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Frank Zago This patch updates the DS port: - do not use the now removed compat layer. - integrate parts of libgl2D since I got permission from the author, and thus removed an external dependancy, - a few bugs fixes. Now, the textures should be completely supported, except reading from them which doesn't makes sense to have on the DS. Sound is still not supported. If someone else wants to work on the missing pieces, feel free.
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/* | ||
* Note: The Nintendo DS port to SDL uses excerpts from the libGL2D, | ||
* with permission of the original author. The following is mostly his | ||
* code/comments. | ||
* | ||
* | ||
* Easy GL2D | ||
* | ||
* Relminator 2010 | ||
* Richard Eric M. Lope BSN RN | ||
* | ||
* http://rel.betterwebber.com | ||
* | ||
* A very small and simple DS rendering lib using the 3d core to render 2D stuff | ||
*/ | ||
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#include "SDL_libgl2D.h" | ||
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/* | ||
* Our static global variable used for Depth values since we cannot | ||
* disable depth testing in the DS hardware This value is incremented | ||
* for every draw call. */ | ||
v16 g_depth; | ||
int gCurrentTexture; | ||
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/* | ||
* !!! PRIVATE !!! Set orthographic projection at 1:1 correspondence | ||
* to screen coords glOrtho expects f32 values but if we use the | ||
* standard f32 values, we need to rescale either every vert or the | ||
* modelview matrix by the same amount to make it work. That's gonna | ||
* give us lots of overflows and headaches. So we "scale down" and | ||
* use an all integer value. | ||
*/ | ||
void SetOrtho(void) | ||
{ | ||
glMatrixMode(GL_PROJECTION); // set matrixmode to projection | ||
glLoadIdentity(); // reset | ||
glOrthof32(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1 << 12, 1 << 12); // downscale projection matrix | ||
} | ||
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/* | ||
* Initializes GL in 2D mode Also initializes GL in 3d mode so that we | ||
* could combine 2D and 3D later Almost a direct copy from the DS | ||
* example files | ||
*/ | ||
void glScreen2D(void) | ||
{ | ||
// initialize gl | ||
glInit(); | ||
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// enable textures | ||
glEnable(GL_TEXTURE_2D); | ||
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// enable antialiasing | ||
glEnable(GL_ANTIALIAS); | ||
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// setup the rear plane | ||
glClearColor(0, 0, 0, 31); // BG must be opaque for AA to work | ||
glClearPolyID(63); // BG must have a unique polygon ID for AA to work | ||
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glClearDepth(GL_MAX_DEPTH); | ||
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// this should work the same as the normal gl call | ||
glViewport(0,0,255,191); | ||
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// any floating point gl call is being converted to fixed prior to being implemented | ||
glMatrixMode(GL_PROJECTION); | ||
glLoadIdentity(); | ||
gluPerspective(70, 256.0 / 192.0, 1, 200); | ||
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gluLookAt( 0.0, 0.0, 1.0, //camera possition | ||
0.0, 0.0, 0.0, //look at | ||
0.0, 1.0, 0.0); //up | ||
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glMaterialf(GL_AMBIENT, RGB15(31,31,31)); | ||
glMaterialf(GL_DIFFUSE, RGB15(31,31,31)); | ||
glMaterialf(GL_SPECULAR, BIT(15) | RGB15(31,31,31)); | ||
glMaterialf(GL_EMISSION, RGB15(31,31,31)); | ||
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// ds uses a table for shinyness..this generates a half-ass one | ||
glMaterialShinyness(); | ||
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// not a real gl function and will likely change | ||
