE;
}
else
{
This->opengl_pbo = TRUE;
}
GetPrivateProfileStringA("ddraw", "windowed", "FALSE", tmp, sizeof(tmp), SettingsIniPath);
if (tolower(tmp[0]) == 'n' || tolower(tmp[0]) == 'f' || tolower(tmp[0]) == 'd' || tmp[0] == '0')
@ -1078,16 +1064,6 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
This->render.bpp = 0;
}
GetPrivateProfileStringA("ddraw", "filter", tmp, tmp, sizeof(tmp), SettingsIniPath);
if (tolower(tmp[0]) == 'l' || tolower(tmp[3]) == 'l')
{
This->render.filter = 1;
}
else
{
This->render.filter = 0;
}
GetPrivateProfileStringA("ddraw", "adjmouse", "FALSE", tmp, sizeof(tmp), SettingsIniPath);
if (tolower(tmp[0]) == 'y' || tolower(tmp[0]) == 't' || tolower(tmp[0]) == 'e' || tmp[0] == '1')
{

196
src/opengl.c Normal file
View File

@ -0,0 +1,196 @@
#include <windows.h>
#include <stdio.h>
#include "opengl.h"
// Program
PFNGLCREATEPROGRAMPROC glCreateProgram = NULL;
PFNGLDELETEPROGRAMPROC glDeleteProgram = NULL;
PFNGLUSEPROGRAMPROC glUseProgram = NULL;
PFNGLATTACHSHADERPROC glAttachShader = NULL;
PFNGLDETACHSHADERPROC glDetachShader = NULL;
PFNGLLINKPROGRAMPROC glLinkProgram = NULL;
PFNGLGETPROGRAMIVPROC glGetProgramiv = NULL;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog = NULL;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation = NULL;
PFNGLUNIFORM1IPROC glUniform1i = NULL;
PFNGLUNIFORM1IVPROC glUniform1iv = NULL;
PFNGLUNIFORM2IVPROC glUniform2iv = NULL;
PFNGLUNIFORM3IVPROC glUniform3iv = NULL;
PFNGLUNIFORM4IVPROC glUniform4iv = NULL;
PFNGLUNIFORM1FPROC glUniform1f = NULL;
PFNGLUNIFORM1FVPROC glUniform1fv = NULL;
PFNGLUNIFORM2FVPROC glUniform2fv = NULL;
PFNGLUNIFORM3FVPROC glUniform3fv = NULL;
PFNGLUNIFORM4FVPROC glUniform4fv = NULL;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv = NULL;
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation = NULL;
PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f = NULL;
PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv = NULL;
PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv = NULL;
PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv = NULL;
PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray = NULL;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray = NULL;
PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation = NULL;
PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform = NULL;
// Shader
PFNGLCREATESHADERPROC glCreateShader = NULL;
PFNGLDELETESHADERPROC glDeleteShader = NULL;
PFNGLSHADERSOURCEPROC glShaderSource = NULL;
PFNGLCOMPILESHADERPROC glCompileShader = NULL;
PFNGLGETSHADERIVPROC glGetShaderiv = NULL;
// VBO
PFNGLGENBUFFERSPROC glGenBuffers = NULL;
PFNGLBINDBUFFERPROC glBindBuffer = NULL;
PFNGLBUFFERDATAPROC glBufferData = NULL;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer = NULL;
PFNGLGENBUFFERSARBPROC glGenBuffersARB = NULL;
PFNGLBINDBUFFERARBPROC glBindBufferARB = NULL;
PFNGLBUFFERDATAARBPROC glBufferDataARB = NULL;
PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = NULL;
PFNGLMAPBUFFERARBPROC glMapBufferARB = NULL;
PFNGLUNMAPBUFFERARBPROC glUnmapBufferARB = NULL;
PFNGLACTIVETEXTUREARBPROC glActiveTexture = NULL;
PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture = NULL;
PFNGLMULTITEXCOORD2FPROC glMultiTexCoord2f = NULL;
void OpenGL_Init()
{
// Program
glCreateProgram = (PFNGLCREATEPROGRAMPROC)wglGetProcAddress("glCreateProgram");
glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wglGetProcAddress("glDeleteProgram");
glUseProgram = (PFNGLUSEPROGRAMPROC)wglGetProcAddress("glUseProgram");
glAttachShader = (PFNGLATTACHSHADERPROC)wglGetProcAddress("glAttachShader");
glDetachShader = (PFNGLDETACHSHADERPROC)wglGetProcAddress("glDetachShader");
glLinkProgram = (PFNGLLINKPROGRAMPROC)wglGetProcAddress("glLinkProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wglGetProcAddress("glGetProgramiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wglGetProcAddress("glGetShaderInfoLog");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wglGetProcAddress("glGetUniformLocation");
glUniform1i = (PFNGLUNIFORM1IPROC)wglGetProcAddress("glUniform1i");
