mii_emu/ui_gl/mii_mui_gl.c
Michel Pollet e231ecb762
Version 1.8, see changelog for details
Tons of changes, see changelog

Signed-off-by: Michel Pollet <buserror@gmail.com>
2024-03-13 08:45:11 +00:00

564 lines
18 KiB
C

/*
* mii_mui_gl.c
*
* Copyright (C) 2024 Michel Pollet <buserror@gmail.com>
*
* SPDX-License-Identifier: MIT
*/
/*
* This contains OpenGL code, no x11 or GLx allowed in here, this is to be
* used by a native windowing system, or a portable one like SDL2 or GLFW
*/
#include <stdio.h>
#include <stdlib.h>
#include <GL/gl.h>
#ifdef __SSE2__
#include <emmintrin.h> // SSE2 intrinsics
#endif
#include "mii_mui_gl.h"
#include "mii_floppy.h"
typedef struct c2_rect_f {
float l,t,r,b;
} c2_rect_f;
#define MII_GL_FLOPPY_SEGMENT_COUNT 32
#define MII_GL_FLOPPY_DISC_RADIUS_IN 1.8
#define MII_GL_FLOPPY_DISC_RADIUS_OUT 10
#define MII_GL_FLOPPY_FLUX_RADIUS_IN 2.0
#define MII_GL_FLOPPY_FLUX_RADIUS_OUT 9.8
#include <math.h>
static void
mii_gl_make_disc(
float_array_t * pos,
const double radius_out,
const double radius_in,
const int count)
{
float_array_clear(pos);
const double astep = 2 * M_PI / count; // Angle step for each blade
for (int i = 0; i < MII_GL_FLOPPY_SEGMENT_COUNT; ++i) {
double a = i * astep, b = (i + 1) * astep;
// Outer vertex
double x_out = radius_out * cos(a);
double y_out = radius_out * sin(a);
double x_out2 = radius_out * cos(b);
double y_out2 = radius_out * sin(b);
// Inner vertex
double x_in = radius_in * cos(a);
double y_in = radius_in * sin(a);
double x_in2 = radius_in * cos(b);
double y_in2 = radius_in * sin(b);
// add two triangles winded in the right direction
float_array_push(pos, x_out); float_array_push(pos, y_out);
float_array_push(pos, x_in); float_array_push(pos, y_in);
float_array_push(pos, x_out2); float_array_push(pos, y_out2);
float_array_push(pos, x_in2); float_array_push(pos, y_in2);
float_array_push(pos, x_out2); float_array_push(pos, y_out2);
float_array_push(pos, x_in); float_array_push(pos, y_in);
}
}
static void
mii_gl_make_floppy(
mii_vtx_t * vtx,
float tex_width,
bool do_pos,
bool do_tex)
{
vtx->kind = GL_TRIANGLES;
if (do_pos) {
mii_gl_make_disc(&vtx->pos,
MII_GL_FLOPPY_FLUX_RADIUS_OUT,
MII_GL_FLOPPY_FLUX_RADIUS_IN,
MII_GL_FLOPPY_SEGMENT_COUNT);
}
if (!do_tex)
return;
const double tex_y_in = 1;
const double tex_y_out = 0;
float_array_t * tex = &vtx->tex;
float_array_clear(tex);
for (int i = 0; i < MII_GL_FLOPPY_SEGMENT_COUNT; ++i) {
float_array_push(tex, (i * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT);
float_array_push(tex, tex_y_out);
float_array_push(tex, (i * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT);
float_array_push(tex, tex_y_in);
float_array_push(tex, ((i + 1) * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT);
float_array_push(tex, tex_y_out);
float_array_push(tex, ((i + 1) * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT);
float_array_push(tex, tex_y_in);
float_array_push(tex, ((i + 1) * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT);
float_array_push(tex, tex_y_out);
float_array_push(tex, (i * tex_width) / MII_GL_FLOPPY_SEGMENT_COUNT);