glPolyFmt(POLY_ALPHA(31) | POLY_CULL_BACK); | ||
} | ||
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/* | ||
* Sets up OpenGL for 2d rendering Call this before drawing any of | ||
* GL2D's drawing or sprite functions. | ||
*/ | ||
void glBegin2D(void) | ||
{ | ||
// save 3d perpective projection matrix | ||
glMatrixMode(GL_PROJECTION); | ||
glPushMatrix(); | ||
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// save 3d modelview matrix for safety | ||
glMatrixMode(GL_MODELVIEW); | ||
glPushMatrix(); | ||
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// what?!! No glDisable(GL_DEPTH_TEST)?!!!!!! | ||
glEnable(GL_BLEND); | ||
glEnable(GL_TEXTURE_2D); | ||
glDisable(GL_ANTIALIAS); // disable AA | ||
glDisable(GL_OUTLINE); // disable edge-marking | ||
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glColor(0x7FFF); // max color | ||
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glPolyFmt(POLY_ALPHA(31) | POLY_CULL_NONE); // no culling | ||
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SetOrtho(); | ||
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glMatrixMode(GL_TEXTURE); // reset texture matrix just in case we did some funky stuff with it | ||
glLoadIdentity(); | ||
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glMatrixMode(GL_MODELVIEW); // reset modelview matrix. No need to scale up by << 12 | ||
glLoadIdentity(); | ||
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gCurrentTexture = 0; // set current texture to 0 | ||
g_depth = 0; // set depth to 0. We need this var since we cannot disable depth testing | ||
} | ||
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/* | ||
* Issue this after drawing 2d so that we don't mess the matrix stack. | ||
* The complement of glBegin2D. | ||
*/ | ||
void glEnd2D(void) | ||
{ | ||
// restore 3d matrices and set current matrix to modelview | ||
glMatrixMode(GL_PROJECTION); | ||
glPopMatrix(1); | ||
glMatrixMode(GL_MODELVIEW); | ||
glPopMatrix(1); | ||
} | ||
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/* | ||
* Draws a pixel | ||
* Parameters: | ||
* x,y -> First coordinate of the line | ||
* color -> RGB15/ARGB16 color | ||
*/ | ||
void glPutPixel(int x, int y, int color) | ||
{ | ||
glBindTexture(0, 0); | ||
glColor(color); | ||
glBegin(GL_TRIANGLES); | ||
gxVertex3i(x, y, g_depth); | ||
gxVertex2i(x, y); | ||
gxVertex2i(x, y); | ||
glEnd(); | ||
glColor(0x7FFF); | ||
g_depth++; | ||
gCurrentTexture = 0; | ||
} | ||
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/* | ||
* Draws a line | ||
* Parameters: | ||
* x1,y1 -> First coordinate of the line | ||
* x2,y2 -> Second coordinate of the line | ||
* color -> RGB15/ARGB16 color | ||
*/ | ||
void glLine(int x1, int y1, int x2, int y2, int color) | ||
{ | ||
x2++; | ||
y2++; | ||
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glBindTexture(0, 0); | ||
glColor(color); | ||
glBegin(GL_TRIANGLES); | ||
gxVertex3i(x1, y1, g_depth); | ||
gxVertex2i(x2, y2); | ||
gxVertex2i(x2, y2); | ||
glEnd(); | ||
glColor(0x7FFF); | ||
g_depth++; | ||
gCurrentTexture = 0; | ||
} | ||
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/* | ||
* Draws a Filled Box | ||
* Parameters: | ||
* x1,y1 -> Top-left corner of the box | ||
* x2,y2 -> Bottom-Right corner of the box | ||
* color -> RGB15/ARGB16 color | ||
*/ | ||
void glBoxFilled(int x1, int y1, int x2, int y2, int color) | ||
{ | ||
x2++; | ||
y2++; | ||
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glBindTexture(0, 0); | ||
glColor(color); | ||
glBegin(GL_QUADS); | ||
gxVertex3i(x1, y1, g_depth); // use 3i for first vertex so that we increment HW depth | ||
gxVertex2i(x1, y2); // no need for 3 vertices as 2i would share last depth call | ||
gxVertex2i(x2, y2); | ||
gxVertex2i(x2, y1); | ||
glEnd(); | ||
glColor(0x7FFF); | ||
g_depth++; | ||
gCurrentTexture = 0; | ||
