27 June 2024, 20:11 | #41 |
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28 June 2024, 14:06 | #42 |
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okay I've updated the double buffering and pixel rendering to use the same routines that I use for ScummVM RTG, should work fine now.
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28 June 2024, 16:48 | #43 |
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Now it runs well, if the background transition from black to white is intentional.
Are you planning something special to do with it? |
28 June 2024, 19:42 | #44 |
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@ NovaCoder
this one is much better on PiStorm32-3A+ https://www.dropbox.com/scl/fi/06zag...6plr1jrsm&dl=0 |
28 June 2024, 19:48 | #45 |
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28 June 2024, 23:26 | #46 | ||
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Quote:
Quote:
Yes it's intentional with the background. I'm thinking about combining it with SDL 2 which will allow some more advanced ports. Would love to do a Half-life port, always wanted to do that one but you really need OpenGL and SDL 2 support for that. It would be a huge amount of work though, not sure if I have the time & energy these days. Code comparison time... Original Mesa: Code:
struct amigamesa_context { void *gl_ctx; /* the core library context */ struct amigamesa_visual *visual; /* the visual context */ struct amigamesa_buffer *buffer; /* the buffer context */ struct amigamesa_context *share; unsigned long flags; /*0x1 = own visuel, 0x2 = own buffer 0x4 = forbid 3D HW, 0x8 = fullscreen mode */ unsigned long pixel; /* current color index or RGBA pixel value */ unsigned long clearpixel; /* pixel for clearing the color buffers */ /* etc... */ struct Window *window; /* Not neaded if in dubbelbuff needed */ /* the Intuition window */ struct RastPort *front_rp; /* front rastport */ struct RastPort *back_rp; /* back rastport */ int SwapCounter; /* which buffer is active */ UBYTE* FrontArray; /* for multibuffering */ UBYTE* BackArray; /*a pen Array big as drawing area for use in dubelbuff mode*/ struct RastPort *rp; /* current rastport */ struct Screen *Screen; /* current screen*/ struct TmpRas *tmpras; /* tmpras rastport */ struct RastPort *temprp; struct DBufInfo *dbufinfo; /* OS3.0 multibuffering */ GLuint depth; /* bits per pixel (1, 8, 24, etc) */ GLuint bppix; /* bytes per pixel */ GLuint bprow; /* bytes per row */ GLuint fmt; /* color format */ GLuint width, height; /* drawable area */ GLint left, bottom; /* offsets due to window border */ GLint right, top; /* right, top offsets, needed for correct resizing */ GLint RealWidth,RealHeight; /* the drawingareas real size*/ GLint FixedWidth,FixedHeight; /* The internal buffer real size speeds up the drawing a bit*/ long* ColorTable; /* LUT8 display: ARGB -> real pen conversion */ /* ARGB display: ARGB -> GL pen conversion */ long* ColorTable2; /* LUT8 display: table of allocated pens */ /* ARGB display: GL pen -> ARGB conversion */ UBYTE penconv[256]; /* pen conversion from GL color to real color */ UBYTE penconvinv[256]; /* pen conversion from real color to GL color */ UBYTE dtable[256]; UBYTE bugfix[256]; UBYTE *imageline; /* One Line for WritePixelRow renders */ GLuint *rgb_buffer; /*back buffer when in RGBA mode OLD DElete?*/ void (*InitDD)(void * ); /* keep track of witch drawing rutines should be used */ void (*Dispose) (struct amigamesa_context *c); /* Use this when AmigaMesaDestroyContext is called */ void (*SwapBuffer) (struct amigamesa_context *c); /* Use this when AmigaMesaSwapBuffers is called */ ULONG ColTable[256]; ULONG ColTable2[256]; ULONG oldFPU; /* old rounding mode */ UBYTE pixelargb[4]; ULONG specialalloc; UBYTE dmatrix[128+8]; struct ScreenBuffer *sbuf1; /* OS3.0 multibuffering */ struct ScreenBuffer *sbuf2; /* OS3.0 multibuffering */ struct MsgPort* dbport; /* OS3.0 multibuffering */ int drawbufferflag; /* GL double buffering support */ int readbufferflag; /* " */ int backarrayflag; /* " */ UBYTE* DrawBuffer; /* " */ UBYTE* ReadBuffer; /* " */ struct RastPort *back2_rp; /* second back rastport */ struct RastPort *draw_rp; void *hwdriver; /* hwdriver private structure */ struct ScreenBuffer *sbuf3; /* third screen buffer */ struct ScreenBuffer *sbuf_initial; /* initial screen buffer */ struct timerequest *timerio; struct MsgPort *timerport; }; Code:
struct amigamesa_context { GLcontext *gl_ctx; /* The core GL/Mesa context */ GLvisual *gl_visual; /* Describes the buffers */ GLframebuffer *gl_buffer; /* Depth, stencil, accum, etc buffers */ GLuint depth; /* Bits per pixel (1, 8, 24, etc) */ GLuint width, height; /* Drawable area */ GLuint bppix; /* Bytes per pixel */ GLuint bprow; /* Bytes per row */ GLuint fmt; /* Color format */ GLuint clear_color; /* Color for clearing the pixel buffer */ GLubyte *back_buffer; /* Pixel buffer */ // Amiga specific stuff. struct Window *hardware_window; /* Intuition window */ struct Screen *hardware_screen; /* Intuition screen */ }; Last edited by NovaCoder; 30 June 2024 at 07:23. |
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28 June 2024, 23:41 | #47 |
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Yesterday, 06:45 | #48 |
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Added a cute little starfield demo..
