/*********************************************************************************** Snes9x - Portable Super Nintendo Entertainment System (TM) emulator. (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com), Jerremy Koot (jkoot@snes9x.com) (c) Copyright 2002 - 2004 Matthew Kendora (c) Copyright 2002 - 2005 Peter Bortas (peter@bortas.org) (c) Copyright 2004 - 2005 Joel Yliluoma (http://iki.fi/bisqwit/) (c) Copyright 2001 - 2006 John Weidman (jweidman@slip.net) (c) Copyright 2002 - 2006 funkyass (funkyass@spam.shaw.ca), Kris Bleakley (codeviolation@hotmail.com) (c) Copyright 2002 - 2010 Brad Jorsch (anomie@users.sourceforge.net), Nach (n-a-c-h@users.sourceforge.net), (c) Copyright 2002 - 2011 zones (kasumitokoduck@yahoo.com) (c) Copyright 2006 - 2007 nitsuja (c) Copyright 2009 - 2011 BearOso, OV2 BS-X C emulator code (c) Copyright 2005 - 2006 Dreamer Nom, zones C4 x86 assembler and some C emulation code (c) Copyright 2000 - 2003 _Demo_ (_demo_@zsnes.com), Nach, zsKnight (zsknight@zsnes.com) C4 C++ code (c) Copyright 2003 - 2006 Brad Jorsch, Nach DSP-1 emulator code (c) Copyright 1998 - 2006 _Demo_, Andreas Naive (andreasnaive@gmail.com), Gary Henderson, Ivar (ivar@snes9x.com), John Weidman, Kris Bleakley, Matthew Kendora, Nach, neviksti (neviksti@hotmail.com) DSP-2 emulator code (c) Copyright 2003 John Weidman, Kris Bleakley, Lord Nightmare (lord_nightmare@users.sourceforge.net), Matthew Kendora, neviksti DSP-3 emulator code (c) Copyright 2003 - 2006 John Weidman, Kris Bleakley, Lancer, z80 gaiden DSP-4 emulator code (c) Copyright 2004 - 2006 Dreamer Nom, John Weidman, Kris Bleakley, Nach, z80 gaiden OBC1 emulator code (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com), Kris Bleakley Ported from x86 assembler to C by sanmaiwashi SPC7110 and RTC C++ emulator code used in 1.39-1.51 (c) Copyright 2002 Matthew Kendora with research by zsKnight, John Weidman, Dark Force SPC7110 and RTC C++ emulator code used in 1.52+ (c) Copyright 2009 byuu, neviksti S-DD1 C emulator code (c) Copyright 2003 Brad Jorsch with research by Andreas Naive, John Weidman S-RTC C emulator code (c) Copyright 2001 - 2006 byuu, John Weidman ST010 C++ emulator code (c) Copyright 2003 Feather, John Weidman, Kris Bleakley, Matthew Kendora Super FX x86 assembler emulator code (c) Copyright 1998 - 2003 _Demo_, pagefault, zsKnight Super FX C emulator code (c) Copyright 1997 - 1999 Ivar, Gary Henderson, John Weidman Sound emulator code used in 1.5-1.51 (c) Copyright 1998 - 2003 Brad Martin (c) Copyright 1998 - 2006 Charles Bilyue' Sound emulator code used in 1.52+ (c) Copyright 2004 - 2007 Shay Green (gblargg@gmail.com) SH assembler code partly based on x86 assembler code (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se) 2xSaI filter (c) Copyright 1999 - 2001 Derek Liauw Kie Fa HQ2x, HQ3x, HQ4x filters (c) Copyright 2003 Maxim Stepin (maxim@hiend3d.com) NTSC filter (c) Copyright 2006 - 2007 Shay Green GTK+ GUI code (c) Copyright 2004 - 2011 BearOso Win32 GUI code (c) Copyright 2003 - 2006 blip, funkyass, Matthew Kendora, Nach, nitsuja (c) Copyright 2009 - 2011 OV2 Mac OS GUI code (c) Copyright 1998 - 2001 John Stiles (c) Copyright 2001 - 2011 zones Specific ports contains the works of other authors. See headers in individual files. Snes9x homepage: http://www.snes9x.com/ Permission to use, copy, modify and/or distribute Snes9x in both binary and source form, for non-commercial purposes, is hereby granted without fee, providing that this license information and copyright notice appear with all copies and any derived work. This software is provided 'as-is', without any express or implied warranty. In no event shall the authors be held liable for any damages arising from the use of this software or it's derivatives. Snes9x is freeware for PERSONAL USE only. Commercial users should seek permission of the copyright holders first. Commercial use includes, but is not limited to, charging money for Snes9x or software derived from Snes9x, including Snes9x or derivatives in commercial game bundles, and/or using Snes9x as a promotion for your commercial product. The copyright holders request that bug fixes and improvements to the code should be forwarded to them so everyone can benefit from the modifications in future versions. Super NES and Super Nintendo Entertainment System are trademarks of Nintendo Co., Limited and its subsidiary companies. ***********************************************************************************/ #ifndef CGGLCG_H #define CGGLCG_H #include #include #include "glext.h" #include "cgFunctions.h" #include "CCGShader.h" #include #include typedef struct _xySize { double x; double y; operator CONST FLOAT* () const; } xySize; class CGLCG { private: typedef struct _STGA { _STGA() {data = (unsigned char*)0; width = 0; height = 0; byteCount = 0;} ~_STGA() { delete[] data; data = 0; } void destroy() { delete[] data; data = 0; } int width; int height; unsigned char byteCount; unsigned char* data; } STGA; typedef struct _shaderPass { cgScaleParams scaleParams; bool linearFilter; unsigned frameCounterMod; bool floatFbo; CGprogram cgVertexProgram, cgFragmentProgram; GLuint tex; GLuint fbo; xySize outputSize; xySize textureSize; GLfloat texcoords[8]; _shaderPass() {cgVertexProgram=NULL; cgFragmentProgram=NULL; fbo=NULL; tex=NULL;} } shaderPass; typedef struct _prevPass { GLuint tex; xySize videoSize; xySize textureSize; GLfloat texCoords[8]; _prevPass() {tex=0;} } prevPass; typedef struct _lookupTexture { char id[PATH_MAX]; GLuint tex; _lookupTexture() {tex=NULL;} } lookupTexture; typedef std::vector glPassVector; typedef std::vector glLutVector; typedef std::deque glPrevDeque; typedef std::vector glAttribParams; glPassVector shaderPasses; glLutVector lookupTextures; glPrevDeque prevPasses; glAttribParams cgAttribParams; bool fboFunctionsLoaded; bool shaderLoaded; bool LoadFBOFunctions(); void checkForCgError(const char *situation); void setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdown=false); void setShaderVars(int pass); void resetAttribParams(); bool loadPngImage(const TCHAR *name, int &outWidth, int &outHeight, bool &outHasAlpha, GLubyte **outData); bool loadTGA(const TCHAR *filename, STGA& tgaFile); CGcontext cgContext; unsigned int frameCnt; static const GLfloat lut_coords[8]; PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D; PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus; PFNGLACTIVETEXTUREPROC glClientActiveTexture; public: CGLCG(CGcontext cgContext); ~CGLCG(void); bool LoadShader(const TCHAR *shaderFile); void Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize); void ClearPasses(); }; #endif