mirror of
https://github.com/libretro/scummvm.git
synced 2025-01-19 00:15:30 +00:00
7c8565fa65
svn-id: r8672
522 lines
16 KiB
C++
522 lines
16 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001-2003 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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*/
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// FrameBuffer renderer in an OpenGL texture
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// Andre Souza <asouza_luke@yahoo.com.br>
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#include <SDL.h>
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#include <SDL_opengl.h>
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//#include <GL/gl.h> NOTE! Before anybody comments out SDL_opengl.h and enables this again, talk to Fingolfin first! GL/gl.h is NOT portable!
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#include <stdlib.h>
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#include <string.h>
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// FLAGS
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#define FB2GL_FS 1 // FULLSCREEN
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#define FB2GL_RGBA 2 // Use RGBA (else use palette)
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#define FB2GL_NO_320 4 // Don't use 320x256 texture, rather emulate with a 256x256 plus a 64x256 texture
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#define FB2GL_AUDIO 8 // Activate SDL Audio
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#define FB2GL_PITCH 16 // On fb2l_update, use pitch (else bytes per pixel)
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#define FB2GL_EXPAND 32 // Create a RGB fb with the color lookup table
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#define FB2GL_16BIT 64 // 16 BIT Color Depth
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// This extension isn't defined in OpenGL 1.1
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#ifndef GL_EXT_paletted_texture
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#define GL_EXT_paletted_texture 1
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#endif
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class FB2GL {
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private:
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SDL_Surface *screen;
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// Framebuffer for 8 bpp
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unsigned char palettedFrameBuffer1[256*320];
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unsigned char *palettedFrameBuffer2;
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// unsigned char palettedFrameBuffer1[256][256];
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// unsigned char palettedFrameBuffer2[256][64];
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// Framebuffer for RGBA
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unsigned char RGBAFrameBuffer1[256*320*4];
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unsigned char *RGBAFrameBuffer2;
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// unsigned char RGBAFrameBuffer1[256][256][4];
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// unsigned char RGBAFrameBuffer2[256][64][4];
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// Texture(s)
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GLuint texture1;
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GLuint texture2;
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// Display list
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GLuint displayList;
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// Color Table (256 colors, RGB)
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char colorTable[256][3];
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char tempColorTable[256][3]; // Support for OpenGL 1.1
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char flags;
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void makeTextures();
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void makeDisplayList(int xf, int yf);
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public:
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FB2GL() {
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flags = 0;
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screen = NULL;
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palettedFrameBuffer2 = palettedFrameBuffer1 + 256*256;
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RGBAFrameBuffer2 = RGBAFrameBuffer1 + 256*256*4;
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}
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SDL_Surface *getScreen() {
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return screen;
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};
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void setScreen(SDL_Surface *s) {
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screen = s;
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};
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int init(int width, int height, int xfix, int yfix, char _flags);
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void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
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void palette(int index, int r, int g, int b);
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void setPalette(int first, int ncolors);
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void blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rectlist, int xskip, int yskip);
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void display();
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void setBilinearMode(bool bilinear);
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};
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void FB2GL::setBilinearMode(bool bilinear) {
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const GLuint mode = bilinear ? GL_LINEAR : GL_NEAREST;
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glBindTexture(GL_TEXTURE_2D, texture1);
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// No borders
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// Bilinear filter
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode);
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if (flags & FB2GL_NO_320) {
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glBindTexture(GL_TEXTURE_2D, texture2);
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// No borders
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// Bilinear filter
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode);
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}
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}
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void FB2GL::makeTextures() {
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glGenTextures(0,&texture1);
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glBindTexture(GL_TEXTURE_2D,texture1);
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// No borders
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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GLuint mode;
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const GLvoid *buffer1, *buffer2;
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if (flags & FB2GL_RGBA) {
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mode = GL_RGBA;
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buffer1 = RGBAFrameBuffer1;
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buffer2 = RGBAFrameBuffer2;
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} else {
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mode = GL_COLOR_INDEX;
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buffer1 = palettedFrameBuffer1;
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buffer2 = palettedFrameBuffer2;
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}
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if (flags & FB2GL_NO_320) {
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glTexImage2D(GL_TEXTURE_2D, 0, mode, 256, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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// Bilinear filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, mode, 64, 256, 0, mode, GL_UNSIGNED_BYTE, buffer2);
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, mode, 320, 256, 0, mode, GL_UNSIGNED_BYTE, buffer1);
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}
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}
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void FB2GL::makeDisplayList(int xf, int yf) {
