scummvm/backends/graphics/opengl/opengl-graphics.cpp
Colin Snover da0a8db704 BACKENDS: Also hide mouse cursor outside game area when an engine has hidden the cursor
The only reason we show the system cursor outside the game area is
to show users where their mouse is when the window is resized and
the mouse is outside the game area. If the game cannot be
interacted with, then the mouse also does not need to be shown in
the black areas.
2017-10-15 13:24:20 -05:00

1225 lines
37 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "backends/graphics/opengl/opengl-graphics.h"
#include "backends/graphics/opengl/texture.h"
#include "backends/graphics/opengl/pipelines/pipeline.h"
#include "backends/graphics/opengl/pipelines/fixed.h"
#include "backends/graphics/opengl/pipelines/shader.h"
#include "backends/graphics/opengl/shader.h"
#include "common/array.h"
#include "common/textconsole.h"
#include "common/translation.h"
#include "common/algorithm.h"
#include "common/file.h"
#ifdef USE_OSD
#include "common/tokenizer.h"
#include "common/rect.h"
#endif
#include "graphics/conversion.h"
#ifdef USE_OSD
#include "graphics/fontman.h"
#include "graphics/font.h"
#endif
#ifdef USE_PNG
#include "image/png.h"
#endif
namespace OpenGL {
OpenGLGraphicsManager::OpenGLGraphicsManager()
: _currentState(), _oldState(), _transactionMode(kTransactionNone), _screenChangeID(1 << (sizeof(int) * 8 - 2)),
_pipeline(nullptr),
_defaultFormat(), _defaultFormatAlpha(),
_gameScreen(nullptr), _gameScreenShakeOffset(0), _overlay(nullptr),
_cursor(nullptr),
_cursorHotspotX(0), _cursorHotspotY(0),
_cursorHotspotXScaled(0), _cursorHotspotYScaled(0), _cursorWidthScaled(0), _cursorHeightScaled(0),
_cursorKeyColor(0), _cursorDontScale(false), _cursorPaletteEnabled(false)
#ifdef USE_OSD
, _osdMessageChangeRequest(false), _osdMessageAlpha(0), _osdMessageFadeStartTime(0), _osdMessageSurface(nullptr),
_osdIconSurface(nullptr)
#endif
{
memset(_gamePalette, 0, sizeof(_gamePalette));
g_context.reset();
}
OpenGLGraphicsManager::~OpenGLGraphicsManager() {
delete _gameScreen;
delete _overlay;
delete _cursor;
#ifdef USE_OSD
delete _osdMessageSurface;
delete _osdIconSurface;
#endif
#if !USE_FORCED_GLES
ShaderManager::destroy();
#endif
}
bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
case OSystem::kFeatureCursorPalette:
case OSystem::kFeatureFilteringMode:
return true;
case OSystem::kFeatureOverlaySupportsAlpha:
return _defaultFormatAlpha.aBits() > 3;
default:
return false;
}
}
void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
assert(_transactionMode != kTransactionNone);
_currentState.aspectRatioCorrection = enable;
break;
case OSystem::kFeatureFilteringMode:
assert(_transactionMode != kTransactionNone);
_currentState.filtering = enable;
if (_gameScreen) {
_gameScreen->enableLinearFiltering(enable);
}
if (_cursor) {
_cursor->enableLinearFiltering(enable);
}
break;
case OSystem::kFeatureCursorPalette:
_cursorPaletteEnabled = enable;
updateCursorPalette();
break;
default:
break;
}
}
bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) const {
switch (f) {
case OSystem::kFeatureAspectRatioCorrection:
return _currentState.aspectRatioCorrection;
case OSystem::kFeatureFilteringMode:
return _currentState.filtering;
case OSystem::kFeatureCursorPalette:
return _cursorPaletteEnabled;
default:
return false;
}
}
namespace {
const OSystem::GraphicsMode glGraphicsModes[] = {
{ "opengl", _s("OpenGL"), GFX_OPENGL },
{ nullptr, nullptr, 0 }
};
} // End of anonymous namespace
const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const {
return glGraphicsModes;
}
int OpenGLGraphicsManager::getDefaultGraphicsMode() const {
return GFX_OPENGL;
}
bool OpenGLGraphicsManager::setGraphicsMode(int mode) {
assert(_transactionMode != kTransactionNone);
switch (mode) {
case GFX_OPENGL:
_currentState.graphicsMode = mode;
return true;
default:
warning("OpenGLGraphicsManager::setGraphicsMode(%d): Unknown graphics mode", mode);
return false;
}
}
int OpenGLGraphicsManager::getGraphicsMode() const {
return _currentState.graphicsMode;
}
#ifdef USE_RGB_COLOR
Graphics::PixelFormat OpenGLGraphicsManager::getScreenFormat() const {
return _currentState.gameFormat;
}
#endif
void OpenGLGraphicsManager::beginGFXTransaction() {
assert(_transactionMode == kTransactionNone);
// Start a transaction.
