mirror of
https://github.com/QB64-Phoenix-Edition/QB64pe.git
synced 2024-09-28 05:17:49 +00:00
289 lines
12 KiB
C
289 lines
12 KiB
C
//Common
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int32 requestedKeyboardOverlayImage=0;
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#ifndef QB64_GUI //begin stubs
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//STUB: simulate generating a hardware surface
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int32 new_hardware_img(int32 x, int32 y, uint32 *pixels, int32 flags){
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//create hardware img
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int32 handle;
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hardware_img_struct* hardware_img;
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handle=list_add(hardware_img_handles);
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hardware_img=(hardware_img_struct*)list_get(hardware_img_handles,handle);
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hardware_img->w=x;
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hardware_img->h=y;
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hardware_img->dest_context_handle=0;
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hardware_img->depthbuffer_handle=0;
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hardware_img->pending_commands=0;
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hardware_img->remove=0;
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hardware_img->alpha_disabled=0;
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hardware_img->depthbuffer_mode=DEPTHBUFFER_MODE__ON;
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hardware_img->valid=1;
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hardware_img->source_state.PO2_fix=PO2_FIX__OFF;
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hardware_img->source_state.texture_wrap=TEXTURE_WRAP_MODE__UNKNOWN;
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hardware_img->source_state.smooth_stretched=SMOOTH_MODE__UNKNOWN;
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hardware_img->source_state.smooth_shrunk=SMOOTH_MODE__UNKNOWN;
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if (flags&NEW_HARDWARE_IMG__BUFFER_CONTENT){
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hardware_img->texture_handle=0;
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if (flags&NEW_HARDWARE_IMG__DUPLICATE_PROVIDED_BUFFER){
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hardware_img->software_pixel_buffer=NULL;
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}else{
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free(pixels);//the buffer was meant to be consumed, so we just free it immediately
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hardware_img->software_pixel_buffer=NULL;
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}
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}
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return handle;
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}
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#else //end stubs
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int32 force_NPO2_fix=0;//This should only be set to 1 for debugging QB64
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uint32 *NPO2_buffer=(uint32*)malloc(4);
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int32 NPO2_buffer_size_in_pixels=1;
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uint32 *NPO2_texture_generate(int32 *px, int32 *py, uint32 *pixels){
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int32 ox=*px;
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int32 oy=*py;
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int32 nx=1;
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int32 ny=1;
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//assume not negative & not 0
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while ((ox&1)==0){
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ox>>=1;
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nx<<=1;
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}
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if (ox!=1){//x is not a power of 2
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while (ox!=0){
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ox>>=1;
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nx<<=1;
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}
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nx<<1;
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}
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while ((oy&1)==0){
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oy>>=1;
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ny<<=1;
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}
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if (oy!=1){//y is not a power of 2
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while (oy!=0){
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oy>>=1;
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ny<<=1;
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}
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ny<<1;
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}
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//reset original values
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ox=*px;
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oy=*py;
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if (nx==ox&&ny==oy){ //no action required
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return pixels;
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}
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int32 size_in_pixels=nx*ny;
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if (size_in_pixels>NPO2_buffer_size_in_pixels){
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NPO2_buffer=(uint32*)realloc(NPO2_buffer,size_in_pixels*4);
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NPO2_buffer_size_in_pixels=size_in_pixels;
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}
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//copy source NPO2 rectangle into destination PO2 rectangle
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if (nx==ox){ //can copy as a single block
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memcpy(NPO2_buffer,pixels,ox*oy*4);
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}else{
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uint32 *dst_pixel_offset=NPO2_buffer;
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uint32 *src_pixel_offset=pixels;
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while (oy--){
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memcpy(dst_pixel_offset,src_pixel_offset,ox*4);
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dst_pixel_offset+=nx;
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src_pixel_offset+=ox;
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}
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oy=*py;
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}
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//tidy edges - extend the right-most column and bottom-most row to avoid pixel/color bleeding
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//rhs column
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if (ox!=nx){
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for (int y=0;y<oy;y++){
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NPO2_buffer[ox+nx*y]=NPO2_buffer[ox+nx*y-1];
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}
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}
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//bottom row + 1 pixel for corner
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if (oy!=ny){
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for (int x=0;x<(ox+1);x++){
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NPO2_buffer[nx*oy+x]=NPO2_buffer[nx*oy+x-nx];
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}
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}
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//int maxtexsize;
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//glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
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//alert(maxtexsize);
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//alert(nx);
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//alert(ny);
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*px=nx;
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*py=ny;
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return NPO2_buffer;
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}
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int32 new_texture_handle(){
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GLuint texture=0;
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glGenTextures(1,&texture);
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return (int32)texture;
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}
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int32 new_hardware_img(int32 x, int32 y, uint32 *pixels, int32 flags){
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//note: non power-of-2 dimensioned textures are supported on modern 3D cards and
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// even on some older cards, as long as mip-mapping is not being used
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// therefore, no attempt is made to convert the non-power-of-2 SCREEN sizes via software
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// to avoid the performance hit this would incur
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//create hardware img
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int32 handle;
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hardware_img_struct* hardware_img;
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handle=list_add(hardware_img_handles);
