VDB palettes: three dedicated 640x480 live windows (not strips)
Replace the in-render-window palette strips with three separate 640x480 windows, one per VDB display palette (secondary/aux1/aux2). Each has its own GL context (rt_main wglMakeCurrent-s each per tick) and shows the palette as a 16x16 color grid, redrawn every 50ms so it animates live regardless of the VPX render cadence. make_gl_window() factored out; strips + VPX_VDBSTRIP removed. Confirmed live: aux1 = red/green/olive/black status checkerboard, aux2 = a 4-region color map (green/blue/red/purple, 64 entries each), secondary = the animated one (black between flashes). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -410,7 +410,6 @@ static void vpx_write(Bitu port, Bitu val, Bitu iolen) {
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* Declared here so rt_draw() below can see it. */
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struct VDBPalette { unsigned char waddr, raddr, sub, mask; unsigned char ram[768]; };
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static VDBPalette vdb_pal[3];
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static bool vpx_show_vdb_strips = true; /* draw live palette strips (VPX_VDBSTRIP=0 off) */
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/* ================= Phase 3b: live render backend (VPX_RENDER=1) ==========
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* Reconstructs the DPL scene graph from the FIFO message stream (protocol
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@@ -650,34 +649,30 @@ static void rt_draw(HDC dc, const VFrame &f, int cw, int ch) {
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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}
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/* Live VDB palette strips: the three display color maps (secondary/aux1/
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* aux2) as 256-wide bars along the bottom, updating in real time as the
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* game rewrites them (VPX_VDBSTRIP=0 to hide). Read straight from the VDB
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* storage -- a torn read is invisible at this cadence. */
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if (vpx_show_vdb_strips) {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glMatrixMode(GL_PROJECTION); glLoadIdentity();
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glOrtho(0, cw, ch, 0, -1, 1); /* screen pixels, y-down */
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glMatrixMode(GL_MODELVIEW); glLoadIdentity();
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int barh = 16, gap = 2;
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int total = 3 * barh + 2 * gap;
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int y0 = ch - total - 4;
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for (int g = 0; g < 3; g++) {
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float y = (float)(y0 + g * (barh + gap));
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glBegin(GL_QUADS);
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for (int i = 0; i < 256; i++) {
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float x0 = (float)i / 256.0f * cw;
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float x1 = (float)(i + 1) / 256.0f * cw;
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const unsigned char *e = &vdb_pal[g].ram[i * 3];
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glColor3ub(e[0], e[1], e[2]);
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glVertex2f(x0, y); glVertex2f(x1, y);
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glVertex2f(x1, y + barh); glVertex2f(x0, y + barh);
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}
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glEnd();
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}
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SwapBuffers(dc);
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}
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/* ---- VDB palette windows: one 640x480 window per display palette ---------
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* Each shows a 16x16 grid of the 256 colors, updated live. */
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static void pal_draw(HDC dc, int g, int cw, int ch) {
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glViewport(0, 0, cw, ch);
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glClearColor(0.09f, 0.09f, 0.11f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glMatrixMode(GL_PROJECTION); glLoadIdentity();
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glOrtho(0, 16, 16, 0, -1, 1); /* 16x16 grid, y-down */
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glMatrixMode(GL_MODELVIEW); glLoadIdentity();
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glBegin(GL_QUADS);
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for (int i = 0; i < 256; i++) {
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float x = (float)(i % 16), y = (float)(i / 16);
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const unsigned char *e = &vdb_pal[g].ram[i * 3];
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glColor3ub(e[0], e[1], e[2]);
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glVertex2f(x, y); glVertex2f(x + 1, y);
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glVertex2f(x + 1, y + 1); glVertex2f(x, y + 1);
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}
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glEnd();
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SwapBuffers(dc);
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}
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@@ -686,6 +681,28 @@ static LRESULT CALLBACK rt_wndproc(HWND w, UINT msg, WPARAM wp, LPARAM lp) {
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return DefWindowProcA(w, msg, wp, lp);
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}
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/* Create a visible window with its own GL context (each window gets its own
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* so we can render several from one thread by wglMakeCurrent-ing each). */
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static bool make_gl_window(const char *title, int w, int h, int x, int y,
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HWND *out_wnd, HDC *out_dc, HGLRC *out_gl) {
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RECT r = { 0, 0, w, h };
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AdjustWindowRect(&r, WS_OVERLAPPEDWINDOW, FALSE);
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HWND wnd = CreateWindowA("VPXGL", title, WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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x, y, r.right - r.left, r.bottom - r.top, NULL, NULL,
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GetModuleHandleA(NULL), NULL);
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if (!wnd) return false;
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HDC dc = GetDC(wnd);
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PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof pfd);
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pfd.nSize = sizeof pfd; pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 24;