_oldState = _currentState;
_transactionMode = kTransactionActive;
}
OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
assert(_transactionMode == kTransactionActive);
uint transactionError = OSystem::kTransactionSuccess;
bool setupNewGameScreen = false;
if ( _oldState.gameWidth != _currentState.gameWidth
|| _oldState.gameHeight != _currentState.gameHeight) {
setupNewGameScreen = true;
}
#ifdef USE_RGB_COLOR
if (_oldState.gameFormat != _currentState.gameFormat) {
setupNewGameScreen = true;
}
// Check whether the requested format can actually be used.
Common::List<Graphics::PixelFormat> supportedFormats = getSupportedFormats();
// In case the requested format is not usable we will fall back to CLUT8.
if (Common::find(supportedFormats.begin(), supportedFormats.end(), _currentState.gameFormat) == supportedFormats.end()) {
_currentState.gameFormat = Graphics::PixelFormat::createFormatCLUT8();
transactionError |= OSystem::kTransactionFormatNotSupported;
}
#endif
do {
const uint desiredAspect = getDesiredGameAspectRatio();
const uint requestedWidth = _currentState.gameWidth;
const uint requestedHeight = intToFrac(requestedWidth) / desiredAspect;
if (!loadVideoMode(requestedWidth, requestedHeight,
#ifdef USE_RGB_COLOR
_currentState.gameFormat
#else
Graphics::PixelFormat::createFormatCLUT8()
#endif
)
// HACK: This is really nasty but we don't have any guarantees of
// a context existing before, which means we don't know the maximum
// supported texture size before this. Thus, we check whether the
// requested game resolution is supported over here.
|| ( _currentState.gameWidth > (uint)g_context.maxTextureSize
|| _currentState.gameHeight > (uint)g_context.maxTextureSize)) {
if (_transactionMode == kTransactionActive) {
// Try to setup the old state in case its valid and is
// actually different from the new one.
if (_oldState.valid && _oldState != _currentState) {
// Give some hints on what failed to set up.
if ( _oldState.gameWidth != _currentState.gameWidth
|| _oldState.gameHeight != _currentState.gameHeight) {
transactionError |= OSystem::kTransactionSizeChangeFailed;
}
#ifdef USE_RGB_COLOR
if (_oldState.gameFormat != _currentState.gameFormat) {
transactionError |= OSystem::kTransactionFormatNotSupported;
}
#endif
if (_oldState.aspectRatioCorrection != _currentState.aspectRatioCorrection) {
transactionError |= OSystem::kTransactionAspectRatioFailed;
}
if (_oldState.graphicsMode != _currentState.graphicsMode) {
transactionError |= OSystem::kTransactionModeSwitchFailed;
}
if (_oldState.filtering != _currentState.filtering) {
transactionError |= OSystem::kTransactionFilteringFailed;
}
// Roll back to the old state.
_currentState = _oldState;
_transactionMode = kTransactionRollback;
// Try to set up the old state.
continue;
}
}
// DON'T use error(), as this tries to bring up the debug
// console, which WON'T WORK now that we might no have a
// proper screen.
warning("OpenGLGraphicsManager::endGFXTransaction: Could not load any graphics mode!");
g_system->quit();
}
// In case we reach this we have a valid state, yay.