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hardware_img=(hardware_img_struct*)list_get(hardware_img_handles,handle);
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hardware_img->w=x;
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hardware_img->h=y;
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hardware_img->dest_context_handle=0;
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hardware_img->depthbuffer_handle=0;
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hardware_img->pending_commands=0;
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hardware_img->remove=0;
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hardware_img->alpha_disabled=0;
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hardware_img->depthbuffer_mode=DEPTHBUFFER_MODE__ON;
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hardware_img->valid=1;
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hardware_img->source_state.PO2_fix=PO2_FIX__OFF;
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hardware_img->source_state.texture_wrap=TEXTURE_WRAP_MODE__UNKNOWN;
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hardware_img->source_state.smooth_stretched=SMOOTH_MODE__UNKNOWN;
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hardware_img->source_state.smooth_shrunk=SMOOTH_MODE__UNKNOWN;
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if (flags&NEW_HARDWARE_IMG__BUFFER_CONTENT){
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hardware_img->texture_handle=0;
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if (flags&NEW_HARDWARE_IMG__DUPLICATE_PROVIDED_BUFFER){
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hardware_img->software_pixel_buffer=(uint32*)malloc(x*y*4);
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memcpy(hardware_img->software_pixel_buffer,pixels,x*y*4);
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}else{
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hardware_img->software_pixel_buffer=pixels;
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}
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}else{
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hardware_img->software_pixel_buffer=NULL;
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hardware_img->texture_handle=new_texture_handle();
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glBindTexture (GL_TEXTURE_2D, hardware_img->texture_handle);
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//non-power of 2 dimensions fallback support
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static int glerrorcode;
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glerrorcode=glGetError();//clear any previous errors
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if (force_NPO2_fix==0) glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
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glerrorcode=glGetError();
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if (glerrorcode!=0||force_NPO2_fix==1){
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int32 nx=x,ny=y;
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uint32 *npixels=NPO2_texture_generate(&nx,&ny,pixels);
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, nx, ny, 0, GL_BGRA, GL_UNSIGNED_BYTE,npixels);
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hardware_img->source_state.PO2_fix=PO2_FIX__EXPANDED;
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hardware_img->PO2_w=nx;
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hardware_img->PO2_h=ny;
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glerrorcode=glGetError();
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if (glerrorcode){
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, x, y, GL_BGRA, GL_UNSIGNED_BYTE, pixels );
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glerrorcode=glGetError();
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if (glerrorcode){
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alert("gluBuild2DMipmaps failed");
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alert(glerrorcode);
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}
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hardware_img->source_state.PO2_fix=PO2_FIX__MIPMAPPED;
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hardware_img->PO2_w=x;
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hardware_img->PO2_h=y;
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}
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}
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set_render_source(INVALID_HARDWARE_HANDLE);
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}
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return handle;
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}
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void hardware_img_buffer_to_texture(int32 handle){
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static hardware_img_struct* hardware_img;
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hardware_img=(hardware_img_struct*)list_get(hardware_img_handles,handle);
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if (hardware_img->texture_handle==0){
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hardware_img->texture_handle=new_texture_handle();
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glBindTexture (GL_TEXTURE_2D, hardware_img->texture_handle);
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//non-power of 2 dimensions fallback support
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static int glerrorcode;
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glerrorcode=glGetError();//clear any previous errors
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if (force_NPO2_fix==0) glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, hardware_img->w, hardware_img->h, 0, GL_BGRA, GL_UNSIGNED_BYTE, hardware_img->software_pixel_buffer);
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glerrorcode=glGetError();
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if (glerrorcode!=0||force_NPO2_fix==1){
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hardware_img->source_state.PO2_fix=PO2_FIX__EXPANDED;
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int32 x=hardware_img->w;
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int32 y=hardware_img->h;
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uint32 *pixels=NPO2_texture_generate(&x,&y,hardware_img->software_pixel_buffer);
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hardware_img->PO2_w=x;
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hardware_img->PO2_h=y;
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, x, y, 0, GL_BGRA, GL_UNSIGNED_BYTE,pixels);
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glerrorcode=glGetError();
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if (glerrorcode){
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gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, hardware_img->w, hardware_img->h, GL_BGRA, GL_UNSIGNED_BYTE, hardware_img->software_pixel_buffer);
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glerrorcode=glGetError();
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if (glerrorcode){
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alert("gluBuild2DMipmaps failed");
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alert(glerrorcode);
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}
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hardware_img->source_state.PO2_fix=PO2_FIX__MIPMAPPED;
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hardware_img->PO2_w=hardware_img->w;
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hardware_img->PO2_h=hardware_img->h;
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}
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}
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free(hardware_img->software_pixel_buffer);
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hardware_img->software_pixel_buffer=NULL;//2015 critical bug fix
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set_render_source(INVALID_HARDWARE_HANDLE);
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}
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}
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void hardware_img_requires_depthbuffer(hardware_img_struct* hardware_img){
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if (hardware_img->depthbuffer_handle==0){
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//inspiration... http://www.opengl.org/wiki/Framebuffer_Object_Examples#Color_texture.2C_Depth_texture
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static GLuint depth_tex;
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#ifndef QB64_GLES
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glGenTextures(1, &depth_tex);
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glBindTexture(GL_TEXTURE_2D, depth_tex);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, hardware_img->w, hardware_img->h, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depth_tex, 0/*mipmap level*/);
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#else
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glGenRenderbuffers(1, &depth_tex);
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glBindRenderbuffer(GL_RENDERBUFFER, depth_tex);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, hardware_img->w, hardware_img->h);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_tex);
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#endif
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//NULL means reserve texture memory, but texels are undefined
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glClear(GL_DEPTH_BUFFER_BIT);
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hardware_img->depthbuffer_handle=depth_tex;
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set_render_source(INVALID_HARDWARE_HANDLE);
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}
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}
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#endif
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