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GLfloat xfix = xf / 128.0f; // 128 = 256/2 (half texture => 0.0 to 1.0)
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GLfloat yfix = yf / 128.0f;
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GLfloat texture1_end; // End of 256x256 texture (from -1.0 to 1.0)
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if (flags & FB2GL_NO_320) {
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// Game screen width = 320
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// GL coordinates (-1.0 <= x <= 1.0, -1.0 <= y <= 1.0)
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// X axis center: GL => 0.0, Game => 320/2 = 160
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// GL texture1 width = 256 (texture2 width = 64. 256 + 64 = 320)
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// 160 = 320/2 (half width). 256 - 160 = 96
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texture1_end = 96.0f / 160.0f; // between 0.0 (center) and 1.0
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// Note: wrong value may cause black vertical line (gap
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// between texture1 and texture2 in the X axis)
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}
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else {
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texture1_end = 1.0f;
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}
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if (glIsList(displayList))
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glDeleteLists(displayList, 1);
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displayList = glGenLists(1);
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glNewList(displayList, GL_COMPILE);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glBegin(GL_QUADS);
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// lower left
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glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, -1.0f - yfix);
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// upper left
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glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, 1.0f);
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// upper right
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glTexCoord2f(1.0f, 0.0f); glVertex2f(texture1_end + xfix, 1.0f);
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// lower right
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glTexCoord2f(1.0f, 1.0f); glVertex2f(texture1_end + xfix, -1.0f - yfix);
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glEnd();
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if (flags & FB2GL_NO_320) {
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// 64x256 (texture2)
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBegin(GL_QUADS);
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// lower left
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glTexCoord2f(0.0f, 1.0f); glVertex2f(texture1_end + xfix, -1.0f - yfix);
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// upper left
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glTexCoord2f(0.0f, 0.0f); glVertex2f(texture1_end + xfix, 1.0f);
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// upper right
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glTexCoord2f(1.0f, 0.0f); glVertex2f(1.0f + xfix, 1.0f);
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// lower right
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glTexCoord2f(1.0f, 1.0f); glVertex2f(1.0f + xfix, -1.0f - yfix);
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glEnd();
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}
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glDisable(GL_TEXTURE_2D);
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glEndList();
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}
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int FB2GL::init(int width, int height, int xfix, int yfix, char _flags) {
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char gl_ext[4096];
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gl_ext[0]='\0';
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flags = _flags;
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// Fullscreen?
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if (!screen) {
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screen = SDL_SetVideoMode(width, height, (flags & FB2GL_16BIT ? 16: 0),
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SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER |
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(flags & FB2GL_FS? SDL_FULLSCREEN: 0));
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}
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// warning("Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel);
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if (!screen) {
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warning("Couldn't start video res %dx%d\n", width, height);
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return 0;
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}
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/*
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if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
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strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
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fprintf(stderr,"gl_ext= %s\n",gl_ext);
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if ( strstr( gl_ext , "GL_EXT_paletted_texture") )
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glEnable(GL_EXT_paletted_texture);
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else {
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fprintf(stderr,"Your OpenGL version doesn't support paletted texture\n");
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return 0;
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}
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}
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*/
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if (width>0 && height>0)
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makeTextures();
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makeDisplayList(xfix, yfix);
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return 1;
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}
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void FB2GL::display()
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{
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glCallList(displayList);
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SDL_GL_SwapBuffers();
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}
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void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
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unsigned char *tempFrameBuffer = (unsigned char *)fb;
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int x, y, scr_pitch, _byte;
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if (flags & FB2GL_PITCH) {
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scr_pitch = pitch;
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_byte = 0;
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} else {
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scr_pitch = w * pitch;
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_byte = pitch; // Bytes perl pixel (for RGBA mode)
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}
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if (flags & FB2GL_RGBA) {
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if (flags & FB2GL_EXPAND) { // Expand the 8 bit fb into a RGB fb
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for (y = yskip; y < h; y++) {
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for (x = xskip; x < w; x++) {
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if (!(flags & FB2GL_NO_320)) {
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RGBAFrameBuffer1[y*320*4 + x*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer1[y*320*4 + x*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer1[y*320*4 + x*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer1[y*320*4 + x*4 + 3] = 255;
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} else if (x < 256) {