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SetPixelFormat(dc, ChoosePixelFormat(dc, &pfd), &pfd);
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HGLRC gl = wglCreateContext(dc);
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if (!gl) return false;
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*out_wnd = wnd; *out_dc = dc; *out_gl = gl;
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return true;
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}
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static DWORD WINAPI rt_main(LPVOID) {
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WNDCLASSA wc; memset(&wc, 0, sizeof wc);
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wc.style = CS_OWNDC;
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@@ -694,41 +711,50 @@ static DWORD WINAPI rt_main(LPVOID) {
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wc.hCursor = LoadCursor(NULL, IDC_ARROW);
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wc.lpszClassName = "VPXGL";
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RegisterClassA(&wc);
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RECT r = { 0, 0, 832, 512 };
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AdjustWindowRect(&r, WS_OVERLAPPEDWINDOW, FALSE);
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HWND wnd = CreateWindowA("VPXGL", "VPX VelociRender (emulated)",
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WS_OVERLAPPEDWINDOW | WS_VISIBLE, 40, 40,
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r.right - r.left, r.bottom - r.top, NULL, NULL, wc.hInstance, NULL);
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if (!wnd) return 1;
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HDC dc = GetDC(wnd);
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PIXELFORMATDESCRIPTOR pfd; memset(&pfd, 0, sizeof pfd);
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pfd.nSize = sizeof pfd; pfd.nVersion = 1;
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pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER;
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pfd.iPixelType = PFD_TYPE_RGBA; pfd.cColorBits = 24; pfd.cDepthBits = 24;
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int pf = ChoosePixelFormat(dc, &pfd);
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SetPixelFormat(dc, pf, &pfd);
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HGLRC gl = wglCreateContext(dc);
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if (!gl) return 1;
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wglMakeCurrent(dc, gl);
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HWND wnd; HDC dc; HGLRC gl;
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if (!make_gl_window("VPX VelociRender (emulated)", 832, 512, 40, 40,
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&wnd, &dc, &gl)) return 1;
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/* three 640x480 windows, one per VDB display palette */
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static const char *pal_titles[3] = {
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"VDB palette 0 - secondary", "VDB palette 1 - aux1",
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"VDB palette 2 - aux2" };
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HWND pwnd[3]; HDC pdc[3]; HGLRC pgl[3];
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bool phave[3] = { false, false, false };
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for (int g = 0; g < 3; g++)
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phave[g] = make_gl_window(pal_titles[g], 640, 480,
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920, 40 + g * 500, &pwnd[g], &pdc[g], &pgl[g]);
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VFrame cur;
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for (;;) {
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DWORD w = MsgWaitForMultipleObjects(1, &rt_event, FALSE, INFINITE,
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/* 50ms timeout so the palette windows animate even between VPX
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* frames (pal0 is rewritten continuously by the game). */
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DWORD w = MsgWaitForMultipleObjects(1, &rt_event, FALSE, 50,
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QS_ALLINPUT);
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MSG msg;
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while (PeekMessageA(&msg, NULL, 0, 0, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessageA(&msg);
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}
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bool redraw = false;
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if (w == WAIT_OBJECT_0) {
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bool redraw = false;
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EnterCriticalSection(&rt_lock);
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if (rt_new) { cur = rt_pending; rt_new = false; redraw = true; }
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LeaveCriticalSection(&rt_lock);
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if (redraw && cur.valid) {
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wglMakeCurrent(dc, gl);
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RECT cr; GetClientRect(wnd, &cr);
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rt_draw(dc, cur, cr.right, cr.bottom);
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rt_frames++;
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}
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}
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if (redraw && cur.valid) {
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RECT cr; GetClientRect(wnd, &cr);
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rt_draw(dc, cur, cr.right, cr.bottom);
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rt_frames++;
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/* redraw the palette windows every tick (live) */
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for (int g = 0; g < 3; g++) {
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if (!phave[g]) continue;
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wglMakeCurrent(pdc[g], pgl[g]);
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RECT cr; GetClientRect(pwnd[g], &cr);
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pal_draw(pdc[g], g, cr.right, cr.bottom);
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}
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}
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}
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@@ -1237,9 +1263,6 @@ void VPXLOG_Init(void) {
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if (fifo_dump_fp == NULL) LOG_MSG("VPXLOG: cannot open fifodump '%s'", fd);
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}
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const char *vs = getenv("VPX_VDBSTRIP");
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if (vs && vs[0] == '0') vpx_show_vdb_strips = false;
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const char *rn = getenv("VPX_RENDER");
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if (rn && rn[0] && rn[0] != '0') {
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vpx_render_start();
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