float_array_push(tex, tex_y_in);
}
}
void
mii_mui_gl_init(
mii_mui_t *ui)
{
GLuint tex[MII_PIXEL_LAYERS];
glGenTextures(MII_PIXEL_LAYERS, tex);
for (int i = 0; i < MII_PIXEL_LAYERS; i++) {
// printf("Texture %d created %d\n", i, tex[i]);
ui->pixels.v[i].texture.id = tex[i];
ui->tex_id[i] = tex[i];
}
mii_gl_make_disc(&ui->floppy_base,
MII_GL_FLOPPY_DISC_RADIUS_OUT,
MII_GL_FLOPPY_DISC_RADIUS_IN,
MII_GL_FLOPPY_SEGMENT_COUNT);
mii_mui_gl_prepare_textures(ui);
}
static void
_prep_grayscale_texture(
mui_drawable_t * dr)
{
dr->texture.size = dr->pix.size;
// printf("Creating texture %4d %4dx%3d row_byte %4d\n",
// dr->texture.id, dr->pix.size.x, dr->pix.size.y, dr->pix.row_bytes);
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
dr->texture.kind = GL_LUMINANCE;
glTexImage2D(GL_TEXTURE_2D, 0, 1,
dr->pix.row_bytes, dr->texture.size.y, 0, dr->texture.kind,
GL_UNSIGNED_BYTE,
dr->pix.pixels);
}
void
mii_mui_gl_prepare_textures(
mii_mui_t *ui)
{
mii_t * mii = &ui->mii;
glEnable(GL_TEXTURE_2D);
mui_drawable_t * dr = &ui->pixels.mii;
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// disable the repeat of textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
dr->texture.kind = GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, 4,
MII_VRAM_WIDTH,
MII_VRAM_HEIGHT, 0, dr->texture.kind, // note RGBA here, it's quicker!!
GL_UNSIGNED_BYTE, // GL_UNSIGNED_INT_8_8_8_8_REV
mii->video.pixels);
// bind the mui texture using the GL_ARB_texture_rectangle as well
dr = &ui->pixels.mui;
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
dr->texture.kind = GL_BGRA;
glTexImage2D(GL_TEXTURE_2D, 0, 4,
dr->pix.row_bytes / 4, // already power of two.
dr->texture.size.y, 0, dr->texture.kind,
GL_UNSIGNED_INT_8_8_8_8_REV,
dr->pix.pixels);
mii_floppy_t * floppy[2] = {};
for (int i = 0; i < 7; i++) {
if (mii_slot_command(mii, i, MII_SLOT_D2_GET_FLOPPY, floppy) == 0)
break;
}
if (floppy[0]) {
for (int fi = 0; fi < 2; fi++) {
mii_floppy_t * f = floppy[fi];
ui->floppy[fi].floppy = f;
dr = &ui->pixels.floppy[fi].bits;
// the init() call clears the structure, keep our id around
unsigned int tex = dr->texture.id;
mui_drawable_init(dr,
C2_PT(MII_FLOPPY_DEFAULT_TRACK_SIZE, MII_FLOPPY_TRACK_COUNT),
8, floppy[fi]->track_data, MII_FLOPPY_DEFAULT_TRACK_SIZE);
dr->texture.id = tex;
_prep_grayscale_texture(dr);
if (!f->heat)
f->heat = calloc(1, sizeof(*f->heat));
dr = &ui->pixels.floppy[fi].hm_read;
tex = dr->texture.id;
mui_drawable_init(dr,
C2_PT(MII_FLOPPY_HM_TRACK_SIZE, MII_FLOPPY_TRACK_COUNT),
8, f->heat->read.map, MII_FLOPPY_HM_TRACK_SIZE);
dr->texture.id = tex;
_prep_grayscale_texture(dr);
dr = &ui->pixels.floppy[fi].hm_write;
tex = dr->texture.id;
mui_drawable_init(dr,
C2_PT(MII_FLOPPY_HM_TRACK_SIZE, MII_FLOPPY_TRACK_COUNT),
8, f->heat->write.map, MII_FLOPPY_HM_TRACK_SIZE);
dr->texture.id = tex;
_prep_grayscale_texture(dr);
mii_gl_make_floppy(&ui->floppy[fi].vtx, 1.0, true, true);
}
} else {
printf("%s No floppy found\n", __func__);
for (int fi = 0; fi < 2; fi++) {
ui->floppy[fi].floppy = NULL;
