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
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
|
/*
* OpenGL Extension Module for pdp - pbuffer packet implementation
* Copyright (c) by Tom Schouten <pdp@zzz.kotnet.org>
*
* 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)
{
t_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (c) return c->width;
else return 0;
}
u32 pdp_packet_3Dcontext_height(int packet)
{
t_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (c) return c->height;
else return 0;
}
u32 pdp_packet_3Dcontext_subwidth(int packet)
{
t_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (c) return c->sub_width;
else return 0;
}
u32 pdp_packet_3Dcontext_subheight(int packet)
{
t_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (c) return c->sub_height;
else return 0;
}
void pdp_packet_3Dcontext_set_subwidth(int packet, u32 w)
{
t_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (c) c->sub_width = w;
}
void pdp_packet_3Dcontext_set_subheight(int packet, u32 h)
{
t_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (c) c->sub_height = h;
}
float pdp_packet_3Dcontext_subaspect(int packet)
{
t_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (c) return (float)c->sub_width/c->sub_height;
else return 0;
}
int pdp_packet_3Dcontext_isvalid(int packet)
{
t_pdp *header = pdp_packet_header(packet);
t_3Dcontext *c = pdp_packet_3Dcontext_info(packet);
if (!header) return 0;
if (!c) return 0;
if (PDP_3DCONTEXT != header->type) return 0;
return 1;
}
t_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;
return (t_3Dcontext *)&header->info.raw;
}
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;
x = pdp_packet_3Dcontext_subwidth(packet);
y = pdp_packet_3Dcontext_subheight(packet);
x = (x - w) >> 1;
y = (y - h) >> 1;
x = (x < 0 ) ? 0 : x;
y = (y < 0 ) ? 0 : y;
new_p = pdp_packet_new_bitmap_rgb(w, h);
data = (char *)pdp_packet_data(new_p);
if (-1 == new_p || !data) goto error;
pdp_packet_3Dcontext_set_rendering_context(packet);
// D post("BEGIN READPIXELS %d %d %d %d %x", w, h, x, y, data);
//for (i=0; i<w*h; i++){
// data[3*i] = 255;
// data[3*i+1] = 255;
// data[3*i+2] = 0;
//}
// r = random();
// data[w*h*3] = r;
/* seems nvidia drivers 4191 have a bug
when w % 4 is not zero */
glReadPixels(x,y, w ,h,GL_RGB,GL_UNSIGNED_BYTE, 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);
// if (r != data[w*h*3]) post("PANIC");
// post("END READPIXELS %d %d", w, h);
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)
{
}
|