443 lines
11 KiB
C++
443 lines
11 KiB
C++
/* ScummVM - Scumm Interpreter
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* Copyright (C) 2001 Ludvig Strigeus
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* Copyright (C) 2001/2002 The ScummVM project
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*
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*/
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#include "sdl-common.h"
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#include "common/scaler.h"
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#include "common/util.h"
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#include "common/engine.h" // Only #included for error() and warning()
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#ifdef WIN32
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int glColorTable(int, int, int, int, int, void *) { return 0; }
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int glGetColorTable(int, int, int, void *) { return 0; }
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#endif
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#include "fb2opengl.h"
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class OSystem_SDL_OpenGL : public OSystem_SDL_Common {
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public:
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OSystem_SDL_OpenGL() { _glScreenStart = 0; _glBilinearFilter = true; }
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// Set colors of the palette
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void set_palette(const byte *colors, uint start, uint num);
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// Update the dirty areas of the screen
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void update_screen();
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// Set a parameter
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uint32 property(int param, Property *value);
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// Overlay
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virtual void show_overlay();
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virtual void hide_overlay();
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virtual void clear_overlay();
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virtual void grab_overlay(int16 *buf, int pitch);
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virtual void copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h);
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protected:
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FB2GL fb2gl;
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int gl_flags;
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int _glScreenStart;
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bool _glBilinearFilter;
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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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virtual void load_gfx_mode();
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virtual void unload_gfx_mode();
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void hotswap_gfx_mode();
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};
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OSystem_SDL_Common *OSystem_SDL_Common::create() {
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return new OSystem_SDL_OpenGL();
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}
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void OSystem_SDL_OpenGL::set_palette(const byte *colors, uint start, uint num) {
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const byte *b = colors;
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uint i;
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SDL_Color *base = _currentPalette + start;
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for(i = 0; i < num; i++) {
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base[i].r = b[0];
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base[i].g = b[1];
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base[i].b = b[2];
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b += 4;
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}
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if (start < _paletteDirtyStart)
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_paletteDirtyStart = start;
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if (start + num > _paletteDirtyEnd)
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_paletteDirtyEnd = start + num;
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}
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void OSystem_SDL_OpenGL::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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_tmpscreen = NULL;
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_tmpScreenWidth = (_screenWidth + 3);
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//
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// Create the surface that contains the 8 bit game data
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//
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_screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0);
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if (_screen == NULL)
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error("_screen failed");
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//
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// Create the surface that contains the scaled graphics in 16 bit mode
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//
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gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
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if (_full_screen) {
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gl_flags |= (FB2GL_FS);
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_glScreenStart = 0;
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}
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// 640x480 screen resolution
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fb2gl.init(640,480,0,_glScreenStart? 15: 70,gl_flags);
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SDL_SetGamma(1.25,1.25,1.25);
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//
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// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
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//
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// Need some extra bytes around when using 2xSaI
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uint16 *tmp_screen = (uint16*)calloc(_tmpScreenWidth*(_screenHeight+3),sizeof(uint16));
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_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
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_tmpScreenWidth, _screenHeight + 3, 16, _tmpScreenWidth*2,
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Rmask,
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Gmask,
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Bmask,
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Amask);
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tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
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// 320x256 texture (black end)
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256-_screenHeight-_glScreenStart,
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16,
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Rmask,
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Gmask,
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Bmask,
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Amask);
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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-_glScreenStart;
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if (_tmpscreen == NULL)
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error("_tmpscreen failed");
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// keyboard cursor control, some other better place for it?
