Add patch #721194 - SDL/GL: hotswap_gfx_mode (win32 and MacOS)
svn-id: r7012
This commit is contained in:
parent
aa7e9e17bc
commit
252928f87a
2 changed files with 269 additions and 168 deletions
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@ -19,7 +19,7 @@
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*/
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// FrameBuffer renderer in an OpenGL texture
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// Andre Souza <asouza@olinux.com.br>
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// Andre Souza <asouza_luke@yahoo.com.br>
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#include <SDL.h>
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#include <SDL_opengl.h>
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@ -43,32 +43,45 @@
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class FB2GL {
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private:
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// Framebuffer for 8 bpp
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unsigned char ogl_fb[256][256];
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unsigned char ogl_fbb[256][64];
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// Framebuffer for RGBA
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unsigned char ogl_fb1[256][256][4];
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unsigned char ogl_fb2[256][64][4];
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// Framebuffer for the blit function (SDL Blitting)
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unsigned char fb1[256 * 256 * 4]; // Enough room for RGBA
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unsigned char fb2[64 * 256 * 4]; // Enough room for RGBA
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// Texture(s)
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GLuint texture;
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GLuint textureb;
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// Display list
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GLuint dlist;
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// Color Table (256 colors, RGB)
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char ogl_ctable[256][3];
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char ogl_temp_ctable[256][3]; // Support for OpenGL 1.1
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char flags;
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void maketex();
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void makedlist(int xf, int yf);
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public:
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SDL_Surface *screen;
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// Framebuffer for 8 bpp
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unsigned char palettedFrameBuffer1[256][256];
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unsigned char palettedFrameBuffer2[256][64];
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// Framebuffer for RGBA
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unsigned char RGBAFrameBuffer1[256][256][4];
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unsigned char RGBAFrameBuffer2[256][64][4];
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// Framebuffer for the blit function (SDL Blitting)
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unsigned char *blitFrameBuffer1;
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unsigned char *blitFrameBuffer2;
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// Texture(s)
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GLuint texture1;
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GLuint texture2;
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// Display list
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GLuint displayList;
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// Color Table (256 colors, RGB)
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char colorTable[256][3];
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char tempColorTable[256][3]; // Support for OpenGL 1.1
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char flags;
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void makeTextures();
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void makeDisplayList(int xf, int yf);
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public:
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FB2GL() {
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flags = 0;
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screen = NULL;
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blitFrameBuffer1 = (unsigned char *)RGBAFrameBuffer1;
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blitFrameBuffer2 = (unsigned char *)RGBAFrameBuffer2;
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}
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SDL_Surface *getScreen() {
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return screen;
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};
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void setScreen(SDL_Surface *s) {
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screen = s;
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};
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int init(int width, int height, int xfix, int yfix, char _flags);
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void update(void *fb, int width, int height, int pitch, int xskip, int yskip);
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void palette(int index, int r, int g, int b);
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@ -77,9 +90,9 @@ class FB2GL {
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void display();
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};
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void FB2GL::maketex() {
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glGenTextures(0,&texture);
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glBindTexture(GL_TEXTURE_2D,texture);
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void FB2GL::makeTextures() {
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glGenTextures(0,&texture1);
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glBindTexture(GL_TEXTURE_2D,texture1);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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@ -93,15 +106,15 @@ void FB2GL::maketex() {
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*/
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if (flags & FB2GL_RGBA) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, 256, 256, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, 256, 256, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, palettedFrameBuffer1);
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}
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if (flags & FB2GL_320) {
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glGenTextures(1, &textureb);
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glBindTexture(GL_TEXTURE_2D, textureb);
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glGenTextures(1, &texture2);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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@ -116,57 +129,68 @@ void FB2GL::maketex() {
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if (flags & FB2GL_RGBA) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 64, 256, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, ogl_fb2);
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GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
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}
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else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX, 64, 256, 0, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, ogl_fbb);
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GL_UNSIGNED_BYTE, palettedFrameBuffer2);
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}
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}
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}
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void FB2GL::makedlist(int xf, int yf) {
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void FB2GL::makeDisplayList(int xf, int yf) {
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double xfix = (double)xf / 128; // 128 = 256/2 (half texture => 0.0 to 1.0)
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double yfix = (double)yf / 128;
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// End of 256x256 (from -1.0 to 1.0)
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double texend = (double)96 / 160; // 160=320/2 (== 0.0), 256-160=96.