_transactionMode = kTransactionNone;
_currentState.valid = true;
} while (_transactionMode == kTransactionRollback);
if (setupNewGameScreen) {
delete _gameScreen;
_gameScreen = nullptr;
#ifdef USE_RGB_COLOR
_gameScreen = createSurface(_currentState.gameFormat);
#else
_gameScreen = createSurface(Graphics::PixelFormat::createFormatCLUT8());
#endif
assert(_gameScreen);
if (_gameScreen->hasPalette()) {
_gameScreen->setPalette(0, 256, _gamePalette);
}
_gameScreen->allocate(_currentState.gameWidth, _currentState.gameHeight);
_gameScreen->enableLinearFiltering(_currentState.filtering);
// We fill the screen to all black or index 0 for CLUT8.
#ifdef USE_RGB_COLOR
if (_currentState.gameFormat.bytesPerPixel == 1) {
_gameScreen->fill(0);
} else {
_gameScreen->fill(_gameScreen->getSurface()->format.RGBToColor(0, 0, 0));
}
#else
_gameScreen->fill(0);
#endif
}
// Update our display area and cursor scaling. This makes sure we pick up
// aspect ratio correction and game screen changes correctly.
recalculateDisplayAreas();
recalculateCursorScaling();
// Something changed, so update the screen change ID.
++_screenChangeID;
// Since transactionError is a ORd list of TransactionErrors this is
// clearly wrong. But our API is simply broken.
return (OSystem::TransactionError)transactionError;
}
int OpenGLGraphicsManager::getScreenChangeID() const {
return _screenChangeID;
}
void OpenGLGraphicsManager::initSize(uint width, uint height, const Graphics::PixelFormat *format) {
Graphics::PixelFormat requestedFormat;
#ifdef USE_RGB_COLOR
if (!format) {
requestedFormat = Graphics::PixelFormat::createFormatCLUT8();
} else {
requestedFormat = *format;
}
_currentState.gameFormat = requestedFormat;
#endif
_currentState.gameWidth = width;
_currentState.gameHeight = height;
}
int16 OpenGLGraphicsManager::getWidth() const {
return _currentState.gameWidth;
}
int16 OpenGLGraphicsManager::getHeight() const {
return _currentState.gameHeight;
}
void OpenGLGraphicsManager::copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h) {
_gameScreen->copyRectToTexture(x, y, w, h, buf, pitch);
}
void OpenGLGraphicsManager::fillScreen(uint32 col) {
// FIXME: This does not conform to the OSystem specs because fillScreen
// is always taking CLUT8 color values and use color indexed mode. This is,
// however, plain odd and probably was a forgotten when we introduced
// RGB support. Thus, we simply do the "sane" thing here and hope OSystem
// gets fixed one day.
_gameScreen->fill(col);
}
void OpenGLGraphicsManager::setShakePos(int shakeOffset) {
if (_gameScreenShakeOffset != shakeOffset) {
_gameScreenShakeOffset = shakeOffset;
_forceRedraw = true;
}
}
void OpenGLGraphicsManager::updateScreen() {
if (!_gameScreen) {
return;
}
#ifdef USE_OSD
if (_osdMessageChangeRequest) {
osdMessageUpdateSurface();
}
if (_osdIconSurface) {
_osdIconSurface->updateGLTexture();
}
#endif
// We only update the screen when there actually have been any changes.
if ( !_forceRedraw
&& !_cursorNeedsRedraw
&& !_gameScreen->isDirty()
&& !(_overlayVisible && _overlay->isDirty())
&& !(_cursorVisible && _cursor && _cursor->isDirty())
#ifdef USE_OSD
&& !_osdMessageSurface && !_osdIconSurface
#endif
) {
return;
}
// Update changes to textures.