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km.x_max = _screenWidth * _scaleFactor - 1;
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km.y_max = _screenHeight * _scaleFactor - 1;
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km.delay_time = 25;
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km.last_time = 0;
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}
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void OSystem_SDL_OpenGL::unload_gfx_mode() {
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if (_screen) {
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SDL_FreeSurface(_screen);
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_screen = NULL;
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}
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if (_tmpscreen) {
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free((uint16*)_tmpscreen->pixels);
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SDL_FreeSurface(_tmpscreen);
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_tmpscreen = NULL;
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}
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}
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void OSystem_SDL_OpenGL::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, _glScreenStart, _screenWidth, _newShakePos+_glScreenStart};
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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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_forceFull = true;
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}
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// Make sure the mouse is drawn, if it should be drawn.
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draw_mouse();
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// Check whether the palette was changed in the meantime and update the
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// screen surface accordingly.
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if (_paletteDirtyEnd != 0) {
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SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
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_paletteDirtyStart,
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_paletteDirtyEnd - _paletteDirtyStart);
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_paletteDirtyEnd = 0;
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_forceFull = true;
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}
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// Force a full redraw if requested
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if (_forceFull) {
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_num_dirty_rects = 1;
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_dirty_rect_list[0].x = 0;
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_dirty_rect_list[0].y = 0;
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_dirty_rect_list[0].w = _screenWidth;
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_dirty_rect_list[0].h = _screenHeight;
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}
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// Only draw anything if necessary
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if (_num_dirty_rects > 0) {
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SDL_Rect *r;
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SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects;
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// Convert appropriate parts of the 8bpp image into 16bpp
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if (!_overlayVisible) {
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SDL_Rect dst;
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for(r = _dirty_rect_list; r != last_rect; ++r) {
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dst = *r;
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// dst.x++; // Shift rect by one since 2xSai needs to acces the data around
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// dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
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if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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}
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}
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// Almost the same thing as SDL_UpdateRects
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fb2gl.blit16(_tmpscreen,_num_dirty_rects,_dirty_rect_list,0,
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_currentShakePos+_glScreenStart);
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tmpBlackRect.h = 256-_screenHeight-_glScreenStart-_currentShakePos;
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SDL_FillRect(tmpSurface, &tmpBlackRect, 0);
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fb2gl.blit16(tmpSurface,1,&tmpBlackRect,0,_screenHeight+_glScreenStart+_currentShakePos);
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fb2gl.display();
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}
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_num_dirty_rects = 0;
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_forceFull = false;
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}
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void OSystem_SDL_OpenGL::hotswap_gfx_mode() {
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/* We allocate a screen sized bitmap which contains a "backup"
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* of the screen data during the change. Then we draw that to
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* the new screen right after it's setup.
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*/
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byte *bak_mem = (byte*)malloc(_screenWidth*_screenHeight);
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get_screen_image(bak_mem);
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unload_gfx_mode();
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load_gfx_mode();
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// reset palette
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SDL_SetColors(_screen, _currentPalette, 0, 256);
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// blit image
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copy_rect(bak_mem, _screenWidth, 0, 0, _screenWidth, _screenHeight);
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free(bak_mem);
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update_screen();
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}
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uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
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if (param == PROP_TOGGLE_FULLSCREEN) {
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_full_screen ^= true;
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SDL_WM_ToggleFullScreen(fb2gl.screen);
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return 1;
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}
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else if (param == PROP_SET_GFX_MODE) {
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SDL_Rect full = {0,0,_screenWidth,_screenHeight};
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glPopMatrix();
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switch(value->gfx_mode) {
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case 0: // Bilinear Filtering (on/off)
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_glBilinearFilter ^= true;
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for (int i=0; i<2; i++) {
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glBindTexture(GL_TEXTURE_2D,i);
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if (_glBilinearFilter) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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}
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else {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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}
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}
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break;
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case 1: // Don't fit the whole screen
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fb2gl.init(0,0,0,15,gl_flags);