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if (glIsList(dlist))
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glDeleteLists(dlist, 1);
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if (glIsList(displayList))
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glDeleteLists(displayList, 1);
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dlist=glGenLists(1);
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glNewList(dlist, GL_COMPILE);
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displayList = glGenLists(1);
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glNewList(displayList, GL_COMPILE);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture);
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glBindTexture(GL_TEXTURE_2D, texture1);
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if (!(flags & FB2GL_320)) { // Normal 256x256
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, -1.0 - yfix); // upper left
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glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0); // lower left
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glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0); // lower right
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glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix); // upper right
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glEnd();
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// upper left
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glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, -1.0 - yfix);
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// lower left
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glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0);
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// lower right
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glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0);
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// upper right
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glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix); glEnd();
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}
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else { // 320x256
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// First, the 256x256 texture
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0); glVertex2f( -1.0, -1.0 - yfix); // upper left
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glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0); // lower left
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glTexCoord2f(1.0, 0.0); glVertex2f(texend + xfix, 1.0); // lower right
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glTexCoord2f(1.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix); // upper right
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// upper left
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glTexCoord2f(0.0, 1.0); glVertex2f( -1.0, -1.0 - yfix);
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// lower left
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glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, 1.0);
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// lower right
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glTexCoord2f(1.0, 0.0); glVertex2f(texend + xfix, 1.0);
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// upper right
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glTexCoord2f(1.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix);
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glEnd();
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// 64x256
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glBindTexture(GL_TEXTURE_2D, textureb);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBegin(GL_QUADS);
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glTexCoord2f(0.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix); // upper left
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glTexCoord2f(0.0, 0.0); glVertex2f(texend + xfix, 1.0); // lower left
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glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0); // lower right
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glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix); // upper right
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// upper left
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glTexCoord2f(0.0, 1.0); glVertex2f(texend + xfix, -1.0 - yfix);
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// lower left
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glTexCoord2f(0.0, 0.0); glVertex2f(texend + xfix, 1.0);
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// lower right
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glTexCoord2f(1.0, 0.0); glVertex2f(1.0 + xfix, 1.0);
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// upper right
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glTexCoord2f(1.0, 1.0); glVertex2f(1.0 + xfix, -1.0 - yfix);
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glEnd();
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}
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@ -188,14 +212,14 @@ int FB2GL::init(int width, int height, int xfix, int yfix, char _flags) {
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(flags & FB2GL_FS? SDL_FULLSCREEN: 0));
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}
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warning("Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel);
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// warning("Screen BitsPerPixel: %d\n",screen->format->BitsPerPixel);
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if (!screen) {
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fprintf(stderr, "Couldn't start video res %dx%d\n", width, height);
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warning("Couldn't start video res %dx%d\n", width, height);
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return 0;
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}
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/*
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if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension
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strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS));
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@ -208,27 +232,23 @@ int FB2GL::init(int width, int height, int xfix, int yfix, char _flags) {
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return 0;
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}
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}
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*/
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if (width>0 && height>0)
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maketex();
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makedlist(xfix, yfix);
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/* glEnable(GL_ALPHA_TEST);
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glEnable(GL_BLEND);
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glAlphaFunc(GL_GREATER,0);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);*/
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makeTextures();
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makeDisplayList(xfix, yfix);
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return 1;
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}
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void FB2GL::display()
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{
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glCallList(dlist);
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glCallList(displayList);
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SDL_GL_SwapBuffers();
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}
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void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
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unsigned char *fb1=(unsigned char *)fb;
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unsigned char *tempFrameBuffer = (unsigned char *)fb;
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int x, y, scr_pitch, byte = 0;
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if (flags & FB2GL_PITCH) scr_pitch = pitch;
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@ -244,51 +264,53 @@ void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) {