I also got a more advanced demo working (featuring lighting and texture mapping) but it was very slow, seems to be too much for just the CPU when you push the more advanced effects. |
Yesterday, 09:10 | #49 | |
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Quote:
It runs but seems to exit after a few seconds. |
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Yesterday, 09:41 | #50 |
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Yesterday, 11:36 | #51 |
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Just recently I've found this OpenGL Toolkit Utility (GLUT).
I'm suprised how easy it is to use and how many stuff it supports: easy window creating, keys and joy input etc. And you only need GL/glut.h and link libgl.a Gears code: Code:
#include <math.h> #include <stdlib.h> #include <stdio.h> #include <string.h> #include <GL/glut.h> #ifndef M_PI #define M_PI 3.14159265 #endif static GLint T0 = 0; static GLint Frames = 0; /** Draw a gear wheel. You'll probably want to call this function when building a display list since we do a lot of trig here. Input: inner_radius - radius of hole at center outer_radius - radius at center of teeth width - width of gear teeth - number of teeth tooth_depth - depth of tooth **/ static void gear(GLfloat inner_radius, GLfloat outer_radius, GLfloat width, GLint teeth, GLfloat tooth_depth) { GLint i; GLfloat r0, r1, r2; GLfloat angle, da; GLfloat u, v, len; r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0; r2 = outer_radius + tooth_depth / 2.0; da = 2.0 * M_PI / teeth / 4.0; glShadeModel(GL_FLAT); glNormal3f(0.0, 0.0, 1.0); /* draw front face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); if (i < teeth) { glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); } } glEnd(); /* draw front sides of teeth */ glBegin(GL_QUADS); da = 2.0 * M_PI / teeth / 4.0; for (i = 0; i < teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); } glEnd(); glNormal3f(0.0, 0.0, -1.0); /* draw back face */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); if (i < teeth) { glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); } } glEnd(); /* draw back sides of teeth */ glBegin(GL_QUADS); da = 2.0 * M_PI / teeth / 4.0; for (i = 0; i < teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); } glEnd(); /* draw outward faces of teeth */ glBegin(GL_QUAD_STRIP); for (i = 0; i < teeth; i++) { angle = i * 2.0 * M_PI / teeth; glVertex3f(r1 * cos(angle), r1 * sin(angle), width * 0.5); glVertex3f(r1 * cos(angle), r1 * sin(angle), -width * 0.5); u = r2 * cos(angle + da) - r1 * cos(angle); v = r2 * sin(angle + da) - r1 * sin(angle); len = sqrt(u * u + v * v); u /= len; v /= len; glNormal3f(v, -u, 0.0); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), width * 0.5); glVertex3f(r2 * cos(angle + da), r2 * sin(angle + da), -width * 0.5); glNormal3f(cos(angle), sin(angle), 0.0); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), width * 0.5); glVertex3f(r2 * cos(angle + 2 * da), r2 * sin(angle + 2 * da), -width * 0.5); u = r1 * cos(angle + 3 * da) - r2 * cos(angle + 2 * da); v = r1 * sin(angle + 3 * da) - r2 * sin(angle + 2 * da); glNormal3f(v, -u, 0.0); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), width * 0.5); glVertex3f(r1 * cos(angle + 3 * da), r1 * sin(angle + 3 * da), -width * 0.5); glNormal3f(cos(angle), sin(angle), 0.0); } glVertex3f(r1 * cos(0), r1 * sin(0), width * 0.5); glVertex3f(r1 * cos(0), r1 * sin(0), -width * 0.5); glEnd(); glShadeModel(GL_SMOOTH); /* draw inside radius cylinder */ glBegin(GL_QUAD_STRIP); for (i = 0; i <= teeth; i++) { angle = i * 2.0 * M_PI / teeth; glNormal3f(-cos(angle), -sin(angle), 0.0); glVertex3f(r0 * cos(angle), r0 * sin(angle), -width * 0.5); glVertex3f(r0 * cos(angle), r0 * sin(angle), width * 0.5); } glEnd(); } static GLfloat view_rotx = 20.0, view_roty = 30.0, view_rotz = 0.0; static