scummvm/backends/sdl/sdl_gl.cpp
2003-04-15 01:32:16 +00:00

355 lines
9.6 KiB
C++

/* ScummVM - Scumm Interpreter
* Copyright (C) 2001 Ludvig Strigeus
* Copyright (C) 2001-2003 The ScummVM project
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* $Header$
*
*/
#include "sdl-common.h"
#include "common/scaler.h"
#include "common/util.h"
#include "common/engine.h" // Only #included for error() and warning()
#ifdef WIN32
int glColorTable(int, int, int, int, int, void *) { return 0; }
int glGetColorTable(int, int, int, void *) { return 0; }
#endif
#include "fb2opengl.h"
class OSystem_SDL_OpenGL : public OSystem_SDL_Common {
public:
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);
// Update the dirty areas of the screen
void update_screen();
// Set a parameter
uint32 property(int param, Property *value);
protected:
FB2GL fb2gl;
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() {
return new OSystem_SDL_OpenGL();
}
void OSystem_SDL_OpenGL::set_palette(const byte *colors, uint start, uint num) {
const byte *b = colors;
uint i;
SDL_Color *base = _currentPalette + start;
for(i = 0; i < num; i++) {
base[i].r = b[0];
base[i].g = b[1];
base[i].b = b[2];
b += 4;
}
if (start < _paletteDirtyStart)
_paletteDirtyStart = start;
if (start + num > _paletteDirtyEnd)
_paletteDirtyEnd = start + num;
}
void OSystem_SDL_OpenGL::load_gfx_mode() {
uint32 Rmask, Gmask, Bmask, Amask;
// I have to force 16 bit color depth with 565 ordering
// SDL_SetVideoMode sometimes doesn't accept your color depth definition
Rmask = 0xF800; // 5
Gmask = 0x07E0; // 6
Bmask = 0x001F; // 5
Amask = 0;
_forceFull = true;
_mode_flags = DF_UPDATE_EXPAND_1_PIXEL;
_scaleFactor = 2;
_tmpscreen = NULL;
_tmpScreenWidth = (_screenWidth + 3);
//
// Create the surface that contains the 8 bit game data
//
_screen = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth, _screenHeight, 8, 0, 0, 0, 0);
if (_screen == NULL)
error("_screen failed");
//
// Create the surface that contains the scaled graphics in 16 bit mode
//
_glFlags = FB2GL_320 | FB2GL_RGBA | FB2GL_16BIT;
if (_full_screen) {
_glFlags |= (FB2GL_FS);
_glScreenStart = 0;
}
// 640x480 screen resolution
fb2gl.init(640, 480, 0,_glScreenStart? 15: 70,_glFlags);
SDL_SetGamma(1.25, 1.25, 1.25);
//
// Create the surface used for the graphics in 16 bit before scaling, and also the overlay
//
// Need some extra bytes around when using 2xSaI
uint16 *tmp_screen = (uint16 *)calloc(_tmpScreenWidth * (_screenHeight + 3),sizeof(uint16));
_tmpscreen = SDL_CreateRGBSurfaceFrom(tmp_screen,
_tmpScreenWidth, _screenHeight + 3, 16, _tmpScreenWidth * 2,
Rmask,
Gmask,
Bmask,
Amask);
tmpSurface = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
// 320x256 texture (black end)
256-_screenHeight-_glScreenStart,
16,
Rmask,
Gmask,
Bmask,
Amask);
tmpBlackRect.x = 0;
tmpBlackRect.y = 0;
tmpBlackRect.w = _screenWidth;
tmpBlackRect.h = 256-_screenHeight-_glScreenStart;
if (_tmpscreen == NULL)
error("_tmpscreen failed");
// keyboard cursor control, some other better place for it?
km.x_max = _screenWidth * _scaleFactor - 1;
km.y_max = _screenHeight * _scaleFactor - 1;
km.delay_time = 25;
km.last_time = 0;
}
void OSystem_SDL_OpenGL::unload_gfx_mode() {
SDL_SetGamma(1.0, 1.0, 1.0);
if (_screen) {
SDL_FreeSurface(_screen);
_screen = NULL;
}
if (_tmpscreen) {
free((uint16 *)_tmpscreen->pixels);
SDL_FreeSurface(_tmpscreen);
_tmpscreen = NULL;
}
}
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) {
SDL_Rect blackrect = {0, _glScreenStart, _screenWidth, _newShakePos+_glScreenStart};
SDL_FillRect(tmpSurface, &blackrect, 0);
fb2gl.blit16(tmpSurface, 1, &blackrect, 0, 0);
_currentShakePos = _newShakePos;
_forceFull = true;
}
// Make sure the mouse is drawn, if it should be drawn.
draw_mouse();
// Check whether the palette was changed in the meantime and update the
// screen surface accordingly.
if (_paletteDirtyEnd != 0) {
SDL_SetColors(_screen, _currentPalette + _paletteDirtyStart,
_paletteDirtyStart,
_paletteDirtyEnd - _paletteDirtyStart);
_paletteDirtyEnd = 0;
_forceFull = true;
}
// Force a full redraw if requested
if (_forceFull) {
_num_dirty_rects = 1;
_dirty_rect_list[0].x = 0;
_dirty_rect_list[0].y = 0;
_dirty_rect_list[0].w = _screenWidth;
_dirty_rect_list[0].h = _screenHeight;
}
// Only draw anything if necessary
if (_num_dirty_rects > 0) {
SDL_Rect *r;
SDL_Rect *last_rect = _dirty_rect_list + _num_dirty_rects;
// Convert appropriate parts of the 8bpp image into 16bpp
if (!_overlayVisible) {
SDL_Rect dst;
for(r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
// dst.x++; // Shift rect by one since 2xSai needs to acces the data around
// dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (SDL_BlitSurface(_screen, r, _tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
}
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(_tmpscreen, _num_dirty_rects, _dirty_rect_list, 0,
_currentShakePos+_glScreenStart);
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,
_glBottomOfGameScreen);
}
fb2gl.display();
}
_num_dirty_rects = 0;
_forceFull = false;
}
uint32 OSystem_SDL_OpenGL::property(int param, Property *value) {
int i;
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
return 1;
}
else if (param == PROP_SET_GFX_MODE) {
SDL_Rect full = {0, 0, _screenWidth, _screenHeight};
glPopMatrix();
switch(value->gfx_mode) {
case 0: // Bilinear Filtering (on/off)
_glBilinearFilter ^= true;
for (i = 0; i < 2; i++) {
glBindTexture(GL_TEXTURE_2D, i);
if (_glBilinearFilter) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
}
break;
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: // Use the whole screen
fb2gl.init(0, 0, 0, 70, _glFlags);
_glScreenStart = 0;
break;
default: // Zooming
glPushMatrix();
/* SDL_FillRect(tmpSurface, &full, 0);
fb2gl.blit16(tmpSurface, 1, &full,0, _glScreenStart);
fb2gl.display();
double x = (double)((_mouseCurState.x)
- (_screenWidth / 2)) / (_screenWidth / 2);
double y = (double)((_mouseCurState.y)
- (_screenHeight / 2)) / (_screenHeight / 2);
glTranslatef(-x, y, 0);
*/
glScalef(1.0 + (double)(value->gfx_mode - 1) / 10,
1.0 + (double)(value->gfx_mode - 1) / 10, 0);
};
fb2gl.blit16(_tmpscreen, 1, &full, 0, _glScreenStart);
fb2gl.display();
return 1;
}
return OSystem_SDL_Common::property(param, value);
}