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 "graphics/opengl/system_headers.h"
#include "graphics/opengl/framebuffer.h"
#include "graphics/opengl/texture.h"
#include "graphics/opengl/surfacerenderer.h"
#include "graphics/opengl/tiledsurface.h"
#include "backends/graphics/graphics.h"
#include "backends/graphics/sdl/resvm-sdl-graphics.h"
#include "graphics/pixelformat.h"
#include "graphics/scaler.h"
#include "common/array.h"
#include "common/events.h"
#include "common/system.h"
#include "math/rect2d.h"
#include "backends/events/sdl/sdl-events.h"
#include "backends/platform/sdl/sdl-sys.h"
/**
* SDL graphics manager
*/
class OpenGLSdlGraphicsManager : public ResVmSdlGraphicsManager {
public:
OpenGLSdlGraphicsManager(SdlEventSource *sdlEventSource, SdlWindow *window);
virtual ~OpenGLSdlGraphicsManager();
virtual bool hasFeature(OSystem::Feature f);
virtual void setupScreen(uint gameWidth, uint gameHeight, bool fullscreen, bool accel3d); // ResidualVM specific method
virtual Graphics::PixelBuffer getScreenPixelBuffer(); // ResidualVM specific method
virtual int16 getHeight();
virtual int16 getWidth();
virtual void updateScreen();
virtual void showOverlay() override;
virtual void hideOverlay() override;
virtual void clearOverlay();
virtual void grabOverlay(void *buf, int pitch);
virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h);
void closeOverlay(); // ResidualVM specific method
/* 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;
virtual void warpMouse(int x, int y);
virtual void transformMouseCoordinates(Common::Point &point);
protected:
#if SDL_VERSION_ATLEAST(2, 0, 0)
SDL_GLContext _glContext;
void deinitializeRenderer();
SDL_Surface *SDL_SetVideoMode(int width, int height, int bpp, Uint32 flags);
#endif
// overlay
OpenGL::TiledSurface *_overlayScreen;
OpenGL::TiledSurface *_overlayBackground;
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 createScreen(uint effectiveWidth, uint effectiveHeight, GameRenderTarget gameRenderTarget);
// Antialiasing
int _antialiasing;
OpenGL::Texture *_sideTextures[2];
void initializeOpenGLContext() const;
void drawOverlay();
void drawSideTextures();
OpenGL::FrameBuffer *_frameBuffer;
OpenGL::FrameBuffer *createFramebuffer(uint width, uint height);
OpenGL::SurfaceRenderer *_surfaceRenderer;
bool detectFramebufferSupport();
};
#endif