_gameScreen->updateGLTexture();
if (_cursorVisible && _cursor) {
_cursor->updateGLTexture();
}
_overlay->updateGLTexture();
// Clear the screen buffer.
GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
if (!_overlayVisible) {
// The scissor test is enabled to:
// - Clip the cursor to the game screen
// - Clip the game screen when the shake offset is non-zero
_backBuffer.enableScissorTest(true);
}
const GLfloat shakeOffset = _gameScreenShakeOffset * (GLfloat)_gameDrawRect.height() / _gameScreen->getHeight();
// First step: Draw the (virtual) game screen.
g_context.getActivePipeline()->drawTexture(_gameScreen->getGLTexture(), _gameDrawRect.left, _gameDrawRect.top + shakeOffset, _gameDrawRect.width(), _gameDrawRect.height());
// Second step: Draw the overlay if visible.
if (_overlayVisible) {
g_context.getActivePipeline()->drawTexture(_overlay->getGLTexture(), 0, 0, _overlayDrawRect.width(), _overlayDrawRect.height());
}
// Third step: Draw the cursor if visible.
if (_cursorVisible && _cursor) {
// Adjust game screen shake position, but only when the overlay is not
// visible.
const GLfloat cursorOffset = _overlayVisible ? 0 : shakeOffset;
g_context.getActivePipeline()->drawTexture(_cursor->getGLTexture(),
_cursorX - _cursorHotspotXScaled,
_cursorY - _cursorHotspotYScaled + cursorOffset,
_cursorWidthScaled, _cursorHeightScaled);
}
if (!_overlayVisible) {
_backBuffer.enableScissorTest(false);
}
#ifdef USE_OSD
// Fourth step: Draw the OSD.
if (_osdMessageSurface) {
// Update alpha value.
const int diff = g_system->getMillis(false) - _osdMessageFadeStartTime;
if (diff > 0) {
if (diff >= kOSDMessageFadeOutDuration) {
// Back to full transparency.
_osdMessageAlpha = 0;
} else {
// Do a fade out.
_osdMessageAlpha = kOSDMessageInitialAlpha - diff * kOSDMessageInitialAlpha / kOSDMessageFadeOutDuration;
}
}
// Set the OSD transparency.
g_context.getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, _osdMessageAlpha / 100.0f);
int dstX = (_windowWidth - _osdMessageSurface->getWidth()) / 2;
int dstY = (_windowHeight - _osdMessageSurface->getHeight()) / 2;
// Draw the OSD texture.
g_context.getActivePipeline()->drawTexture(_osdMessageSurface->getGLTexture(),
dstX, dstY, _osdMessageSurface->getWidth(), _osdMessageSurface->getHeight());
// Reset color.
g_context.getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, 1.0f);
if (_osdMessageAlpha <= 0) {
delete _osdMessageSurface;
_osdMessageSurface = nullptr;
}
}
if (_osdIconSurface) {
int dstX = _windowWidth - _osdIconSurface->getWidth() - kOSDIconRightMargin;
int dstY = kOSDIconTopMargin;
// Draw the OSD icon texture.