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for (y = yskip; y < h; y++) {
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for (x = xskip; x < w; x++) {
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if (x < 256) {
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ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0];
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ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1];
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ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2];
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ogl_fb1[y][x][3] = 255;
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RGBAFrameBuffer1[y][x][0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer1[y][x][1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer1[y][x][2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer1[y][x][3] = 255;
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}
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else {
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ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0];
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ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1];
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ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2];
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ogl_fb2[y][x-256][3] = 255;
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RGBAFrameBuffer2[y][x-256][0] = colorTable[*(tempFrameBuffer+x)][0];
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RGBAFrameBuffer2[y][x-256][1] = colorTable[*(tempFrameBuffer+x)][1];
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RGBAFrameBuffer2[y][x-256][2] = colorTable[*(tempFrameBuffer+x)][2];
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RGBAFrameBuffer2[y][x-256][3] = 255;
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}
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}
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fb1 += scr_pitch;
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tempFrameBuffer += scr_pitch; // Next row (like y++)
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}
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}
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else { // No expansion
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for (y = yskip; y < h; y++) {
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for (x = xskip; x < w; x++) {
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if (x < 256) {
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ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte));
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ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1);
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ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2);
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RGBAFrameBuffer1[y-yskip][x-xskip][0] = *(tempFrameBuffer+(x*byte));
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RGBAFrameBuffer1[y-yskip][x-xskip][1] = *(tempFrameBuffer+(x*byte)+1);
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RGBAFrameBuffer1[y-yskip][x-xskip][2] = *(tempFrameBuffer+(x*byte)+2);
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}
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else {
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ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte));
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ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1);
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ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2);
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RGBAFrameBuffer2[y-yskip][x-256][0] = *(tempFrameBuffer+(x*byte));
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RGBAFrameBuffer2[y-yskip][x-256][1] = *(tempFrameBuffer+(x*byte)+1);
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RGBAFrameBuffer2[y-yskip][x-256][2] = *(tempFrameBuffer+(x*byte)+2);
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}
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}
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fb1 += scr_pitch;
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tempFrameBuffer += scr_pitch; // Next row (like y++)
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}
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}
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D,texture);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_RGBA,
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GL_UNSIGNED_BYTE,ogl_fb1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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256-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer1);
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if (flags & FB2GL_320) {
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// Update 64x256 texture
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glBindTexture(GL_TEXTURE_2D,textureb);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glFlush();
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glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_RGBA,
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GL_UNSIGNED_BYTE,ogl_fb2);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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64-xskip, 256-yskip, GL_RGBA,
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GL_UNSIGNED_BYTE, RGBAFrameBuffer2);
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}
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}
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for (y=0; y<h; y++)
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for (x=0; x<w; x++) {
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if (x<256) {
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ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x);
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palettedFrameBuffer1[ y ][ x ] = *(tempFrameBuffer + (y)*scr_pitch + x);
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}
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else {
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ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x);
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palettedFrameBuffer2[ y ][ x - 256 ] = *(tempFrameBuffer + y*scr_pitch + x);
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}
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}
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// Update 256x256 texture
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glBindTexture(GL_TEXTURE_2D,texture);
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glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,
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GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fb);
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glBindTexture(GL_TEXTURE_2D, texture1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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256-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer1);
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if (flags & FB2GL_320) {
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// Update 64x256 texture
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glBindTexture(GL_TEXTURE_2D,textureb);
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glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,
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GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glTexSubImage2D(GL_TEXTURE_2D, 0, xskip, yskip,
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64-xskip, 256-yskip, GL_COLOR_INDEX,
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GL_UNSIGNED_BYTE, palettedFrameBuffer2);
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}
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}
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display();
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}
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void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int yskip) {
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int x, y, i;
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int rx, ry, rw, rh;
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int xend=0, yend=0;
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int rx, ry, rw, rh; // rect[i].x, .y, .w, .h
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// (0 <= rx <= 320) and (0 <= ry <= 240).