mui_drawable_clear(&ui->pixels.floppy[fi].bits);
mui_drawable_clear(&ui->pixels.floppy[fi].hm_read);
mui_drawable_clear(&ui->pixels.floppy[fi].hm_write);
mii_gl_make_floppy(&ui->floppy[fi].vtx, 1.0, true, true);
}
}
GLenum err = glGetError();
if (err != GL_NO_ERROR) {
printf("%s Error creating texture: %d\n", __func__, err);
}
}
static void
_mii_decay_heatmap_one(
mii_track_heatmap_t *hm)
{
uint32_t count = 0;
const int decay = 4;
#ifdef __SSE2__
const int size = (MII_FLOPPY_TRACK_COUNT * MII_FLOPPY_HM_TRACK_SIZE) / 16;
__m128i * hmw = (__m128i*)&hm->map[0];
const __m128i s = _mm_set1_epi8(decay);
for (int i = 0; i < size; i++) {
__m128i b = _mm_load_si128(hmw + i);
__m128i c = _mm_subs_epu8(b, s);
hmw[i] = c;
count += _mm_movemask_epi8(_mm_cmpgt_epi8(c, _mm_setzero_si128()));
}
#else
const int size = MII_FLOPPY_TRACK_COUNT * MII_FLOPPY_HM_TRACK_SIZE;
uint8_t * hmb = (uint8_t*)&hm->map[0];
for (int i = 0; i < size; i++) {
uint8_t b = hmb[i];
b = b > decay ? b - decay : 0;
hmb[i] = b;
count += !!b;
}
#endif
hm->cleared = count == 0;
}
static void
_mii_decay_heatmap(
mii_floppy_heatmap_t *h)
{
if (h->read.seed != h->read.tex || !h->read.cleared) {
h->read.tex = h->read.tex;
_mii_decay_heatmap_one(&h->read);
}
if (h->write.seed != h->write.tex || !h->write.cleared) {
h->write.tex = h->write.tex;
_mii_decay_heatmap_one(&h->write);
}
}
bool
mii_mui_gl_run(
mii_mui_t *ui)
{
mii_t * mii = &ui->mii;
mui_t * mui = &ui->mui;
mui_run(mui);
bool draw = false;
if (pixman_region32_not_empty(&mui->inval)) {
draw = true;
mui_drawable_t * dr = &ui->pixels.mui;
mui_draw(mui, dr, 0);
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
pixman_region32_intersect_rect(&mui->redraw, &mui->redraw,
0, 0, dr->pix.size.x, dr->pix.size.y);
int rc = 0;
c2_rect_t *ra = (c2_rect_t*)pixman_region32_rectangles(&mui->redraw, &rc);
// rc = 1; ra = &C2_RECT(0, 0, mui->screen_size.x, mui->screen_size.y);
if (rc) {
// printf("GL: %d rects to redraw\n", rc);
for (int i = 0; i < rc; i++) {
c2_rect_t r = ra[i];
// printf("GL: %d,%d %dx%d\n", r.l, r.t, c2_rect_width(&r), c2_rect_height(&r));
glPixelStorei(GL_UNPACK_ROW_LENGTH, dr->pix.row_bytes / 4);
glTexSubImage2D(GL_TEXTURE_2D, 0, r.l, r.t,
c2_rect_width(&r), c2_rect_height(&r),
dr->texture.kind,
GL_UNSIGNED_INT_8_8_8_8_REV,
dr->pix.pixels + (r.t * dr->pix.row_bytes) + (r.l * 4));
}
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
pixman_region32_clear(&mui->redraw);
}
uint32_t current_frame = mii->video.frame_count;
if (current_frame != mii->video.frame_drawn) {
// miigl_counter_tick(&ui->videoc, miigl_get_time());
draw = true;
mii->video.frame_drawn = current_frame;
// update the whole texture
mui_drawable_t * dr = &ui->pixels.mii;
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
MII_VRAM_WIDTH,
MII_VIDEO_HEIGHT, dr->texture.kind,
GL_UNSIGNED_INT_8_8_8_8_REV,
mii->video.pixels);
}
for (int fi = 0; fi < 2; fi++) {
if (!ui->floppy[fi].floppy)
continue;
mui_drawable_t * dr = NULL;
mii_floppy_t * f = ui->floppy[fi].floppy;
if (ui->floppy[fi].seed_load != f->seed_dirty) {
draw = true;