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RGBAFrameBuffer1[y*256*4 + x*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer1[y*256*4 + x*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer1[y*256*4 + x*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer1[y*256*4 + x*4 + 3] = 255;
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} else {
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RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer2[y*64*4 + (x-256)*4 + 3] = 255;
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}
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}
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tempFrameBuffer += scr_pitch; // Next row (like y++)
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}
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} else { // No expansion
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for (y = yskip; y < h; y++) {
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for (x = xskip; x < w; x++) {
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if (!(flags & FB2GL_NO_320)) {
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RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 0] = *(tempFrameBuffer+(x*_byte));
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RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 1] = *(tempFrameBuffer+(x*_byte)+1);
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RGBAFrameBuffer1[(y-yskip)*320*4 + (x-xskip)*4 + 2] = *(tempFrameBuffer+(x*_byte)+2);
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} else if (x < 256) {
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RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 0] = *(tempFrameBuffer+(x*_byte));
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RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 1] = *(tempFrameBuffer+(x*_byte)+1);
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RGBAFrameBuffer1[(y-yskip)*256*4 + (x-xskip)*4 + 2] = *(tempFrameBuffer+(x*_byte)+2);
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} else {
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RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 0] = *(tempFrameBuffer+(x*_byte));
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RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 1] = *(tempFrameBuffer+(x*_byte)+1);
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RGBAFrameBuffer2[(y-yskip)*64*4 + (x-256)*4 + 2] = *(tempFrameBuffer+(x*_byte)+2);
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}
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}
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tempFrameBuffer += scr_pitch; // Next row (like y++)
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}
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}
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if (flags & FB2GL_NO_320) {
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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256-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
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// Update 64x256 texture
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glBindTexture(GL_TEXTURE_2D, texture2);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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64-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
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} else {
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// Update 320x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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320-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
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}
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} else { // non RGBA (paletted)
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for (y=0; y<h; y++)
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for (x=0; x<w; x++) {
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if (!(flags & FB2GL_NO_320)) {
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palettedFrameBuffer1[y * 320 + x] = *(tempFrameBuffer + y*scr_pitch + x);
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} else if (x<256) {
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palettedFrameBuffer1[y * 256 + x] = *(tempFrameBuffer + y*scr_pitch + x);
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} else {
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palettedFrameBuffer2[y * 64 + (x - 256)] = *(tempFrameBuffer + y*scr_pitch + x);
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}
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}
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if (flags & FB2GL_NO_320) {
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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256-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer1);
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// Update 64x256 texture
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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64-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer2);
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} else {
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// Update 320x256 texture
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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320-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer1);
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}
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}
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display();
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}
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void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int yskip) {
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int x, y, i;
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int rx, ry, rw, rh; // rect[i].x, .y, .w, .h
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// (0 <= rx <= 320) and (0 <= ry <= 240).
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// Note: rx may be larger than texture1 width (256).
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int xend=0, yend=0; // (x + width) and (y + height)
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int pitch = fb->pitch/2; // 16 bit pointer access (not char *)
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// Width of the rectangle draw in texture1. (256 - rx) > 0
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unsigned int tex1_w = 0;
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// Width of the rectangle draw in texture2. (xend - 256) > 0
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unsigned int tex2_w = 0;
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// Rectangle's x coordinate in texture2. (rx - 256) > 0
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unsigned int tex2_x = 0;
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for (i=0; i<num_rect; i++) {
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tex1_w = tex2_w = tex2_x = 0;
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rx = rect[i].x;
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ry = rect[i].y;
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rw = rect[i].w;
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rh = rect[i].h;
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xend = rx + rw;
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yend = ry + rh;
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if (xend > fb->w) continue;
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if (yend > fb->h) continue;
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if (rx < 256) { // Begins before the end of texture1
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if (xend >= 256) { // Ends after texture1
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tex2_w = xend - 256; //Rectangle width on texture2
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tex1_w = rw - tex2_w; // Width left for texture1
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} else
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tex1_w = rw; // This rectangle is inside texture1
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} else {
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tex2_w = rw; // This rectangle is inside texture2
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tex2_x = rx - 256; // Relative x coordinate on texture2
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}
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// Note: if (tex1_w == 0) then there is no rectangle to draw
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// in texture1. The same is true for tex2_w.