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// Note: rx may be larger than texture1 width (256).
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int xend=0, yend=0; // (x + width) and (y + height)
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int pitch = fb->pitch/2; // 16 bit pointer access (not char *)
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int tex1_w = 0, tex2_w = 0, tex2_x = 0;
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// Width of the rectangle draw in texture1. (256 - rx) > 0
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unsigned int tex1_w = 0;
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// Width of the rectangle draw in texture2. (xend - 256) > 0
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unsigned int tex2_w = 0;
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// Rectangle's x coordinate in texture2. (rx - 256) > 0
|
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unsigned int tex2_x = 0;
|
||||
|
||||
for (i=0; i<num_rect; i++) {
|
||||
tex1_w = tex2_w = tex2_x = 0;
|
||||
|
@ -340,95 +371,112 @@ void FB2GL::blit16(SDL_Surface *fb, int num_rect, SDL_Rect *rect, int xskip, int
|
|||
if (xend > fb->w) continue;
|
||||
if (yend > fb->h) continue;
|
||||
|
||||
if (rx < 256) { // Begins before the end of the 1st texture
|
||||
if (xend >= 256) { // Ends after the first texture
|
||||
tex2_w = xend-256; // For the 2nd texture
|
||||
tex1_w = rw - tex2_w; // For the 1st texture
|
||||
if (rx < 256) { // Begins before the end of texture1
|
||||
if (xend >= 256) { // Ends after texture1
|
||||
tex2_w = xend - 256; //Rectangle width on texture2
|
||||
tex1_w = rw - tex2_w; // Width left for texture1
|
||||
}
|
||||
else tex1_w = rw;
|
||||
else tex1_w = rw; // This rectangle is inside texture1
|
||||
}
|
||||
else {
|
||||
tex2_w = rw;
|
||||
tex2_x = rx - 256;
|
||||
tex2_w = rw; // This rectangle is inside texture2
|
||||
tex2_x = rx - 256; // Relative x coordinate on texture2
|
||||
}
|
||||
|
||||
// Note: if (tex1_w == 0) then there is no rectangle to draw
|
||||
// in texture1. The same is true for tex2_w.
|
||||
|
||||
for (y = ry; y < yend; y++) {
|
||||
for (x = rx; x < xend; x++) {
|
||||
|
||||
if (x < 256 && tex1_w) {
|
||||
int pos = (x-rx+(y-ry)*tex1_w)*4; // RGBA
|
||||
SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
|
||||
&fb1[pos],
|
||||
&fb1[pos+1],
|
||||
&fb1[pos+2]);
|
||||
int pos = (x-rx+(y-ry)*tex1_w)*4; // (x + (y*pitch)) * RGBAsize
|
||||
SDL_GetRGB(
|
||||
((Uint16 *)fb->pixels)[x+y*(pitch)],
|
||||
fb->format,
|
||||
&blitFrameBuffer1[pos],
|
||||
&blitFrameBuffer1[pos+1],
|
||||
&blitFrameBuffer1[pos+2]
|
||||
);
|
||||
}
|
||||
else if (x >= 256 && tex2_w) {
|
||||
int rx2 = rx < 256? 256: rx;
|
||||
int pos = (x-rx2+(y-ry)*tex2_w)*4; // RGBA
|
||||