ui->floppy[fi].seed_load = f->seed_dirty;
// printf("Floppy %d: Reloading texture\n", fi);
dr = &ui->pixels.floppy[fi].bits;
int bc = (f->tracks[0].bit_count + 7) / 8;
int max = MII_FLOPPY_DEFAULT_TRACK_SIZE;
ui->floppy[fi].max_width = (double)bc / (double)max;
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
dr->pix.row_bytes, dr->pix.size.y,
dr->texture.kind, GL_UNSIGNED_BYTE,
f->track_data);
// dont recalculate the vertices, just the texture coordinates
mii_gl_make_floppy(&ui->floppy[fi].vtx,
ui->floppy[fi].max_width, false, true);
}
int rm = f->heat->read.tex != f->heat->read.seed ||
!f->heat->read.cleared;
int wm = f->heat->write.tex != f->heat->write.seed ||
!f->heat->write.cleared;
// don't decay if we're not running
if (ui->mii.state == MII_RUNNING)
_mii_decay_heatmap(f->heat);
if (rm) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, MII_FLOPPY_HM_TRACK_SIZE);
dr = &ui->pixels.floppy[fi].hm_read;
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
dr->pix.row_bytes, dr->pix.size.y,
dr->texture.kind, GL_UNSIGNED_BYTE,
f->heat->read.map);
}
if (wm) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, MII_FLOPPY_HM_TRACK_SIZE);
dr = &ui->pixels.floppy[fi].hm_write;
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
dr->pix.row_bytes, dr->pix.size.y,
dr->texture.kind, GL_UNSIGNED_BYTE,
f->heat->write.map);
}
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
}
return draw;
}
void
mii_mui_gl_render(
mii_mui_t *ui)
{
glClearColor(
.6f * ui->mui_alpha,
.6f * ui->mui_alpha,
.6f * ui->mui_alpha,
1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glPushAttrib(GL_ENABLE_BIT|GL_COLOR_BUFFER_BIT|GL_TRANSFORM_BIT);
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
/* setup viewport/project */
glViewport(0, 0,
(GLsizei)ui->window_size.x,
(GLsizei)ui->window_size.y);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0f, ui->window_size.x, ui->window_size.y,
0.0f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// This (was) the recommended way to handle pixel alignment in glOrtho
// mode, but this seems to have changed -- now it looks like Linear filtering
// glTranslatef(0.375f, 0.375f, 0.0f);
{
/* draw mii texture */
glColor3f(1.0f, 1.0f, 1.0f);
mui_drawable_t * dr = &ui->pixels.mii;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glBegin(GL_QUADS);
c2_rect_t r = ui->video_frame;
glTexCoord2f(0, 0);
glVertex2f(r.l, r.t);
glTexCoord2f(MII_VIDEO_WIDTH / (double)MII_VRAM_WIDTH, 0);
glVertex2f(r.r, r.t);
glTexCoord2f(MII_VIDEO_WIDTH / (double)MII_VRAM_WIDTH,
MII_VIDEO_HEIGHT / (double)MII_VRAM_HEIGHT);
glVertex2f(r.r, r.b);
glTexCoord2f(0,
MII_VIDEO_HEIGHT / (double)MII_VRAM_HEIGHT);
glVertex2f(r.l, r.b);
glEnd();
/* draw floppy textures, floppy 0 is left of the screen,
floppy 1 is right */
for (int i = 0; i < 2; i++) {
dr = &ui->pixels.floppy[i].bits;
mii_floppy_t *f = ui->floppy[i].floppy;
if (!f || !dr->pix.pixels)
continue;
if (ui->mii.state == MII_RUNNING) {
if (f->motor) {
if (dr->texture.opacity < 1.0f)
dr->texture.opacity += 0.10f;
if (dr->texture.opacity > 1.0f)