} | ||
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/* | ||
* | ||
* Create a tile. | ||
* Very rigid and prone to human error. | ||
* | ||
* Parameters: | ||
* *sprite -> pointer to a glImage | ||
* texture_width -> width/height of the texture; | ||
* texture_height -> valid sizes are enumerated in GL_TEXTURE_TYPE_ENUM (see glTexImage2d) | ||
* sprite_width | ||
* sprite_height -> width/height of the picture in the texture. | ||
* type -> The format of the texture (see glTexImage2d) | ||
* param -> parameters for the texture (see glTexImage2d) | ||
*/ | ||
int glLoadTile(glImage *sprite, | ||
int texture_width, | ||
int texture_height, | ||
int sprite_width, | ||
int sprite_height, | ||
GL_TEXTURE_TYPE_ENUM type, | ||
int param, | ||
int pallette_width, | ||
const u16 *palette, | ||
const uint8 *texture) | ||
{ | ||
int textureID; | ||
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glGenTextures(1, &textureID); | ||
glBindTexture(0, textureID); | ||
glTexImage2D(0, 0, type, texture_width, texture_height, 0, param, texture); | ||
glColorTableEXT(0, 0, pallette_width, 0, 0, palette); | ||
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sprite->width = sprite_width; | ||
sprite->height = sprite_height; | ||
sprite->textureID = textureID; | ||
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return textureID; | ||
} | ||
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/* | ||
* I made this since the scale wrappers are either the vectorized mode | ||
* or does not permit you to scale only the axis you want to | ||
* scale. Needed for sprite scaling. | ||
*/ | ||
static inline void gxScalef32(s32 x, s32 y, s32 z) | ||
{ | ||
MATRIX_SCALE = x; | ||
MATRIX_SCALE = y; | ||
MATRIX_SCALE = z; | ||
} | ||
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/* | ||
* I this made for future naming conflicts. | ||
*/ | ||
static inline void gxTranslate3f32(int32 x, int32 y, int32 z) | ||
{ | ||
MATRIX_TRANSLATE = x; | ||
MATRIX_TRANSLATE = y; | ||
MATRIX_TRANSLATE = z; | ||
} | ||
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/* | ||
* Draws an axis exclusive scaled sprite | ||
* Parameters: | ||
* x -> x position of the sprite | ||
* y -> y position of the sprite | ||
* scaleX -> 20.12 FP X axis scale value (1 << 12 is normal) | ||
* scaleY -> 20.12 FP Y axis scale value (1 << 12 is normal) | ||
* flipmode -> mode for flipping (see GL_FLIP_MODE enum) | ||
* *spr -> pointer to a glImage | ||
*/ | ||
void glSpriteScaleXY(int x, int y, s32 scaleX, s32 scaleY, int flipmode, const glImage *spr) | ||
{ | ||
const int x1 = 0; | ||
const int y1 = 0; | ||
const int x2 = spr->width; | ||
const int y2 = spr->height; | ||
const int u1 = ((flipmode & GL_FLIP_H) ? spr->width-1 : 0); | ||
const int u2 = ((flipmode & GL_FLIP_H) ? 0 : spr->width-1); | ||
const int v1 = ((flipmode & GL_FLIP_V) ? spr->height-1 : 0); | ||
const int v2 = ((flipmode & GL_FLIP_V) ? 0 : spr->height-1); | ||
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if (spr->textureID != gCurrentTexture) | ||
{ | ||
glBindTexture(GL_TEXTURE_2D, spr->textureID); | ||
gCurrentTexture = spr->textureID; | ||
} | ||
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glPushMatrix(); | ||
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gxTranslate3f32(x, y, 0); | ||
gxScalef32(scaleX, scaleY, 1 << 12); | ||
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glBegin(GL_QUADS); | ||
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gxTexcoord2i(u1, v1); gxVertex3i(x1, y1, g_depth); | ||
gxTexcoord2i(u1, v2); gxVertex2i(x1, y2); | ||
gxTexcoord2i(u2, v2); gxVertex2i(x2, y2); | ||
gxTexcoord2i(u2, v1); gxVertex2i(x2, y1); | ||
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glEnd(); | ||
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glPopMatrix(1); | ||
g_depth++; | ||
} |
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