screen_height = _screen_height;
}
+void opengl_copy_last(void)
+{
+ // FIXME: is it ok to copy full window height??? or just the current viewport
+ glReadBuffer(GL_FRONT);
+ glCopyPixels(0, 0, screen_width, screen_height, GL_COLOR);
+ glReadBuffer(GL_BACK);
+}
void opengl_clear(void)
{
}
/* render legacy image texture */
-void opengl_render_legacy(uint8_t *rgb, int filter)
+void opengl_blit_legacy(uint8_t *rgb, int filter)
{
double width = (double)image_width / (double)texture_size;
double height = (double)image_height / (double)texture_size;
glDisable(GL_TEXTURE_2D);
}
-static double fov = 64.0;
-
/* set viewport for improved rendering */
-void opengl_viewport_improved(int split, int benson_at_line)
+void opengl_viewport_improved(int split, int benson_at_line, double fov, double benson_size)
{
int view_x, view_y;
int view_width, view_height;
/* make frustum to center the view in the game view above benson */
double left = -slope;
double right = slope;
- double top = slope * (double)benson_at_line / (double)image_width;
- double bottom = -slope * ((double)image_height * 2.0 - (double)benson_at_line) / (double)image_width;
+ double benson_start_at_position = ((double)image_height - (double)benson_at_line) * benson_size;
+ double top = slope * ((double)image_height - benson_start_at_position) / (double)image_width;
+ double bottom = -slope * ((double)image_height * 2.0 - ((double)image_height - benson_start_at_position)) / (double)image_width;
glFrustum(left, right, bottom, top, 1.0, 5000000000.0);
glMatrixMode(GL_MODELVIEW);
-
-#if 1
- /* test rectangle */
- glColor3d(0.5, 0.4, 0.4);
- glBegin(GL_QUADS);
- glVertex3f(-1.0, -1.0, -1.0);
- glVertex3f(1.0, -1.0, -1.0);
- glVertex3f(1.0, 1.0, -1.0);
- glVertex3f(-1.0, 1.0, -1.0);
- glEnd();
-#endif
}
/* render only benson */
-void opengl_render_benson(uint8_t *rgb, int filter, int benson_at_line)
+void opengl_blit_benson(uint8_t *rgb, int filter, int benson_at_line, double fov, double benson_size, int pixel_size)
{
- double texture_left = 0.0;
- double texture_right = (double)image_width / (double)texture_size;
- double texture_top = (double)benson_at_line / (double)texture_size;
- double texture_bottom = (double)image_height / (double)texture_size;
- double benson_top = -(double)benson_at_line / (double)image_width;
- double benson_bottom = -((double)image_height * 2.0 - (double)benson_at_line) / (double)image_width;
+ double border = (benson_size != 1.0) ? (double)pixel_size : 0.0;
+ double texture_left = border / (double)texture_size;
+ double texture_right = ((double)image_width - border) / (double)texture_size;
+ double texture_top = ((double)benson_at_line + border) / (double)texture_size;
+ double texture_bottom = ((double)image_height -border) / (double)texture_size;
+ double benson_start_at_position = ((double)image_height - (double)benson_at_line) * benson_size;
+ double benson_top = -((double)image_height - benson_start_at_position) / (double)image_width;
+ double benson_bottom = -((double)image_height * 2.0 - ((double)image_height - benson_start_at_position)) / (double)image_width;
/* calculate field-of-view */
double slope = tan(fov / 360 * M_PI);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, benson_at_line, image_width, image_height - benson_at_line, GL_RGB, GL_UNSIGNED_BYTE, rgb);
glBegin(GL_QUADS);
glTexCoord2f(texture_left, texture_bottom);
- glVertex3f(-2.0, 2.0 * benson_bottom, -2.0 / slope);
+ glVertex3f(-100.0 * benson_size, 100.0 * benson_bottom, -100.0 / slope);
glTexCoord2f(texture_right, texture_bottom);
- glVertex3f(2.0, 2.0 * benson_bottom, -2.0 / slope);
+ glVertex3f(100.0 * benson_size, 100.0 * benson_bottom, -100.0 / slope);
glTexCoord2f(texture_right, texture_top);
- glVertex3f(2.0, 2.0 * benson_top, -2.0 / slope);
+ glVertex3f(100.0 * benson_size, 100.0 * benson_top, -100.0 / slope);
glTexCoord2f(texture_left, texture_top);
- glVertex3f(-2.0, 2.0 * benson_top, -2.0 / slope);
+ glVertex3f(-100.0 * benson_size, 100.0 * benson_top, -100.0 / slope);
glEnd();
glDisable(GL_TEXTURE_2D);
}
+static double transparency;
+
+/* start rendering scene */
+void opengl_transparency_set(double _transparency)
+{
+ if (transparency)
+ glDisable(GL_BLEND);
+
+ transparency = _transparency;
+
+ /* for debugging use transparent rendering */
+ if (transparency) {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+}
+
+void opengl_render_color(double r, double g, double b)
+{
+ if (transparency)
+ glColor4d(r, g, b, 1.0 - transparency);
+ else
+ glColor3d(r, g, b);
+}
+
+/* render polygon */
+void opengl_render_polygon(double *x, double *y, double *z, int count, int cull_face)
+{
+ int i;
+
+ if (cull_face) {
+ glEnable(GL_CULL_FACE);
+ glFrontFace(GL_CW);
+ glCullFace(GL_BACK);
+ }
+ glBegin(GL_POLYGON);
+ for (i = 0; i < count; i++)
+ glVertex3d(x[i], y[i], -z[i]);
+ glEnd();
+ if (cull_face)
+ glDisable(GL_CULL_FACE);
+}
+
+/* render polygon, but make sure any size of it is visible */
+void opengl_render_polygon_and_line(double *x, double *y, double *z, int count)
+{
+ int i;
+
+ glBegin(GL_POLYGON);
+ for (i = 0; i < count; i++)
+ glVertex3d(x[i], y[i], -z[i]);
+ glEnd();
+ glBegin(GL_LINE_LOOP);
+ for (i = 0; i < count; i++)
+ glVertex3d(x[i], y[i], -z[i]);
+ glEnd();
+}
+
+/* render line */
+void opengl_render_line(double x1, double y1, double z1, double x2, double y2, double z2, double size)
+{
+ if (size == 0.0) {
+ glBegin(GL_LINES);
+ glVertex3f(x1, y1, -z1);
+ glVertex3f(x2, y2, -z2);
+ glEnd();
+ return;
+ }
+}
+
+/* render point */
+void opengl_render_point(double x, double y, double z, double size)
+{
+ if (size == 0.0) {
+ glBegin(GL_POINTS);
+ glVertex3f(x, y, -z);
+ glEnd();
+ return;
+ }
+}
+
/* free image texture */
void exit_opengl(void)
{