// // vi/render.c: Rendering functions. // // CEN64: Cycle-Accurate Nintendo 64 Emulator. // Copyright (C) 2015, Tyler J. Stachecki. // // This file is subject to the terms and conditions defined in // 'LICENSE', which is part of this source code package. // #include "common.h" #include "os/gl_window.h" #include "os/main.h" // Initializes OpenGL to an default state. void gl_window_init(struct vi_controller *vi) { glDisable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDisable(GL_BLEND); glDisable(GL_DITHER); glEnable(GL_TEXTURE_2D); // Initialize gamma boost blend function. glBlendFunc(GL_ONE, GL_ONE); // Initialize the texture that we'll use for drawing the screen. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); // Initialize vertex arrays for drawing. glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, vi->viuv); glVertexPointer(2, GL_FLOAT, 0, vi->quad); vi->quad[0] = vi->quad[5] = vi->quad[6] = vi->quad[7] = -1; vi->quad[1] = vi->quad[2] = vi->quad[3] = vi->quad[4] = 1; vi->viuv[2] = vi->viuv[4] = vi->viuv[5] = vi->viuv[7] = 1; // Tell OpenGL that the byte order is swapped. glPixelStorei(GL_UNPACK_SWAP_BYTES, GL_TRUE); } // Renders a frame. void gl_window_render_frame(struct vi_controller *vi, const uint8_t *buffer, unsigned hres, unsigned vres, unsigned hskip, unsigned type) { float aspect; glClear(GL_COLOR_BUFFER_BIT); switch(type) { case 0: return; case 1: assert(0 && "Attempted to use reserved frame type."); return; case 2: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, hres + hskip, vres, 0, GL_RGBA, GL_UNSIGNED_SHORT_5_5_5_1, buffer); break; case 3: glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, hres + hskip, vres, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); break; } // AA Mode 3 (Replicate Pixels & No Interpolation) if ((vi->regs[VI_STATUS_REG] & 0x300) == 0x300) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } // AA Mode 0..2 (Antialias & Resample) else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } aspect = (float) hres / (hres + hskip); vi->viuv[2] = vi->viuv[4] = aspect; glDrawArrays(GL_QUADS, 0, 4); // Gamma boost blend. if (vi->regs[VI_STATUS_REG] & 0x8) { glEnable(GL_BLEND); glColor3f(0.15f, 0.15f, 0.15f); glDrawArrays(GL_QUADS, 0, 4); // Texture quad blend glDisable(GL_TEXTURE_2D); glColor3f(0.1f, 0.1f, 0.1f); glDrawArrays(GL_QUADS, 0, 4); // White quad blend glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glColor3f(1.0f, 1.0f, 1.0f); } cen64_gl_window_swap_buffers(vi->window); } // Called when the window was resized. void gl_window_resize_cb(int width, int height) { float aspect = 640.0 / 474.0; if (height <= 0) height = 1; glViewport(0, 0, width, height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if((float) width / (float) height > aspect) { aspect = 474.0 / 640.0; aspect *= (float)width / (float)height; glOrtho(-aspect, aspect, -1, 1, -1, 1); } else { aspect *= (float)height / (float)width; glOrtho(-1, 1, -aspect, aspect, -1, 1); } glClear(GL_COLOR_BUFFER_BIT); }