glUniform1iv = (PFNGLUNIFORM1IVPROC)wglGetProcAddress("glUniform1iv");
glUniform2iv = (PFNGLUNIFORM2IVPROC)wglGetProcAddress("glUniform2iv");
glUniform3iv = (PFNGLUNIFORM3IVPROC)wglGetProcAddress("glUniform3iv");
glUniform4iv = (PFNGLUNIFORM4IVPROC)wglGetProcAddress("glUniform4iv");
glUniform1f = (PFNGLUNIFORM1FPROC)wglGetProcAddress("glUniform1f");
glUniform1fv = (PFNGLUNIFORM1FVPROC)wglGetProcAddress("glUniform1fv");
glUniform2fv = (PFNGLUNIFORM2FVPROC)wglGetProcAddress("glUniform2fv");
glUniform3fv = (PFNGLUNIFORM3FVPROC)wglGetProcAddress("glUniform3fv");
glUniform4fv = (PFNGLUNIFORM4FVPROC)wglGetProcAddress("glUniform4fv");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wglGetProcAddress("glUniformMatrix4fv");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wglGetProcAddress("glGetAttribLocation");
glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wglGetProcAddress("glVertexAttrib1f");
glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)wglGetProcAddress("glVertexAttrib1fv");
glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)wglGetProcAddress("glVertexAttrib2fv");
glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)wglGetProcAddress("glVertexAttrib3fv");
glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wglGetProcAddress("glVertexAttrib4fv");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wglGetProcAddress("glEnableVertexAttribArray");
glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wglGetProcAddress("glBindAttribLocation");
// Shader
glCreateShader = (PFNGLCREATESHADERPROC)wglGetProcAddress("glCreateShader");
glDeleteShader = (PFNGLDELETESHADERPROC)wglGetProcAddress("glDeleteShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)wglGetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)wglGetProcAddress("glCompileShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)wglGetProcAddress("glGetShaderiv");
// VBO
glGenBuffers = (PFNGLGENBUFFERSPROC)wglGetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)wglGetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)wglGetProcAddress("glBufferData");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wglGetProcAddress("glVertexAttribPointer");
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
glActiveTexture = (PFNGLACTIVETEXTUREARBPROC)wglGetProcAddress("glActiveTexture");
glClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)wglGetProcAddress("glClientActiveTexture");
glMultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC)wglGetProcAddress("glMultiTexCoord2f");
}
BOOL OpenGL_ExtExists(char *ext)
{
char *glext = (char *)glGetString(GL_EXTENSIONS);
if (glext)
{
if (strstr(glext, ext))
return TRUE;
}
return FALSE;
}
GLuint OpenGL_BuildProgram(const GLchar **vertSource, const GLchar **fragSource)
{
if (!glCreateShader || !glShaderSource || !glCompileShader || !glCreateProgram ||
!glAttachShader || !glLinkProgram || !glUseProgram)
return 0;
GLuint vertShader = glCreateShader(GL_VERTEX_SHADER);
GLuint fragShader = glCreateShader(GL_FRAGMENT_SHADER);
if (!vertShader || !fragShader)
return 0;
glShaderSource(vertShader, 1, vertSource, NULL);
glShaderSource(fragShader, 1, fragSource, NULL);
GLint isCompiled = 0;
glCompileShader(vertShader);
if (glGetShaderiv)
{
glGetShaderiv(vertShader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
if (glDeleteShader)
glDeleteShader(vertShader);
return 0;
}
}
glCompileShader(fragShader);
if (glGetShaderiv)
{
glGetShaderiv(fragShader, GL_COMPILE_STATUS, &isCompiled);
if (isCompiled == GL_FALSE)
{
if (glDeleteShader)
glDeleteShader(fragShader);
return 0;
}
}
GLuint program = glCreateProgram();
if (program)
{
glAttachShader(program, vertShader);
glAttachShader(program, fragShader);
glLinkProgram(program);
if (glGetProgramiv)
{
GLint isLinked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &isLinked);
if (isLinked == GL_FALSE)
{
if (glDeleteProgram)
glDeleteProgram(program);
return 0;
}
}
}
return program;
}

View File

@ -1,101 +1,73 @@
/*
* 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.