g_context.getActivePipeline()->drawTexture(_osdIconSurface->getGLTexture(),
dstX, dstY, _osdIconSurface->getWidth(), _osdIconSurface->getHeight());
}
#endif
_cursorNeedsRedraw = false;
_forceRedraw = false;
refreshScreen();
}
Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
return _gameScreen->getSurface();
}
void OpenGLGraphicsManager::unlockScreen() {
_gameScreen->flagDirty();
}
void OpenGLGraphicsManager::setFocusRectangle(const Common::Rect& rect) {
}
void OpenGLGraphicsManager::clearFocusRectangle() {
}
int16 OpenGLGraphicsManager::getOverlayWidth() const {
if (_overlay) {
return _overlay->getWidth();
} else {
return 0;
}
}
int16 OpenGLGraphicsManager::getOverlayHeight() const {
if (_overlay) {
return _overlay->getHeight();
} else {
return 0;
}
}
Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
return _overlay->getFormat();
}
void OpenGLGraphicsManager::copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h) {
_overlay->copyRectToTexture(x, y, w, h, buf, pitch);
}
void OpenGLGraphicsManager::clearOverlay() {
_overlay->fill(0);
}
void OpenGLGraphicsManager::grabOverlay(void *buf, int pitch) const {
const Graphics::Surface *overlayData = _overlay->getSurface();
const byte *src = (const byte *)overlayData->getPixels();
byte *dst = (byte *)buf;
for (uint h = overlayData->h; h > 0; --h) {
memcpy(dst, src, overlayData->w * overlayData->format.bytesPerPixel);
dst += pitch;
src += overlayData->pitch;
}
}
namespace {
template<typename DstPixel, typename SrcPixel>
void applyColorKey(DstPixel *dst, const SrcPixel *src, uint w, uint h, uint dstPitch, uint srcPitch, SrcPixel keyColor, DstPixel alphaMask) {
const uint srcAdd = srcPitch - w * sizeof(SrcPixel);
const uint dstAdd = dstPitch - w * sizeof(DstPixel);
while (h-- > 0) {
for (uint x = w; x > 0; --x, ++dst, ++src) {
if (*src == keyColor) {
*dst &= ~alphaMask;
}
}
dst = (DstPixel *)((byte *)dst + dstAdd);
src = (const SrcPixel *)((const byte *)src + srcAdd);
}
}
} // End of anonymous namespace
void OpenGLGraphicsManager::setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format) {
Graphics::PixelFormat inputFormat;
#ifdef USE_RGB_COLOR
if (format) {
inputFormat = *format;
} else {
inputFormat = Graphics::PixelFormat::createFormatCLUT8();
}
#else
inputFormat = Graphics::PixelFormat::createFormatCLUT8();
#endif
// In case the color format has changed we will need to create the texture.
if (!_cursor || _cursor->getFormat() != inputFormat) {
delete _cursor;
_cursor = nullptr;
GLenum glIntFormat, glFormat, glType;
Graphics::PixelFormat textureFormat;
if (inputFormat.bytesPerPixel == 1 || (inputFormat.aBits() && getGLPixelFormat(inputFormat, glIntFormat, glFormat, glType))) {
// There is two cases when we can use the cursor format directly.
// The first is when it's CLUT8, here color key handling can
// always be applied because we use the alpha channel of
// _defaultFormatAlpha for that.
// The other is when the input format has alpha bits and
// furthermore is directly supported.
textureFormat = inputFormat;
} else {
textureFormat = _defaultFormatAlpha;
}
_cursor = createSurface(textureFormat, true);
assert(_cursor);
_cursor->enableLinearFiltering(_currentState.filtering);
}
_cursorKeyColor = keycolor;
_cursorHotspotX = hotspotX;
_cursorHotspotY = hotspotY;
_cursorDontScale = dontScale;
_cursor->allocate(w, h);
if (inputFormat.bytesPerPixel == 1) {
// For CLUT8 cursors we can simply copy the input data into the
// texture.
_cursor->copyRectToTexture(0, 0, w, h, buf, w * inputFormat.bytesPerPixel);
} else {
// Otherwise it is a bit more ugly because we have to handle a key
// color properly.
Graphics::Surface *dst = _cursor->getSurface();
const uint srcPitch = w * inputFormat.bytesPerPixel;
// Copy the cursor data to the actual texture surface. This will make
// sure that the data is also converted to the expected format.
Graphics::crossBlit((byte *)dst->getPixels(), (const byte *)buf, dst->pitch, srcPitch,
w, h, dst->format, inputFormat);
// We apply the color key by setting the alpha bits of the pixels to
// fully transparent.
const uint32 aMask = (0xFF >> dst->format.aLoss) << dst->format.aShift;
if (dst->format.bytesPerPixel == 2) {
if (inputFormat.bytesPerPixel == 2) {
applyColorKey<uint16, uint16>((uint16 *)dst->getPixels(), (const uint16 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
} else if (inputFormat.bytesPerPixel == 4) {
applyColorKey<uint16, uint32>((uint16 *)dst->getPixels(), (const uint32 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
}
} else {
if (inputFormat.bytesPerPixel == 2) {
applyColorKey<uint32, uint16>((uint32 *)dst->getPixels(), (const uint16 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
} else if (inputFormat.bytesPerPixel == 4) {
applyColorKey<uint32, uint32>((uint32 *)dst->getPixels(), (const uint32 *)buf, w, h,
dst->pitch, srcPitch, keycolor, aMask);
}
}
// Flag the texture as dirty.