dr->texture.opacity = 1.0f;
} else {
if (dr->texture.opacity > 0.0f)
dr->texture.opacity -= 0.01f;
if (dr->texture.opacity < 0.0f)
dr->texture.opacity = 0.0f;
}
}
float main_opacity = dr->texture.opacity;
if (main_opacity <= 0.0f)
continue;
const float angle_offset = 60; // head angle offset on display
if (1) {
glPushMatrix();
// make floppy slide in/out with opacity
glTranslatef(-10 - (100.0 * ( 1.0f - main_opacity) ),
200 + (i * 350), 0);
glScalef(15, 15, 1);
{
glColor4f(0.0f, 0.0f, 0.0f, main_opacity);
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, ui->floppy_base.e);
int element_count = ui->floppy_base.count / 2;
glDrawArrays(GL_TRIANGLES, 0, element_count);
}
int track_id = f->track_id[f->qtrack];
double bc = (double)f->bit_position /
(double)f->tracks[track_id].bit_count;
bc = 360 - (bc * 360.0);
bc += angle_offset;
if (bc >= 360.0)
bc -= 360.0;
glRotatef(bc, 0, 0, 1);
dr = &ui->pixels.floppy[i].bits;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0f, 1.0f, 1.0f, main_opacity);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, ui->floppy[i].vtx.pos.e);
glTexCoordPointer(2, GL_FLOAT, 0, ui->floppy[i].vtx.tex.e);
int element_count = ui->floppy[i].vtx.pos.count / 2;
glDrawArrays(ui->floppy[i].vtx.kind, 0, element_count);
// draw heatmap and head with full opacity
// otherwise we get wierd artifacts
if (f->heat) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_COLOR);
dr = &ui->pixels.floppy[i].hm_read;
glColor4f(0.0f, 1.0f, 0.0f, 1.0);
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glDrawArrays(ui->floppy[i].vtx.kind, 0, element_count);
dr = &ui->pixels.floppy[i].hm_write;
glColor4f(1.0f, 0.0f, 0.0f, 1.0);
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glDrawArrays(ui->floppy[i].vtx.kind, 0, element_count);
}
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
if (main_opacity > 0.8f) {
// Draw head small rectangle
dr = &ui->pixels.floppy[i].bits;
track_id = f->qtrack / 4;
glDisable(GL_TEXTURE_2D);
glRotatef(-bc + angle_offset, 0, 0, 1);
glTranslatef(MII_GL_FLOPPY_FLUX_RADIUS_IN +
(((35 - track_id) / 35.0) *
(MII_GL_FLOPPY_FLUX_RADIUS_OUT-
MII_GL_FLOPPY_FLUX_RADIUS_IN)), 0, 0);
const float r = 0.3;
glColor4f(1.0f, 0.0f, 0.0f, main_opacity);
glBegin(GL_QUADS);
glVertex2f(-r, -r); glVertex2f(-r, r);
glVertex2f(r, r); glVertex2f(r, -r);
glEnd();
}
glPopMatrix();
}
}
/* draw mui texture */
if (ui->mui_alpha > 0.0f) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1.0f, 1.0f, 1.0f, ui->mui_alpha);
dr = &ui->pixels.mui;
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, dr->texture.id);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(0, 0);
glTexCoord2f(
ui->window_size.x / (double)(dr->pix.row_bytes / 4), 0);
glVertex2f(ui->window_size.x, 0);
glTexCoord2f(ui->window_size.x / (double)(dr->pix.row_bytes / 4),
ui->window_size.y / (double)(dr->texture.size.y));
glVertex2f(ui->window_size.x, ui->window_size.y);
glTexCoord2f(0,
ui->window_size.y / (double)(dr->texture.size.y));
glVertex2f(0, ui->window_size.y);
glEnd();
}
}
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}