GLint gear1, gear2, gear3; static GLfloat angle = 0.0; static void draw(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(view_rotx, 1.0, 0.0, 0.0); glRotatef(view_roty, 0.0, 1.0, 0.0); glRotatef(view_rotz, 0.0, 0.0, 1.0); glPushMatrix(); glTranslatef(-3.0, -2.0, 0.0); glRotatef(angle, 0.0, 0.0, 1.0); glCallList(gear1); glPopMatrix(); glPushMatrix(); glTranslatef(3.1, -2.0, 0.0); glRotatef(-2.0 * angle - 9.0, 0.0, 0.0, 1.0); glCallList(gear2); glPopMatrix(); glPushMatrix(); glTranslatef(-3.1, 4.2, 0.0); glRotatef(-2.0 * angle - 25.0, 0.0, 0.0, 1.0); glCallList(gear3); glPopMatrix(); glPopMatrix(); glutSwapBuffers(); Frames++; { GLint t = glutGet(GLUT_ELAPSED_TIME); if (t - T0 >= 5000) { GLfloat seconds = (t - T0) / 1000.0; GLfloat fps = Frames / seconds; printf("%d frames in %g seconds = %g FPS\n", Frames, seconds, fps); T0 = t; Frames = 0; } } } static void idle(void) { angle += 2.0; glutPostRedisplay(); } /* change view angle, exit upon ESC */ /* ARGSUSED1 */ static void key(unsigned char k, int x, int y) { switch (k) { case 'z': view_rotz += 5.0; break; case 'Z': view_rotz -= 5.0; break; case 27: /* Escape */ exit(0); break; default: return; } glutPostRedisplay(); } /* change view angle */ /* ARGSUSED1 */ static void special(int k, int x, int y) { switch (k) { case GLUT_KEY_UP: view_rotx += 5.0; break; case GLUT_KEY_DOWN: view_rotx -= 5.0; break; case GLUT_KEY_LEFT: view_roty += 5.0; break; case GLUT_KEY_RIGHT: view_roty -= 5.0; break; default: return; } glutPostRedisplay(); } /* new window size or exposure */ static void reshape(int width, int height) { GLfloat h = (GLfloat) height / (GLfloat) width; glViewport(0, 0, (GLint) width, (GLint) height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glFrustum(-1.0, 1.0, -h, h, 5.0, 60.0); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0, 0.0, -40.0); } static void init(int argc, char *argv[]) { static GLfloat pos[4] = {5.0, 5.0, 10.0, 0.0}; static GLfloat red[4] = {0.8, 0.1, 0.0, 1.0}; static GLfloat green[4] = {0.0, 0.8, 0.2, 1.0}; static GLfloat blue[4] = {0.2, 0.2, 1.0, 1.0}; glLightfv(GL_LIGHT0, GL_POSITION, pos); glEnable(GL_CULL_FACE); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); glEnable(GL_DEPTH_TEST); /* make the gears */ gear1 = glGenLists(1); glNewList(gear1, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red); gear(1.0, 4.0, 1.0, 20, 0.7); glEndList(); gear2 = glGenLists(1); glNewList(gear2, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, green); gear(0.5, 2.0, 2.0, 10, 0.7); glEndList(); gear3 = glGenLists(1); glNewList(gear3, GL_COMPILE); glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, blue); gear(1.3, 2.0, 0.5, 10, 0.7); glEndList(); glEnable(GL_NORMALIZE); if (argc > 1 && strcmp(argv[1], "-info")==0) { printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER)); printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION)); printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR)); printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS)); } } void visible(int vis) { if (vis == GLUT_VISIBLE) glutIdleFunc(idle); else glutIdleFunc(NULL); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE); glutInitWindowPosition(0, 0); glutInitWindowSize(300, 300); glutCreateWindow("Gears"); init(argc, argv); glutDisplayFunc(draw); glutReshapeFunc(reshape); glutKeyboardFunc(key); glutSpecialFunc(special); glutVisibilityFunc(visible); glutMainLoop(); return 0; /* ANSI C requires main to return int. */ } |
Yesterday, 22:40 | #52 |
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@ NovaCoder
Starfield looking good & smooth here |
Today, 02:57 | #53 | |
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Let me know how you go with Wipeout.....I'll send you this hack at some point if I can get it working properly. Cool |
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