cen64/vi/render.c
Nabile Rahmani fd4cb9be51 Clear the frame buffer to avoid garbage. (#133)
Some graphics stacks just suck (like AMD + Mesa), so we have to clear the frame buffer on each frame, otherwise garbage and/or flickering appears on undrawn areas.
Fixes #53.
2019-11-03 17:46:09 +01:00

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//
// 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<74>Pixels &<26>No<4E>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);
}