SDL_GetRGB(((Uint16 *)fb->pixels)[x+y*(pitch)],fb->format,
|
||||
&fb2[pos],
|
||||
&fb2[pos+1],
|
||||
&fb2[pos+2]);
|
||||
int pos = (x-rx2+(y-ry)*tex2_w)*4; // (x + (y*pitch)) * RGBAsize
|
||||
SDL_GetRGB(
|
||||
((Uint16 *)fb->pixels)[x+y*(pitch)],
|
||||
fb->format,
|
||||
&blitFrameBuffer2[pos],
|
||||
&blitFrameBuffer2[pos+1],
|
||||
&blitFrameBuffer2[pos+2]
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (tex1_w > 0) {
|
||||
// Update 256x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,rx+xskip,ry+yskip,tex1_w,rh,GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,fb1);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
rx + xskip,
|
||||
ry + yskip,
|
||||
tex1_w, rh, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, blitFrameBuffer1);
|
||||
}
|
||||
if (tex2_w > 0) { // What was left for this texture
|
||||
// Update 64x256 texture
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||
glFlush();
|
||||
glTexSubImage2D(GL_TEXTURE_2D,0,tex2_x+xskip,ry+yskip,tex2_w,rh,GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,fb2);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0,
|
||||
tex2_x + xskip,
|
||||
ry + yskip,
|
||||
tex2_w, rh, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,blitFrameBuffer2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FB2GL::palette(int i, int r, int g, int b) {
|
||||
if (flags & FB2GL_EXPAND) {
|
||||
ogl_temp_ctable[i][0]=r;
|
||||
ogl_temp_ctable[i][1]=g;
|
||||
ogl_temp_ctable[i][2]=b;
|
||||
tempColorTable[i][0] = r;
|
||||
tempColorTable[i][1] = g;
|
||||
tempColorTable[i][2] = b;
|
||||
}
|
||||
else { // Paletted texture
|
||||
ogl_ctable[i][0]=r;
|
||||
ogl_ctable[i][1]=g;
|
||||
ogl_ctable[i][2]=b;
|
||||
colorTable[i][0] = r;
|
||||
colorTable[i][1] = g;
|
||||
colorTable[i][2] = b;
|
||||
}
|
||||
}
|
||||
|
||||
void FB2GL::setPalette(int f, int n) {
|
||||
void FB2GL::setPalette(int first, int n) {
|
||||
char temp[256][3];
|
||||
int i;
|
||||
|
||||
if (flags & FB2GL_EXPAND) {
|
||||
for (i=f; i<n; i++) {
|
||||
ogl_ctable[i][0] = ogl_temp_ctable[i][0];
|
||||
ogl_ctable[i][1] = ogl_temp_ctable[i][1];
|
||||
ogl_ctable[i][2] = ogl_temp_ctable[i][2];
|
||||
for (i = first; i < n; i++) {
|
||||
colorTable[i][0] = tempColorTable[i][0];
|
||||
colorTable[i][1] = tempColorTable[i][1];
|
||||
colorTable[i][2] = tempColorTable[i][2];
|
||||
}
|
||||
}
|
||||
else { // Paletted texture
|
||||
glBindTexture(GL_TEXTURE_2D,texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture1);
|
||||
glGetColorTable(GL_TEXTURE_2D, GL_RGB, GL_UNSIGNED_BYTE, &temp);
|
||||
|
||||
for (i=f; i<n; i++) {
|
||||
temp[i][0] = ogl_ctable[i][0];
|
||||
temp[i][1] = ogl_ctable[i][1];
|
||||
temp[i][2] = ogl_ctable[i][2];
|
||||
for (i = first; i < n; i++) {
|
||||
temp[i][0] = colorTable[i][0];
|
||||