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for (y = ry; y < yend; y++) {
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for (x = rx; x < xend; x++) {
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if (tex1_w && x < 256) {
|
|
int pos = (x-rx+(y-ry)*tex1_w)*4; // (x + (y*pitch)) * RGBAsize
|
|
SDL_GetRGB(
|
|
((Uint16 *)fb->pixels)[x+y*(pitch)],
|
|
fb->format,
|
|
&RGBAFrameBuffer1[pos],
|
|
&RGBAFrameBuffer1[pos+1],
|
|
&RGBAFrameBuffer1[pos+2]
|
|
);
|
|
} else if (tex2_w && x >= 256) {
|
|
int rx2 = rx < 256? 256: rx;
|
|
int pos = (x-rx2+(y-ry)*tex2_w)*4; // (x + (y*pitch)) * RGBAsize
|
|
SDL_GetRGB(
|
|
((Uint16 *)fb->pixels)[x+y*(pitch)],
|
|
fb->format,
|
|
&RGBAFrameBuffer2[pos],
|
|
&RGBAFrameBuffer2[pos+1],
|
|
&RGBAFrameBuffer2[pos+2]
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (tex1_w > 0) {
|
|
// Update 256x256 texture
|
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
glFlush();
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
|
rx + xskip,
|
|
ry + yskip,
|
|
tex1_w, rh, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
|
|
}
|
|
if (tex2_w > 0) { // What was left for this texture
|
|
// Update 64x256 texture
|
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
glFlush();
|
|
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
|
tex2_x + xskip,
|
|
ry + yskip,
|
|
tex2_w, rh, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
|
|
}
|
|
}
|
|
}
|
|
|
|
void FB2GL::palette(int i, int r, int g, int b) {
|
|
if (flags & FB2GL_EXPAND) {
|
|
tempColorTable[i][0] = r;
|
|
tempColorTable[i][1] = g;
|
|
tempColorTable[i][2] = b;
|
|
} else { // Paletted texture
|
|
colorTable[i][0] = r;
|
|
colorTable[i][1] = g;
|
|
colorTable[i][2] = b;
|
|
}
|
|
}
|
|
|
|
void FB2GL::setPalette(int first, int n) {
|
|
char temp[256][3];
|
|
int i;
|
|
|
|
if (flags & FB2GL_EXPAND) {
|
|
for (i = first; i < n; i++) {
|
|
colorTable[i][0] = tempColorTable[i][0];
|
|
colorTable[i][1] = tempColorTable[i][1];
|
|
colorTable[i][2] = tempColorTable[i][2];
|
|
}
|
|
} else { // Paletted texture
|
|
glBindTexture(GL_TEXTURE_2D, texture1);
|
|
glGetColorTable(GL_TEXTURE_2D, GL_RGB, GL_UNSIGNED_BYTE, &temp);
|
|
|
|
for (i = first; i < n; i++) {
|
|
temp[i][0] = colorTable[i][0];
|
|
temp[i][1] = colorTable[i][1];
|
|
temp[i][2] = colorTable[i][2];
|
|
}
|
|
|
|
glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
|
|
GL_UNSIGNED_BYTE, &temp);
|
|
|
|
if (flags & FB2GL_NO_320) {
|
|
glBindTexture(GL_TEXTURE_2D, texture2);
|
|
glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
|
|
GL_UNSIGNED_BYTE, &temp);
|
|
}
|
|
|
|
}
|
|
}
|