1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233
|
/*
* OpenGL Extension Module for pdp - pbuffer packet implementation
* Copyright (c) by Tom Schouten <tom@zwizwa.be>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
*/
/*
this code uses glx. i don't know if it is worth to take into
account portabiliy. since it will take a while until pdp runs
on anything else than linux. but in any case, providing a windows/osx
implementation here should not be too difficult..
*/
#include "pdp_3Dcontext.h"
#include <GL/gl.h>
#include <GL/glu.h>
#define D if (0)
/* constructor */
/* pbuf operators */
u32 pdp_packet_3Dcontext_width(int packet)
{
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
return zl_3Dcontext_width(c);
}
u32 pdp_packet_3Dcontext_height(int packet)
{
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
return zl_3Dcontext_height(c);
}
u32 pdp_packet_3Dcontext_subwidth(int packet)
{
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
return zl_3Dcontext_subwidth(c);
}
u32 pdp_packet_3Dcontext_subheight(int packet)
{
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
return zl_3Dcontext_subheight(c);
}
void pdp_packet_3Dcontext_set_subwidth(int packet, u32 w)
{
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
zl_3Dcontext_set_subwidth(c, w);
}
void pdp_packet_3Dcontext_set_subheight(int packet, u32 h)
{
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
zl_3Dcontext_set_subheight(c, h);
}
float pdp_packet_3Dcontext_subaspect(int packet)
{
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
return zl_3Dcontext_subaspect(c);
}
int pdp_packet_3Dcontext_isvalid(int packet)
{
t_pdp *header = pdp_packet_header(packet);
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (!header) return 0;
if (!c) return 0;
if (PDP_3DCONTEXT != header->type) return 0;
return 1;
}
zl_3Dcontext *pdp_packet_3Dcontext_info(int packet) {
t_pdp *header = pdp_packet_header(packet);
if (!header) return 0;
if (PDP_3DCONTEXT != header->type) return 0;
zl_3Dcontext_wrapper *cw = (void*)&header->info.raw;
return cw->c;
}
void pdp_llconv_flip_top_bottom(char *data, int width, int height, int pixelsize);
int pdp_packet_3Dcontext_snap_to_bitmap(int packet, int w, int h)
{
int x, y, new_p, i;
char *data = 0;
// char r;
// int extra = 5;
if (!pdp_packet_3Dcontext_isvalid(packet)) goto error;
new_p = pdp_packet_new_bitmap_rgb(w, h);
data = (char *)pdp_packet_data(new_p);
if (-1 == new_p || !data) goto error;
zl_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
zl_3Dcontext_snap_to_bitmap(c, w, h, data);
/* inplace swap top to bottom (textures and buffers have
another coordinate system than standard images)
instead of fixing this by using a different texture coordinate
system, a memory swap is performed. this is more expensive
but eliminates hassle when converting between buffers, textures
and bitmaps */
pdp_llconv_flip_top_bottom(data, w, h, 3);
return new_p;
error:
return -1;
}
/* move these to the pdp_3d_context object: they're too specific */
/* setup for 2d operation from pbuf dimensions */
void pdp_packet_3Dcontext_setup_2d_context(int p)
{
u32 w;
u32 h;
float asp;
if (!pdp_packet_3Dcontext_isvalid(p)) return;
w = pdp_packet_3Dcontext_subwidth(p);
h = pdp_packet_3Dcontext_subheight(p);
asp = pdp_packet_3Dcontext_subaspect(p);
/* set the viewport to the size of the sub frame */
glViewport(0, 0, w, h);
/* set orthogonal projection, with a relative frame size of (2asp x 2) */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, 2*asp, 0, 2);
/* set the center of view */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(asp, 1, 0);
glScalef(1,-1,1);
}
/* setup for 3d operation from pbuf dimensions */
void pdp_packet_3Dcontext_setup_3d_context(int p)
{
u32 w;
u32 h;
int i;
float asp;
float m_perspect[] = {-1.f, /* left */
1.f, /* right */
-1.f, /* bottom */
1.f, /* top */
1.f, /* front */
20.f};/* back */
if (!pdp_packet_3Dcontext_isvalid(p)) return;
w = pdp_packet_3Dcontext_subwidth(p);
h = pdp_packet_3Dcontext_subheight(p);
asp = pdp_packet_3Dcontext_subaspect(p);
/* set the viewport to the size of the sub frame */
glViewport(0, 0, w, h);
/* set orthogonal projection, with a relative frame size of (2asp x 2) */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(m_perspect[0] * asp, m_perspect[1] * asp, // left, right
m_perspect[2], m_perspect[3], // bottom, top
m_perspect[4], m_perspect[5]); // front, back
/* reset texture matrix */
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
/* set the center of view */
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt(0, 0, 4, 0, 0, 0, 0, 1, 0);
//glTranslatef(asp, 1, 0);
glEnable(GL_DEPTH_TEST);
glEnable(GL_AUTO_NORMAL);
glEnable(GL_NORMALIZE);
glShadeModel(GL_SMOOTH);
//glShadeModel(GL_FLAT);
/* disable everything that is enabled in other modules
this resets the ogl state to its initial conditions */
glDisable(GL_LIGHTING);
for (i=0; i<8; i++) glDisable(GL_LIGHT0 + i);
glDisable(GL_COLOR_MATERIAL);
}
void pdp_3Dcontext_common_setup(void)
{
}
|