temp[i][1] = colorTable[i][1];
|
||||
temp[i][2] = colorTable[i][2];
|
||||
}
|
||||
|
||||
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
||||
glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
|
||||
GL_UNSIGNED_BYTE, &temp);
|
||||
|
||||
if (flags & FB2GL_320) {
|
||||
glBindTexture(GL_TEXTURE_2D,textureb);
|
||||
glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp);
|
||||
glBindTexture(GL_TEXTURE_2D, texture2);
|
||||
glColorTable(GL_TEXTURE_2D, GL_RGB, 256, GL_RGB,
|
||||
GL_UNSIGNED_BYTE, &temp);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -34,7 +34,11 @@ int glGetColorTable(int, int, int, void *) { return 0; }
|
|||
|
||||
class OSystem_SDL_OpenGL : public OSystem_SDL_Common {
|
||||
public:
|
||||
OSystem_SDL_OpenGL() { _glScreenStart = 0; _glBilinearFilter = true; }
|
||||
OSystem_SDL_OpenGL() {
|
||||
_glScreenStart = 0;
|
||||
_glBilinearFilter = true;
|
||||
_glBottomOfTexture = 256; // height is always 256
|
||||
}
|
||||
|
||||
// Set colors of the palette
|
||||
void set_palette(const byte *colors, uint start, uint num);
|
||||
|
@ -47,14 +51,16 @@ public:
|
|||
|
||||
protected:
|
||||
FB2GL fb2gl;
|
||||
int gl_flags;
|
||||
int _glFlags;
|
||||
int _glScreenStart;
|
||||
bool _glBilinearFilter;
|
||||
SDL_Surface *tmpSurface; // Used for black rectangles blitting
|
||||
SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
|
||||
int _glBottomOfTexture;
|
||||
|
||||
virtual void load_gfx_mode();
|
||||
virtual void unload_gfx_mode();
|
||||
void hotswap_gfx_mode();
|
||||
};
|
||||
|
||||
OSystem_SDL_Common *OSystem_SDL_Common::create() {
|
||||
|
@ -107,13 +113,13 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
|
|||
// Create the surface that contains the scaled graphics in 16 bit mode
|
||||
//
|
||||
|
||||
gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
|
||||
_glFlags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
|
||||
if (_full_screen) {
|
||||
gl_flags |= (FB2GL_FS);
|
||||
_glFlags |= (FB2GL_FS);
|
||||
_glScreenStart = 0;
|
||||
}
|
||||
// 640x480 screen resolution
|
||||
fb2gl.init(640, 480, 0,_glScreenStart? 15: 70,gl_flags);
|
||||
fb2gl.init(640, 480, 0,_glScreenStart? 15: 70,_glFlags);
|
||||
|
||||
SDL_SetGamma(1.25, 1.25, 1.25);
|
||||
|
||||
|
@ -156,6 +162,7 @@ void OSystem_SDL_OpenGL::load_gfx_mode() {
|
|||
}
|
||||
|
||||
void OSystem_SDL_OpenGL::unload_gfx_mode() {
|
||||
SDL_SetGamma(1.0, 1.0, 1.0);
|
||||
if (_screen) {
|
||||
SDL_FreeSurface(_screen);
|
||||
_screen = NULL;
|
||||
|
@ -168,6 +175,38 @@ void OSystem_SDL_OpenGL::unload_gfx_mode() {
|
|||
}
|
||||
}
|
||||
|
||||
void OSystem_SDL_OpenGL::hotswap_gfx_mode() {
|
||||
if (!_screen)
|
||||
return;
|
||||
|
||||
// Keep around the old _screen & _tmpscreen so we can restore the screen data
|
||||
// after the mode switch.
