OPENGL: Commenting.

svn-id: r51338
This commit is contained in:
Alejandro Marzini 2010-07-27 00:30:37 +00:00
parent 141e101841
commit f7220cfea7
3 changed files with 52 additions and 17 deletions

View file

@ -355,6 +355,7 @@ void OpenGLGraphicsManager::copyRectToScreen(const byte *buf, int pitch, int x,
dst += _screenData.pitch;
}
// Extend dirty area if not full screen redraw is flagged
if (!_screenNeedsRedraw) {
const Common::Rect dirtyRect(x, y, x + w, y + h);
_screenDirtyRect.extend(dirtyRect);
@ -514,6 +515,7 @@ void OpenGLGraphicsManager::copyRectToOverlay(const OverlayColor *buf, int pitch
}
}
// Extend dirty area if not full screen redraw is flagged
if (!_overlayNeedsRedraw) {
const Common::Rect dirtyRect(x, y, x + w, y + h);
_overlayDirtyRect.extend(dirtyRect);
@ -797,21 +799,27 @@ void OpenGLGraphicsManager::refreshCursor() {
}
void OpenGLGraphicsManager::refreshCursorScale() {
// Get the window minimum scale factor. The cursor will mantain its original aspect
// ratio, and we do not want it to get too big if only one dimension is resized
float scaleFactor = MIN((float)_videoMode.hardwareWidth / _videoMode.screenWidth,
(float)_videoMode.hardwareHeight / _videoMode.screenHeight);
if (_cursorTargetScale >= scaleFactor && _videoMode.scaleFactor >= scaleFactor) {
// If the cursor target scale and the video mode scale factor are bigger than
// the current window scale, do not scale the cursor for the overlay
_cursorState.rW = _cursorState.w;
_cursorState.rH = _cursorState.h;
_cursorState.rHotX = _cursorState.hotX;
_cursorState.rHotY = _cursorState.hotY;
} else {
// Otherwise, scale the cursor for the overlay
_cursorState.rW = _cursorState.w * scaleFactor;
_cursorState.rH = _cursorState.h * scaleFactor;
_cursorState.rHotX = _cursorState.hotX * scaleFactor;
_cursorState.rHotY = _cursorState.hotY * scaleFactor;
}
// Always scale the cursor for the game
_cursorState.vW = _cursorState.w * scaleFactor;
_cursorState.vH = _cursorState.h * scaleFactor;
_cursorState.vHotX = _cursorState.hotX * scaleFactor;
@ -846,36 +854,36 @@ void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat,
glFormat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
} else {
error("Pixel format not supported");
error("OpenGLGraphicsManager: Pixel format not supported");
}
}
void OpenGLGraphicsManager::internUpdateScreen() {
// Clear the screen
// Clear the screen buffer
glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERROR();
// Draw the game screen
if (_screenNeedsRedraw || !_screenDirtyRect.isEmpty())
// Refresh texture if dirty
refreshGameScreen();
// Draw the game screen
_gameTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
// Draw the overlay
if (_overlayVisible) {
// Refresh texture if dirty
if (_overlayNeedsRedraw || !_overlayDirtyRect.isEmpty())
// Refresh texture if dirty
refreshOverlay();
// Draw the overlay
_overlayTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
}
// Draw the cursor
if (_cursorVisible) {
// Refresh texture if dirty
if (_cursorNeedsRedraw)
// Refresh texture if dirty
refreshCursor();
// Draw the cursor
if (_overlayVisible)
_cursorTexture->drawTexture(_cursorState.x - _cursorState.rHotX,
_cursorState.y - _cursorState.rHotY, _cursorState.rW, _cursorState.rH);
@ -886,7 +894,7 @@ void OpenGLGraphicsManager::internUpdateScreen() {
#ifdef USE_OSD
if (_osdAlpha > 0) {
// Updated alpha value
// Update alpha value
const int diff = g_system->getMillis() - _osdFadeStartTime;
if (diff > 0) {
if (diff >= kOSDFadeOutDuration) {
@ -898,13 +906,13 @@ void OpenGLGraphicsManager::internUpdateScreen() {
}
}
// Set the osd transparency
glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f);
glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f); CHECK_GL_ERROR();
// Draw the osd texture
_osdTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
// Reset color
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f); CHECK_GL_ERROR();
}
#endif
}
@ -980,11 +988,14 @@ void OpenGLGraphicsManager::loadTextures() {
_cursorTexture->setFilter(filter);
if (_transactionDetails.newContext || _transactionDetails.filterChanged) {
// If the context was destroyed or it is needed to change the texture filter
// we need to recreate the textures
_gameTexture->refresh();
_overlayTexture->refresh();
_cursorTexture->refresh();
}
// Allocate texture memory and finish refreshing
_gameTexture->allocBuffer(_videoMode.screenWidth, _videoMode.screenHeight);
_overlayTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
_cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
@ -1113,10 +1124,11 @@ bool OpenGLGraphicsManager::saveScreenshot(const char *filename) {
uint8 *pixels = new uint8[width * height * 3];
// Get pixel data from opengl buffer
if (_formatBGR)
glReadPixels(0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, pixels);
else
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels);
if (_formatBGR) {
glReadPixels(0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
} else {
glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels); CHECK_GL_ERROR();
}
// Open file
Common::DumpFile out;