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_glScreenStart = 20;
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SDL_FillRect(tmpSurface,&tmpBlackRect,0);
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fb2gl.blit16(tmpSurface,1,&tmpBlackRect,0,0);
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break;
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case 2: // Fit the whole screen
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fb2gl.init(0,0,0,70,gl_flags);
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_glScreenStart = 0;
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break;
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default: // Zooming
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glPushMatrix();
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/* SDL_FillRect(tmpSurface, &full, 0);
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fb2gl.blit16(tmpSurface,1,&full,0,_glScreenStart);
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fb2gl.display();
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double x = (double)((_mouseCurState.x)
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- (_screenWidth/2)) / (_screenWidth/2);
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double y = (double)((_mouseCurState.y)
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- (_screenHeight/2)) / (_screenHeight/2);
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glTranslatef(-x,y,0);
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*/
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glScalef(1.0+(double)(value->gfx_mode-1)/10,
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1.0+(double)(value->gfx_mode-1)/10,
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0);
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};
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fb2gl.blit16(_tmpscreen,1,&full,0,_glScreenStart);
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fb2gl.display();
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return 1;
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}
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return OSystem_SDL_Common::property(param, value);
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}
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void OSystem_SDL_OpenGL::show_overlay()
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{
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// hide the mouse
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undraw_mouse();
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_overlayVisible = true;
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clear_overlay();
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}
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void OSystem_SDL_OpenGL::hide_overlay()
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{
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// hide the mouse
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undraw_mouse();
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_overlayVisible = false;
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_forceFull = true;
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}
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void OSystem_SDL_OpenGL::clear_overlay()
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{
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if (!_overlayVisible)
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return;
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// hide the mouse
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undraw_mouse();
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// Clear the overlay by making the game screen "look through" everywhere.
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SDL_Rect src, dst;
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src.x = src.y = 0;
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// dst.x = dst.y = 1;
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dst.x = dst.y = 0;
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src.w = dst.w = _screenWidth;
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src.h = dst.h = _screenHeight;
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if (SDL_BlitSurface(_screen, &src, _tmpscreen, &dst) != 0)
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error("SDL_BlitSurface failed: %s", SDL_GetError());
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_forceFull = true;
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}
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void OSystem_SDL_OpenGL::grab_overlay(int16 *buf, int pitch)
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{
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if (!_overlayVisible)
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return;
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if (_tmpscreen == NULL)
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return;
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// hide the mouse
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undraw_mouse();
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if (SDL_LockSurface(_tmpscreen) == -1)
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error("SDL_LockSurface failed: %s.\n", SDL_GetError());
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int16 *src = (int16 *)_tmpscreen->pixels + _tmpScreenWidth + 1;
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int h = _screenHeight;
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do {
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memcpy(buf, src, _screenWidth*2);
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src += _tmpScreenWidth;
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buf += pitch;
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} while (--h);
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SDL_UnlockSurface(_tmpscreen);
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}
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void OSystem_SDL_OpenGL::copy_rect_overlay(const int16 *buf, int pitch, int x, int y, int w, int h)
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{
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if (!_overlayVisible)
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return;
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if (_tmpscreen == NULL)
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return;
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// Clip the coordinates
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if (x < 0) { w+=x; buf-=x; x = 0; }
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if (y < 0) { h+=y; buf-=y*pitch; y = 0; }
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if (w > _screenWidth-x) { w = _screenWidth - x; }
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if (h > _screenHeight-y) { h = _screenHeight - y; }
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if (w <= 0 || h <= 0)
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return;
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// Mark the modified region as dirty
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cksum_valid = false;
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add_dirty_rect(x, y, w, h);
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/* FIXME: undraw mouse only if the draw rect intersects with the mouse rect */
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undraw_mouse();
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if (SDL_LockSurface(_tmpscreen) == -1)
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error("SDL_LockSurface failed: %s.\n", SDL_GetError());
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int16 *dst = (int16 *)_tmpscreen->pixels + (y+1) * _tmpScreenWidth + (x+1);
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do {
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memcpy(dst, buf, w*2);
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dst += _tmpScreenWidth;
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buf += pitch;
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} while (--h);
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SDL_UnlockSurface(_tmpscreen);
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}
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