|
||||
SDL_Surface *old_screen = _screen;
|
||||
SDL_Surface *old_tmpscreen = _tmpscreen;
|
||||
|
||||
// Release the HW screen surface
|
||||
SDL_FreeSurface(fb2gl.getScreen());
|
||||
fb2gl.setScreen(NULL);
|
||||
|
||||
// Setup the new GFX mode
|
||||
load_gfx_mode();
|
||||
|
||||
// reset palette
|
||||
SDL_SetColors(_screen, _currentPalette, 0, 256);
|
||||
|
||||
// Restore old screen content
|
||||
SDL_BlitSurface(old_screen, NULL, _screen, NULL);
|
||||
SDL_BlitSurface(old_tmpscreen, NULL, _tmpscreen, NULL);
|
||||
|
||||
// Free the old surfaces
|
||||
SDL_FreeSurface(old_screen);
|
||||
free(old_tmpscreen->pixels);
|
||||
SDL_FreeSurface(old_tmpscreen);
|
||||
|
||||
// Finally, blit everything to the screen
|
||||
update_screen();
|
||||
}
|
||||
|
||||
void OSystem_SDL_OpenGL::update_screen() {
|
||||
// If the shake position changed, fill the dirty area with blackness
|
||||
if (_currentShakePos != _newShakePos) {
|
||||
|
@ -228,11 +267,15 @@ void OSystem_SDL_OpenGL::update_screen() {
|
|||
fb2gl.blit16(_tmpscreen, _num_dirty_rects, _dirty_rect_list, 0,
|
||||
_currentShakePos+_glScreenStart);
|
||||
|
||||
tmpBlackRect.h = 256 - _screenHeight - _glScreenStart - _currentShakePos;
|
||||
int _glBottomOfGameScreen = _screenHeight + _glScreenStart + _currentShakePos;
|
||||
// Bottom black border height
|
||||
tmpBlackRect.h = _glBottomOfTexture - _glBottomOfGameScreen;
|
||||
|
||||
if (!(_full_screen) && (tmpBlackRect.h > 0)) {
|
||||
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
|
||||
fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,_screenHeight
|
||||
+ _glScreenStart+_currentShakePos);
|
||||
fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0,
|
||||
_glBottomOfGameScreen);
|
||||
}
|
||||
|
||||
fb2gl.display();
|
||||
}
|
||||
|
@ -246,8 +289,18 @@ uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
|
|||
|
||||
if (param == PROP_TOGGLE_FULLSCREEN) {
|
||||
_full_screen ^= true;
|
||||
#ifdef MACOSX
|
||||
// On OS X, SDL_WM_ToggleFullScreen is currently not implemented. Worse,
|
||||
// it still always returns -1. So we simply don't call it at all and
|
||||
// use hotswap_gfx_mode() directly to switch to fullscreen mode.
|
||||
hotswap_gfx_mode();
|
||||
#else
|
||||
if (!SDL_WM_ToggleFullScreen(fb2gl.getScreen())) {
|
||||
// if ToggleFullScreen fails, achieve the same effect with hotswap gfx mode
|
||||
hotswap_gfx_mode();
|
||||
}
|
||||
#endif
|
||||
|
||||
SDL_WM_ToggleFullScreen(fb2gl.screen);
|
||||
return 1;
|
||||
}
|
||||
else if (param == PROP_SET_GFX_MODE) {
|
||||
|
@ -268,14 +321,14 @@ uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
|
|||
}
|
||||
}
|
||||
break;
|
||||
case 1: // Don't fit the whole screen
|
||||
fb2gl.init(0, 0, 0, 15, gl_flags);
|
||||
case 1: // Don't use the whole screen
|
||||
fb2gl.init(0, 0, 0, 15, _glFlags);
|
||||
_glScreenStart = 20;
|
||||
SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
|
||||
fb2gl.blit16(tmpSurface, 1, &tmpBlackRect, 0, 0);
|
||||
break;
|
||||
case 2: // Fit the whole screen
|
||||
fb2gl.init(0, 0, 0, 70, gl_flags);
|
||||
case 2: // Use the whole screen
|
||||
fb2gl.init(0, 0, 0, 70, _glFlags);
|
||||
_glScreenStart = 0;
|
||||
break;
|
||||
default: // Zooming
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue