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2d.bi

Uploader:MitgliedWestbeam
Datum/Zeit:22.05.2011 15:12:19

#include once "fbgfx.bi"

#include once "GL/gl.bi"



#ifdef Render_OpenGL





namespace ogl



dim shared as integer CORS(255)

dim shared as any ptr BUFFER

dim shared as integer TEXTURE,SCRX,SCRY,BPP

dim shared as double OFX,OFY,UPTIME

dim shared as integer FRAMESKIP=0





sub CallScreen( WID as integer,HEI as integer, BPP as integer,PAGS as integer,FLAGS as integer )

  Screenres WID,HEI,BPP,PAGS,FLAGS

  WindowTitle("MiniB3D - Program")

end sub



' ***** Make a integer multiple of a power of 2 ****

#macro ogl_MulBits( MultipleBits, MyIntVar )

asm

  mov eax,[MyIntVar]

  dec eax

  shr eax,(MultipleBits)

  inc eax

  shl eax,(MultipleBits)

  mov [MyIntVar],eax

end asm

#endmacro

' ***** Raise a integer to a power of 2 *****

#macro ogl_Power2( MyIntNumber )

asm

  mov eax,[MyIntNumber]

  dec eax

  bsr ecx,eax

  inc ecx

  mov eax,0xFFFF0000

  rol eax,cl

  and eax,0xFFFF

  inc eax

  mov [MyIntNumber],eax

end asm

#endmacro



end namespace







#undef screenres

sub screenres( WID as integer=-1, HEI as integer=-1, BPP as integer=32, PAGS as integer=1, FLAGS as integer=0 )



  dim as integer TEXX,TEYY

  dim as any ptr TMP

  dim as integer SCX,SCY

  ScreenControl(fb.GET_DESKTOP_SIZE,SCX,SCY)

  if WID=-1 then WID=SCX

  if HEI=-1 then HEI=SCY

  if WID>=SCX or HEI>=SCY then FLAGS or= fb.gfx_fullscreen



  ogl_Power2(BPP)

  if BPP <> 8 and BPP <> 32 and BPP <> 32 then BPP = 32

  if BPP = 8 then exit sub

  ogl_Mulbits( 3, WID)

  ogl_Mulbits( 3, HEI)

  ogl.SCRX = WID:ogl.SCRY = HEI

  TEXX = WID:TEYY = HEI

  ogl_Power2(TEXX)

  ogl_Power2(TEYY)

  ogl.OFX=WID/TEXX

  ogl.OFY=HEI/TEYY

  ogl.BPP=BPP

  ogl.callscreen WID,HEI,BPP,PAGS,fb.GFX_OPENGL or FLAGS

  glViewport(0,0,WID,HEI)

  glMatrixMode(GL_PROJECTION)  'Select The Projection Matrix

  glLoadIdentity()             'Reset The Projection Matrix

  glMatrixMode(GL_MODELVIEW)   'Select The Modelview Matrix

  glLoadIdentity()             'Reset The Projection Matrix

  glEnable(GL_TEXTURE_2D)      'Texture Mapping

  glGenTextures 1, @ogl.TEXTURE

  glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST)

  glClearColor(0f, 0f, 0f, 1.0f)

  glClear(GL_COLOR_BUFFER_BIT)

  glLoadIdentity()

  glBindTexture GL_TEXTURE_2D, ogl.TEXTURE

  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR)

  glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR)

  if BPP = 8 then BPP=32

  TMP = ImageCreate(TEXX,TEYY,0,BPP)

  if BPP = 32 then

    glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,TEXX,TEYY,0,GL_BGRA,GL_UNSIGNED_BYTE,TMP+sizeof(fb.image))

  else

    glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,TEXX,TEYY,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,TMP+sizeof(fb.image))

  end if



  if ogl.bpp = 8 then

    ogl.BUFFER = TMP

  else

    ImageDestroy(TMP)

  end if

  color ,rgba(0,0,0,0)

  cls

end sub



#undef screensync



sub screenSync()

  dim BT as double,TMP as any ptr, BUFSZ as integer

  static as integer FS

  BT=timer

  glBindTexture GL_TEXTURE_2D, ogl.TEXTURE

  FS += 1

  if FS > OGL.FRAMESKIP then FS=0

  if FS=0 then

  if ogl.BPP = 32 then

    glTexSubImage2D(GL_TEXTURE_2D,0,0,0,ogl.SCRX,ogl.SCRY,GL_BGRA,GL_UNSIGNED_BYTE,screenptr)



  elseif ogl.BPP = 16 then

    glTexSubImage2D(GL_TEXTURE_2D,0,0,0,ogl.SCRX,ogl.SCRY,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,screenptr)

  else

    for BUFSZ = 0 to 255

      'ogl.CORS(BUFSZ) = rgba(64,0,BUFSZ,0)

      Palette Get BUFSZ,ogl.CORS(BUFSZ)

    next BUFSZ

    TMP = screenptr

    BUFSZ = ogl.SCRX*ogl.SCRY

    asm

      mov esi,[TMP]

      mov edi,[ogl.BUFFER]

      add edi,sizeof(fb.image)

      mov edx,offset ogl.CORS

      mov ecx,[BUFSZ]

      xor eax,eax

      _8TO32_NEXTPIXEL_:

      lodsb

      mov ebx,[EDX+EAX*4]

      mov [edi],ebx

      add edi,4

      dec ecx

      jnz _8TO32_NEXTPIXEL_

    end asm

    glTexSubImage2D(GL_TEXTURE_2D,0,0,0,ogl.SCRX,ogl.SCRY,GL_BGRA,GL_UNSIGNED_BYTE,ogl.BUFFER+sizeof(fb.image))

  end if

  end if



  glDisable(GL_LIGHTING)

  glDisable(GL_CULL_FACE)

  glDisable(GL_NORMALIZE)

  glMatrixMode (GL_PROJECTION)

  glPushMatrix ()

  glLoadIdentity ()

  glOrtho (-1, 1, -1, 1, -1, 1)

  glEnable(GL_TEXTURE_2D)

  glEnable(GL_BLEND)

  glEnable(GL_ALPHA_TEST)

  glDisable(GL_DEPTH_TEST)

  glMatrixMode (GL_MODELVIEW)

  glLoadIdentity ()



  glBegin(GL_QUADS)

  glTexCoord2f(ogl.OFX, ogl.OFY):glVertex3f(1,-1,0)

  glTexCoord2f(0, ogl.OFY):glVertex3f(-1,-1,0)

  glTexCoord2f(0,0):glVertex3f(-1,1,0)

  glTexCoord2f(ogl.OFX, 0):glVertex3f(1,1,0)

  glEnd()

  ogl.UPTIME=timer-BT

  flip



  glEnable(GL_LIGHTING)

  glEnable(GL_CULL_FACE)

  glEnable(GL_NORMALIZE)

  glDisable(GL_TEXTURE_2D)

  glDisable(GL_BLEND)

  glEnable(GL_DEPTH_TEST)





end sub



#else

namespace ogl

dim shared as double UPTIME

dim shared as integer FRAMESKIP=0

end namespace

#endif