snes9x/win32/CGLCG.h

94 lines
2.2 KiB
C++

#ifndef CGGLCG_H
#define CGGLCG_H
#include <windows.h>
#include <gl/gl.h>
#include "glext.h"
#include "cgFunctions.h"
#include "CCGShader.h"
#include <vector>
typedef struct _xySize {
double x;
double y;
} 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;
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 _lookupTexture {
char id[PATH_MAX];
GLuint tex;
_lookupTexture() {tex=NULL;}
} lookupTexture;
typedef std::vector<shaderPass> glPassVector;
typedef std::vector<lookupTexture> glLutVector;
glPassVector shaderPasses;
glLutVector lookupTextures;
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);
bool loadPngImage(const TCHAR *name, int &outWidth, int &outHeight, bool &outHasAlpha, GLubyte **outData);
bool loadTGA(const TCHAR *filename, STGA& tgaFile);
CGcontext cgContext;
int frameCnt;
static const GLfloat lut_coords[8];
GLuint prevTex;
xySize prevTexSize;
xySize prevTexImageSize;
GLfloat prevTexCoords[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