*/
* 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.
*/
#include <windows.h>
#include <stdio.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glu.h>
#include "glext.h"
#include "opengl.h"
#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";
PFNGLGENBUFFERSARBPROC pglGenBuffersARB = 0; // VBO Name Generation Procedure
PFNGLBINDBUFFERARBPROC pglBindBufferARB = 0; // VBO Bind Procedure
PFNGLBUFFERDATAARBPROC pglBufferDataARB = 0; // VBO Data Loading Procedure
PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB = 0; // VBO Deletion Procedure
PFNGLMAPBUFFERARBPROC pglMapBufferARB = 0; // map VBO procedure
PFNGLUNMAPBUFFERARBPROC pglUnmapBufferARB = 0; // unmap VBO procedure
#define glGenBuffersARB pglGenBuffersARB
#define glBindBufferARB pglBindBufferARB
#define glBufferDataARB pglBufferDataARB
#define glDeleteBuffersARB pglDeleteBuffersARB
#define glMapBufferARB pglMapBufferARB
#define glUnmapBufferARB pglUnmapBufferARB
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";
const GLenum PIXEL_FORMAT = GL_RGBA;
GLuint pboIds[2];
GLuint textureId;
BOOL pboSupported = FALSE;
GLuint SurfaceTexId, PaletteTexId;
GLint SurfaceUniLoc, PaletteUniLoc;
GLuint PaletteConvProgram;
BOOL detect_cutscene();
DWORD WINAPI render_main(void)
{
int i,j;
HGLRC hRC;
HGLRC hRC = wglCreateContext(ddraw->render.hDC);
wglMakeCurrent(ddraw->render.hDC, hRC);
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);
float scale_w = 1.0f;
float scale_h = 1.0f;
int *tex = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, tex_size);
OpenGL_Init();
hRC = wglCreateContext( ddraw->render.hDC );
wglMakeCurrent( ddraw->render.hDC, hRC );
char *glext = (char *)glGetString(GL_EXTENSIONS);
if(glext)
if (OpenGL_ExtExists("WGL_EXT_swap_control"))
{
if (strstr(glext, "WGL_EXT_swap_control"))
BOOL(APIENTRY *wglSwapIntervalEXT)(int) = (BOOL(APIENTRY *)(int))wglGetProcAddress("wglSwapIntervalEXT");
if (wglSwapIntervalEXT)
{
BOOL (APIENTRY *wglSwapIntervalEXT)(int) = (BOOL (APIENTRY *)(int))wglGetProcAddress("wglSwapIntervalEXT");
if(wglSwapIntervalEXT)
{
if(ddraw->vsync)
{
wglSwapIntervalEXT(1);
}
else
{
wglSwapIntervalEXT(0);
}
}
}
if (ddraw->opengl_pbo && strstr(glext, "GL_ARB_pixel_buffer_object"))
{
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
if(glGenBuffersARB && glBindBufferARB && glBufferDataARB &&
glMapBufferARB && glUnmapBufferARB && glDeleteBuffersARB)
{
pboSupported = TRUE;
}
if (ddraw->vsync)
wglSwapIntervalEXT(1);
else
wglSwapIntervalEXT(0);
}
}
@ -103,51 +75,56 @@ DWORD WINAPI render_main(void)
DWORD tick_end = 0;
DWORD frame_len = 0;
if(ddraw->render.maxfps < 0)
{
if (ddraw->render.maxfps < 0)
ddraw->render.maxfps = ddraw->mode.dmDisplayFrequency;
}
if(ddraw->render.maxfps > 0)
{
if (ddraw->render.maxfps > 0)
frame_len = 1000.0f / ddraw->render.maxfps;
}
glGenTextures(1, &textureId);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex_width, tex_height, 0, PIXEL_FORMAT, GL_UNSIGNED_BYTE, tex);
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.x, ddraw->render.viewport.y,
ddraw->render.viewport.width, ddraw->render.viewport.height);
if(ddraw->render.filter)
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
}
else
{
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
if(pboSupported)
if (PaletteConvProgram)
{
glGenBuffersARB(2, pboIds);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[0]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[1]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glUseProgram(PaletteConvProgram);
SurfaceUniLoc = glGetUniformLocation(PaletteConvProgram, "SurfaceTex");
PaletteUniLoc = glGetUniformLocation(PaletteConvProgram, "PaletteTex");
}
glEnable(GL_TEXTURE_2D);
