More OpenGL updates, patch #628356
Make sure simon debug is enabled by default svn-id: r5310
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3 changed files with 39 additions and 35 deletions
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@ -55,8 +55,8 @@ public:
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protected:
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FB2GL fb2gl;
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SDL_Surface *glEnd; // Black rectangle at end of the GL screen
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SDL_Rect blackrect2; // Needed for blitting the above surface
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SDL_Surface *tmpSurface; // Used for black rectangles blitting
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SDL_Rect tmpBlackRect; // Black rectangle at end of the GL screen
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typedef void ScalerProc(uint8 *srcPtr, uint32 srcPitch, uint8 *deltaPtr,
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uint8 *dstPtr, uint32 dstPitch, int width, int height);
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@ -208,6 +208,14 @@ void OSystem_SDL_Normal::undraw_mouse() {
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}
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void OSystem_SDL_Normal::load_gfx_mode() {
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uint32 Rmask, Gmask, Bmask, Amask;
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// I have to force 16 bit color depth with 565 ordering
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// SDL_SetVideoMode sometimes doesn't accept your color depth definition
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Rmask = 0xF800; // 5
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Gmask = 0x07E0; // 6
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Bmask = 0x001F; // 5
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Amask = 0;
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_forceFull = true;
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_mode_flags = DF_WANT_RECT_OPTIM | DF_UPDATE_EXPAND_1_PIXEL;
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_scaleFactor = 2;
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@ -228,15 +236,7 @@ void OSystem_SDL_Normal::load_gfx_mode() {
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// Create the surface that contains the scaled graphics in 16 bit mode
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//
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// SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
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// if (fb2gl.screen->format->Rmask == 0x7C00)
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// SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
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// else
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// SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 6 );
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// SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
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// SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
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int gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_EXPAND;
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int gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
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if (_full_screen) gl_flags |= (FB2GL_FS);
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// 640x480 screen resolution
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fb2gl.init(640,480,0,_screenStart? 15: 70,gl_flags);
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@ -252,24 +252,26 @@ void OSystem_SDL_Normal::load_gfx_mode() {
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uint16 *tmp_screen = (uint16*)calloc(TMP_SCREEN_WIDTH*(_screenHeight+3),sizeof(uint16));
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sdl_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
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TMP_SCREEN_WIDTH, _screenHeight + 3, 16, TMP_SCREEN_WIDTH*2,
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fb2gl.screen->format->Rmask,
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fb2gl.screen->format->Gmask,
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fb2gl.screen->format->Bmask,
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fb2gl.screen->format->Amask);
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Rmask,
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Gmask,
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Bmask,
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Amask);
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glEnd = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
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fprintf(stderr,"bits: %d\n",sdl_tmpscreen->format->BitsPerPixel);
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tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
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// 320x256 texture (black end)
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256-_screenHeight-_screenStart,
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16,
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fb2gl.screen->format->Rmask,
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fb2gl.screen->format->Gmask,
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fb2gl.screen->format->Bmask,
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fb2gl.screen->format->Amask);
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Rmask,
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Gmask,
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Bmask,
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Amask);
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blackrect2.x = 0;
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blackrect2.y = 0;
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blackrect2.w = _screenWidth;
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blackrect2.h = 256-_screenHeight-_screenStart;
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tmpBlackRect.x = 0;
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tmpBlackRect.y = 0;
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tmpBlackRect.w = _screenWidth;
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tmpBlackRect.h = 256-_screenHeight-_screenStart;
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if (sdl_tmpscreen == NULL)
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error("sdl_tmpscreen failed");
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@ -305,9 +307,9 @@ void OSystem_SDL_Normal::update_screen() {
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// If the shake position changed, fill the dirty area with blackness
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if (_currentShakePos != _newShakePos) {
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SDL_Rect blackrect = {0, _screenStart, _screenWidth, _newShakePos+_screenStart};
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SDL_FillRect(sdl_tmpscreen, &blackrect, 0);
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fb2gl.blit16(sdl_tmpscreen,1,&blackrect,0,0);
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SDL_FillRect(tmpSurface, &blackrect, 0);
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fb2gl.blit16(tmpSurface,1,&blackrect,0,0);
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_currentShakePos = _newShakePos;
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@ -362,8 +364,8 @@ void OSystem_SDL_Normal::update_screen() {
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_currentShakePos+_screenStart);
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SDL_FillRect(glEnd, &blackrect2, 0);
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fb2gl.blit16(glEnd,1,&blackrect2,0,_screenHeight+_screenStart);
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SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
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fb2gl.blit16(tmpSurface,1,&tmpBlackRect,0,_screenHeight+_screenStart);
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fb2gl.display();
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}
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