/********************************************************************************** Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com), Jerremy Koot (jkoot@snes9x.com) (c) Copyright 2002 - 2004 Matthew Kendora (c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org) (c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/) (c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net) (c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca), Kris Bleakley (codeviolation@hotmail.com) (c) Copyright 2002 - 2007 Brad Jorsch (anomie@users.sourceforge.net), Nach (n-a-c-h@users.sourceforge.net), zones (kasumitokoduck@yahoo.com) (c) Copyright 2006 - 2007 nitsuja BS-X C emulator code (c) Copyright 2005 - 2006 Dreamer Nom, zones C4 x86 assembler and some C emulation code (c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com), Nach, zsKnight (zsknight@zsnes.com) C4 C++ code (c) Copyright 2003 - 2006 Brad Jorsch, Nach DSP-1 emulator code (c) Copyright 1998 - 2006 _Demo_, Andreas Naive (andreasnaive@gmail.com) Gary Henderson, Ivar (ivar@snes9x.com), John Weidman, Kris Bleakley, Matthew Kendora, Nach, neviksti (neviksti@hotmail.com) DSP-2 emulator code (c) Copyright 2003 John Weidman, Kris Bleakley, Lord Nightmare (lord_nightmare@users.sourceforge.net), Matthew Kendora, neviksti DSP-3 emulator code (c) Copyright 2003 - 2006 John Weidman, Kris Bleakley, Lancer, z80 gaiden DSP-4 emulator code (c) Copyright 2004 - 2006 Dreamer Nom, John Weidman, Kris Bleakley, Nach, z80 gaiden OBC1 emulator code (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com), Kris Bleakley, Ported from x86 assembler to C by sanmaiwashi SPC7110 and RTC C++ emulator code (c) Copyright 2002 Matthew Kendora with research by zsKnight, John Weidman, Dark Force S-DD1 C emulator code (c) Copyright 2003 Brad Jorsch with research by Andreas Naive, John Weidman S-RTC C emulator code (c) Copyright 2001-2006 byuu, John Weidman ST010 C++ emulator code (c) Copyright 2003 Feather, John Weidman, Kris Bleakley, Matthew Kendora Super FX x86 assembler emulator code (c) Copyright 1998 - 2003 _Demo_, pagefault, zsKnight, Super FX C emulator code (c) Copyright 1997 - 1999 Ivar, Gary Henderson, John Weidman Sound DSP emulator code is derived from SNEeSe and OpenSPC: (c) Copyright 1998 - 2003 Brad Martin (c) Copyright 1998 - 2006 Charles Bilyue' SH assembler code partly based on x86 assembler code (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se) 2xSaI filter (c) Copyright 1999 - 2001 Derek Liauw Kie Fa HQ2x, HQ3x, HQ4x filters (c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com) Win32 GUI code (c) Copyright 2003 - 2006 blip, funkyass, Matthew Kendora, Nach, nitsuja Mac OS GUI code (c) Copyright 1998 - 2001 John Stiles (c) Copyright 2001 - 2007 zones Specific ports contains the works of other authors. See headers in individual files. Snes9x homepage: http://www.snes9x.com Permission to use, copy, modify and/or distribute Snes9x in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work. This software is provided 'as-is', without any express or implied warranty. In no event shall the authors be held liable for any damages arising from the use of this software or it's derivatives. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes, but is not limited to, charging money for Snes9x or software derived from Snes9x, including Snes9x or derivatives in commercial game bundles, and/or using Snes9x as a promotion for your commercial product. The copyright holders request that bug fixes and improvements to the code should be forwarded to them so everyone can benefit from the modifications in future versions. Super NES and Super Nintendo Entertainment System are trademarks of Nintendo Co., Limited and its subsidiary companies. **********************************************************************************/ #include #include "snes9x.h" #include "gfx.h" #include "3d.h" #include "x11.h" #ifdef USE_OPENGL static int dbdepat [] = {GLX_RGBA, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, 16, None}; //static int sbdepat [] = {GLX_RGBA,GLX_DEPTH_SIZE, 16, None}; //static int dbnodepat [] = {GLX_RGBA, GLX_DOUBLEBUFFER, None}; //static int sbnodepat [] = {GLX_RGBA, None}; OpenGLData OpenGL; uint8 basetexbuffer [512 * 512 * 3]; static double xrot, yrot, zrot; #define DRAW_CUBE 0 bool8 S9xOpenGLInit () { XVisualInfo *vi; vi = glXChooseVisual (GUI.display, XScreenNumberOfScreen (GUI.screen), dbdepat); if (!vi) return (FALSE); GUI.visual = vi->visual; GUI.depth = vi->depth; GUI.glcontext = glXCreateContext (GUI.display, vi, 0, GL_TRUE); if (!GUI.glcontext) return (FALSE); OpenGL.draw_cube = FALSE; return (TRUE); } bool8 S9xOpenGLInit2 () { glXMakeCurrent (GUI.display, GUI.window, GUI.glcontext); glGetIntegerv (GL_MAX_TEXTURE_SIZE, &OpenGL.max_texture_size); if (OpenGL.max_texture_size >= 512) { OpenGL.texture_size = 512; OpenGL.num_textures = 2; } else { OpenGL.texture_size = OpenGL.max_texture_size; OpenGL.num_textures = 1; } Settings.OpenGLEnable = TRUE; const char *ext = (const char *) glGetString (GL_EXTENSIONS); if (ext && strstr (ext, "EXT_packed_pixels") != NULL) OpenGL.packed_pixels_extension_present = TRUE; const char *version = (const char *) glGetString (GL_VERSION); if (version && strlen (version) < 100) { char ver [100]; strcpy (ver, version); // Strip dots from the version string char *ptr; while (ptr = strchr (ver, '.')) memmove (ptr, ptr + 1, strlen (ptr + 1) + 1); // Pad the string with zeros to 4 digits while (strlen (ver) < 4) strcat (ver, "0"); OpenGL.version = atoi (ver); } else OpenGL.version = 1100; #ifndef GL_UNSIGNED_SHORT_5_5_5_1_EXT #define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 #endif if (OpenGL.version >= 1200) { OpenGL.internal_format = GL_RGB5_A1; OpenGL.format = GL_RGBA; OpenGL.type = GL_UNSIGNED_SHORT_5_5_5_1_EXT; S9xSetRenderPixelFormat (RGB5551); } else if (OpenGL.packed_pixels_extension_present) { OpenGL.internal_format = GL_RGB5_A1; OpenGL.format = GL_RGBA; OpenGL.type = GL_UNSIGNED_SHORT_5_5_5_1_EXT; S9xSetRenderPixelFormat (RGB5551); } else { OpenGL.internal_format = GL_RGB; OpenGL.format = GL_RGB; OpenGL.type = GL_UNSIGNED_BYTE; } glGenTextures (OpenGL.num_textures, OpenGL.textures); if (OpenGL.num_textures == 2) { glBindTexture (GL_TEXTURE_2D, OpenGL.textures [1]); glTexImage2D (GL_TEXTURE_2D, 0, OpenGL.internal_format, 256, 256, 0, OpenGL.format, OpenGL.type, NULL); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } glBindTexture (GL_TEXTURE_2D, OpenGL.textures [0]); glTexImage2D (GL_TEXTURE_2D, 0, OpenGL.internal_format, OpenGL.texture_size, OpenGL.texture_size, 0, OpenGL.format, OpenGL.type, NULL); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glPolygonMode (GL_FRONT, GL_FILL); glEnable (GL_CULL_FACE); glCullFace (GL_BACK); glEnable (GL_DITHER); glEnable (GL_LIGHTING); glEnable (GL_LIGHT0); glEnable (GL_POINT_SMOOTH); glHint (GL_POINT_SMOOTH_HINT, GL_NICEST); glEnable (GL_TEXTURE_2D); glShadeModel (GL_SMOOTH); glEnable (GL_POLYGON_SMOOTH); glClearColor (0.0f, 0.0f, 0.0f, 0.0f); glClearDepth (1.0f); glDisable (GL_DEPTH_TEST); glDepthFunc (GL_LESS); glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glMatrixMode (GL_MODELVIEW); glClearColor (0, 0, 0, 1); glClear (GL_COLOR_BUFFER_BIT); glFlush (); return (TRUE); } void S9xOpenGLDeinit () { if (GUI.glcontext) { glXDestroyContext (GUI.display, GUI.glcontext); GUI.glcontext = NULL; } } #define RED(color) ((color&0x7C00) >> 7) #define GREEN(color) ((color&0x03E0) >> 2) #define BLUE(color) ((color&0x001F) << 3) void S9xOpenGLPutImage (int snes_width, int snes_height) { glViewport (0, 0, GUI.window_width, GUI.window_height); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glFrustum (-0.5f, 0.5f, -0.5f, 0.5f, 1.0f, 100.0f); glMatrixMode (GL_MODELVIEW); glDisable (GL_DEPTH_TEST); glDisable (GL_LIGHTING); glEnable (GL_TEXTURE_2D); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glDisable (GL_BLEND); uint8 *data = (uint8 *) GFX.Screen; uint32 swidth = snes_width > 256 ? 