scummvm/backends/graphics/openglsdl/openglsdl-graphics.h

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef BACKENDS_GRAPHICS_OPENGLSDL_GRAPHICS_H
#define BACKENDS_GRAPHICS_OPENGLSDL_GRAPHICS_H
#include "backends/graphics/sdl/resvm-sdl-graphics.h"
namespace OpenGL {
class FrameBuffer;
class SurfaceRenderer;
class Texture;
class TiledSurface;
}
/**
* SDL OpenGL based graphics manager
*
* Used when rendering games with OpenGL
*/
class OpenGLSdlGraphicsManager : public ResVmSdlGraphicsManager {
public:
/**
* Capabilities of the current device
*/
struct Capabilities {
/**
* Is the device capable of rendering to OpenGL framebuffers
*/
bool openGLFrameBuffer;
/** Supported levels of MSAA when using the OpenGL renderers */
Common::Array<uint> openGLAntiAliasLevels;
Capabilities() : openGLFrameBuffer(false) {}
};
OpenGLSdlGraphicsManager(SdlEventSource *eventSource, SdlWindow *window, const Capabilities &capabilities);
virtual ~OpenGLSdlGraphicsManager();
// GraphicsManager API - Features
virtual bool hasFeature(OSystem::Feature f) const override;
virtual bool getFeatureState(OSystem::Feature f) const override;
virtual void setFeatureState(OSystem::Feature f, bool enable) override;
// GraphicsManager API - Graphics mode
#ifdef USE_RGB_COLOR
virtual Graphics::PixelFormat getScreenFormat() const override { return _screenFormat; }
#endif
virtual int getScreenChangeID() const override { return _screenChangeCount; }
virtual void setupScreen(uint gameWidth, uint gameHeight, bool fullscreen, bool accel3d) override;
virtual Graphics::PixelBuffer getScreenPixelBuffer() override;
virtual int16 getHeight() const override;
virtual int16 getWidth() const override;
// GraphicsManager API - Draw methods
virtual void updateScreen();
// GraphicsManager API - Overlay
virtual void showOverlay() override;
virtual void hideOverlay() override;
virtual Graphics::PixelFormat getOverlayFormat() const override { return _overlayFormat; }
virtual void clearOverlay() override;
virtual void grabOverlay(void *buf, int pitch) const override;
virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) override;
int16 getOverlayWidth() const override;
int16 getOverlayHeight() const override;
/* Render the passed Surfaces besides the game texture.
* This is used for widescreen support in the Grim engine.
* Note: we must copy the Surfaces, as they are free()d after this call.
*/
virtual void suggestSideTextures(Graphics::Surface *left, Graphics::Surface *right) override;
// GraphicsManager API - Mouse
virtual void warpMouse(int x, int y) override;
// SdlGraphicsManager API
virtual void transformMouseCoordinates(Common::Point &point) override;
void notifyResize(const int width, const int height) override;
protected:
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GLContext _glContext;
void deinitializeRenderer();
#endif
const Capabilities &_capabilities;
Math::Rect2d _gameRect;
struct OpenGLPixelFormat {
uint bytesPerPixel;
uint redSize;
uint blueSize;
uint greenSize;
uint alphaSize;
int multisampleSamples;
OpenGLPixelFormat(uint screenBytesPerPixel, uint red, uint blue, uint green, uint alpha, int samples);
};
/**
* Initialize an OpenGL window matching as closely as possible the required properties
*
* When unable to create a context with anti-aliasing this tries without.
* When unable to create a context with the desired pixel depth this tries lower values.
*/
bool createOrUpdateGLContext(uint gameWidth, uint gameHeight, uint effectiveWidth, uint effectiveHeight,
bool renderToFramebuffer, bool engineSupportsArbitraryResolutions);
void createOrUpdateScreen();
/** Compute the size and position of the game rectangle in the screen */
Math::Rect2d computeGameRect(bool renderToFrameBuffer, uint gameWidth, uint gameHeight,
uint screenWidth, uint screenHeight);
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// ResVmSdlGraphicsManager API
virtual bool saveScreenshot(const Common::String &filename) const override;
virtual int getGraphicsModeScale(int mode) const override { return 1; }
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uint _engineRequestedWidth, _engineRequestedHeight;
int _screenChangeCount;
int _antialiasing;
bool _vsync;
bool _fullscreen;
bool _lockAspectRatio;
bool _overlayVisible;
OpenGL::TiledSurface *_overlayScreen;
OpenGL::TiledSurface *_overlayBackground;
OpenGL::Texture *_sideTextures[2];
OpenGL::SurfaceRenderer *_surfaceRenderer;
Graphics::PixelFormat _overlayFormat;
#ifdef USE_RGB_COLOR
Graphics::PixelFormat _screenFormat;
#endif
void initializeOpenGLContext() const;
void drawOverlay();
void drawSideTextures();
void closeOverlay();
OpenGL::FrameBuffer *_frameBuffer;
OpenGL::FrameBuffer *createFramebuffer(uint width, uint height);
bool shouldRenderToFramebuffer() const;
bool isVSyncEnabled() const;
};
#endif