while(ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
while (ddraw->render.run && WaitForSingleObject(ddraw->render.sem, INFINITE) != WAIT_FAILED)
{
#if _DEBUG
static DWORD tick_fps = 0;
@ -161,122 +138,104 @@ DWORD WINAPI render_main(void)
}
frame_count++;
#endif
static int index = 0;
scale_w = (float)ddraw->width/tex_width;
scale_h = (float)ddraw->height/tex_height;
index = (index + 1) % 2;
int nextIndex = (index + 1) % 2;
if(ddraw->render.maxfps > 0)
{
float scale_w = (float)ddraw->width / tex_width;
float scale_h = (float)ddraw->height / tex_height;
if (ddraw->render.maxfps > 0)
tick_start = timeGetTime();
if (PaletteConvProgram && glActiveTexture && glUniform1i)
{
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);
}
/* convert ddraw surface to opengl texture */
if(pboSupported)
{
glBindTexture(GL_TEXTURE_2D, textureId);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[index]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, PIXEL_FORMAT, GL_UNSIGNED_BYTE, 0);
}
EnterCriticalSection(&ddraw->cs);
if(ddraw->primary && ddraw->primary->palette)
if (ddraw->primary && ddraw->primary->palette)
{
if(ddraw->vhack && detect_cutscene())
if (ddraw->vhack && detect_cutscene())
{
scale_w *= (float)CUTSCENE_WIDTH / ddraw->width;
scale_h *= (float)CUTSCENE_HEIGHT / ddraw->height;
if (!ddraw->incutscene)
{
ddraw->incutscene = TRUE;
}
}
else
{
if (ddraw->incutscene)
{
ddraw->incutscene = FALSE;
}
}
if(pboSupported)
if (PaletteConvProgram)
{
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[nextIndex]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, tex_size, 0, GL_STREAM_DRAW_ARB);
int *ptr = (int *)glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB);
if(ptr)
{
for(i=0; i<ddraw->height; i++)
{
for(j=0; j<ddraw->width; j++)
{
ptr[i*ddraw->width+j] =
ddraw->primary->palette->data_bgr[((unsigned char *)ddraw->primary->surface)[i*ddraw->primary->lPitch + j*ddraw->primary->lXPitch]];
}
}
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
}
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
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);
}
else
{
for(i=0; i<ddraw->height; i++)
int i, j;
for (i = 0; i<ddraw->height; i++)
{
for(j=0; j<ddraw->width; j++)
int i_dst = i*ddraw->width;
int i_src = i*ddraw->primary->lPitch;
for (j = 0; j<ddraw->width; j++)
{
tex[i*ddraw->width+j] =
ddraw->primary->palette->data_bgr[((unsigned char *)ddraw->primary->surface)[i*ddraw->primary->lPitch + j*ddraw->primary->lXPitch]];
tex[i_dst + j] =
ddraw->primary->palette->data_bgr[
((unsigned char *)ddraw->primary->surface)[i_src + j*ddraw->primary->lXPitch]];
}
}
}
}
LeaveCriticalSection(&ddraw->cs);
if (!pboSupported)
if (!PaletteConvProgram)
{
glBindTexture(GL_TEXTURE_2D, textureId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, PIXEL_FORMAT, GL_UNSIGNED_BYTE, tex);
glBindTexture(GL_TEXTURE_2D, SurfaceTexId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ddraw->width, ddraw->height, GL_RGBA, GL_UNSIGNED_BYTE, tex);
}
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);
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);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
SwapBuffers(ddraw->render.hDC);
if(ddraw->render.maxfps > 0)
{
if (ddraw->render.maxfps > 0)
{
tick_end = timeGetTime();
if(tick_end - tick_start < frame_len)
{
Sleep( frame_len - (tick_end - tick_start));
}
if (tick_end - tick_start < frame_len)
Sleep(frame_len - (tick_end - tick_start));
}
SetEvent(ddraw->render.ev);
}
HeapFree(GetProcessHeap(), 0, tex);
glDeleteTextures(1, &textureId);
if(pboSupported)
glDeleteBuffersARB(2, pboIds);
glDeleteTextures(1, &SurfaceTexId);
glDeleteTextures(1, &PaletteTexId);
wglMakeCurrent(NULL, NULL);
wglDeleteContext(hRC);