512 : 256; int startl = 0; int texture_size; if (OpenGL.num_textures == 2 && snes_width == 256) texture_size = 256; else texture_size = OpenGL.texture_size; uint32 pheight = snes_height % texture_size; if (pheight == 0) pheight = texture_size; if (OpenGL.draw_cube) { xrot += 0.3f; yrot += 0.2f; zrot += 0.4f; glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } for (int starty = snes_height - pheight; starty >= 0; startl += pheight, pheight = texture_size, starty -= texture_size) { for (int startx = 0; startx < (int) swidth; startx += texture_size) { uint32 pwidth; if ((pwidth = snes_width - startx) > (uint32) texture_size) pwidth = texture_size; float fx1 = (float) startx / snes_width; float fy1 = (float) starty / snes_height; float fx2 = fx1 + (float) pwidth / snes_width; float fy2 = fy1 + (float) pheight / snes_height; if (!OpenGL.packed_pixels_extension_present) { int i = 0; for (uint32 y = 0; y < pheight; y++) { uint16 *ptr = (uint16 *) (GFX.Screen + (y + startl) * GFX.Pitch) + startx; for (uint32 x = 0; x < pwidth; x++) { int color = *ptr++; basetexbuffer [i ] = RED(color); basetexbuffer [i+1] = GREEN(color); basetexbuffer [i+2] = BLUE(color); i += 3; } } data = basetexbuffer; } else if (snes_width > texture_size) { for (uint32 y = 0; y < pheight; y++) { memmove (basetexbuffer + sizeof (uint16) * texture_size * y, (GFX.Screen + (y + startl) * GFX.Pitch) + startx, sizeof (uint16) * texture_size); } data = basetexbuffer; } if (OpenGL.num_textures == 2 && snes_width == 256) glBindTexture (GL_TEXTURE_2D, OpenGL.textures [1]); else glBindTexture (GL_TEXTURE_2D, OpenGL.textures [0]); glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, pwidth, pheight, OpenGL.format, OpenGL.type, data); float maxx = (float) pwidth / texture_size; float maxy = (float) pheight / texture_size; if (OpenGL.draw_cube) { glLoadIdentity(); glTranslatef (0.0f, 0.0f, -3.5f); glRotatef (xrot, 1.0f, 0.0f, 0.0f); glRotatef (yrot, 0.0f, 1.0f, 0.0f); glRotatef (zrot, 0.0f, 0.0f, 1.0f); glBegin(GL_QUADS); { // Front Face glNormal3f (0.0f, 0.0f, 1.0f); glTexCoord2f (0.0f, maxy); glVertex3f (-1.0f,-1.0f, 1.0f); glTexCoord2f (maxx, maxy); glVertex3f ( 1.0f,-1.0f, 1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f ( 1.0f, 1.0f, 1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f (-1.0f, 1.0f, 1.0f); // Back Face glNormal3f (0.0f, 0.0f, -1.0f); glTexCoord2f (maxx, maxy); glVertex3f (-1.0f,-1.0f,-1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f (-1.0f, 1.0f,-1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f ( 1.0f, 1.0f,-1.0f); glTexCoord2f (0.0f, maxy); glVertex3f ( 1.0f,-1.0f,-1.0f); // Top Face glNormal3f (0.0f, 1.0f, 0.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f (-1.0f, 1.0f,-1.0f); glTexCoord2f (0.0f, maxy); glVertex3f (-1.0f, 1.0f, 1.0f); glTexCoord2f (maxx, maxy); glVertex3f ( 1.0f, 1.0f, 1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f ( 1.0f, 1.0f,-1.0f); // Bottom Face glNormal3f (0.0f, -1.0f, 0.0f); glTexCoord2f (maxx, 0.0f); glVertex3f (-1.0f,-1.0f,-1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f ( 1.0f,-1.0f,-1.0f); glTexCoord2f (0.0f, maxy); glVertex3f ( 1.0f,-1.0f, 1.0f); glTexCoord2f (maxx, maxy); glVertex3f (-1.0f,-1.0f, 1.0f); // Right face glNormal3f (1.0f, 0.0f, 0.0f); glTexCoord2f (maxx, maxy); glVertex3f ( 1.0f,-1.0f,-1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f ( 1.0f, 1.0f,-1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f ( 1.0f, 1.0f, 1.0f); glTexCoord2f (0.0f, maxy); glVertex3f ( 1.0f,-1.0f, 1.0f); // Left Face glNormal3f (-1.0f, 0.0f, 0.0f); glTexCoord2f (0.0f, maxy); glVertex3f (-1.0f,-1.0f,-1.0f); glTexCoord2f (maxx, maxy); glVertex3f (-1.0f,-1.0f, 1.0f); glTexCoord2f (maxx, 0.0f); glVertex3f (-1.0f, 1.0f, 1.0f); glTexCoord2f (0.0f, 0.0f); glVertex3f (-1.0f, 1.0f,-1.0f); } glEnd(); } else { glLoadIdentity (); glTranslatef (-0.5, -0.5, -1.0); glDisable (GL_DEPTH_TEST); glBegin(GL_TRIANGLE_STRIP); { glTexCoord2f (0.0, maxy); glVertex3f (fx1, fy1, 0.0); glTexCoord2f (maxx, maxy); glVertex3f (fx2, fy1, 0.0); glTexCoord2f (0.0, 0.0); glVertex3f (fx1, fy2, 0.0); glTexCoord2f (maxx, 0.0); glVertex3f (fx2, fy2, 0.0); } glEnd(); } } } glXSwapBuffers (GUI.display, GUI.window); } #endif