_cursor->flagDirty();
}
// In case we actually use a palette set that up properly.
if (inputFormat.bytesPerPixel == 1) {
updateCursorPalette();
}
recalculateCursorScaling();
}
void OpenGLGraphicsManager::setCursorPalette(const byte *colors, uint start, uint num) {
// FIXME: For some reason client code assumes that usage of this function
// automatically enables the cursor palette.
_cursorPaletteEnabled = true;
memcpy(_cursorPalette + start * 3, colors, num * 3);
updateCursorPalette();
}
void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) {
#ifdef USE_OSD
_osdMessageChangeRequest = true;
_osdMessageNextData = msg;
#endif
}
#ifdef USE_OSD
void OpenGLGraphicsManager::osdMessageUpdateSurface() {
// Split up the lines.
Common::Array<Common::String> osdLines;
Common::StringTokenizer tokenizer(_osdMessageNextData, "\n");
while (!tokenizer.empty()) {
osdLines.push_back(tokenizer.nextToken());
}
// Do the actual drawing like the SDL backend.
const Graphics::Font *font = getFontOSD();
// Determine a rect which would contain the message string (clipped to the
// screen dimensions).
const int vOffset = 6;
const int lineSpacing = 1;
const int lineHeight = font->getFontHeight() + 2 * lineSpacing;
uint width = 0;
uint height = lineHeight * osdLines.size() + 2 * vOffset;
for (uint i = 0; i < osdLines.size(); i++) {
width = MAX<uint>(width, font->getStringWidth(osdLines[i]) + 14);
}
// Clip the rect
width = MIN<uint>(width, _gameDrawRect.width());
height = MIN<uint>(height, _gameDrawRect.height());
delete _osdMessageSurface;
_osdMessageSurface = nullptr;
_osdMessageSurface = createSurface(_defaultFormatAlpha);
assert(_osdMessageSurface);
// We always filter the osd with GL_LINEAR. This assures it's
// readable in case it needs to be scaled and does not affect it
// otherwise.
_osdMessageSurface->enableLinearFiltering(true);
_osdMessageSurface->allocate(width, height);
Graphics::Surface *dst = _osdMessageSurface->getSurface();
// Draw a dark gray rect.
const uint32 color = dst->format.RGBToColor(40, 40, 40);
dst->fillRect(Common::Rect(0, 0, width, height), color);
// Render the message in white
const uint32 white = dst->format.RGBToColor(255, 255, 255);
for (uint i = 0; i < osdLines.size(); ++i) {
font->drawString(dst, osdLines[i],
0, i * lineHeight + vOffset + lineSpacing, width,
white, Graphics::kTextAlignCenter);
}
_osdMessageSurface->updateGLTexture();
// Init the OSD display parameters.
_osdMessageAlpha = kOSDMessageInitialAlpha;
_osdMessageFadeStartTime = g_system->getMillis() + kOSDMessageFadeOutDelay;
// Clear the text update request
_osdMessageNextData.clear();
_osdMessageChangeRequest = false;
}
#endif
void OpenGLGraphicsManager::displayActivityIconOnOSD(const Graphics::Surface *icon) {
#ifdef USE_OSD
if (_osdIconSurface) {
delete _osdIconSurface;
_osdIconSurface = nullptr;
// Make sure the icon is cleared on the next update
_forceRedraw = true;
}
if (icon) {
Graphics::Surface *converted = icon->convertTo(_defaultFormatAlpha);
_osdIconSurface = createSurface(_defaultFormatAlpha);
assert(_osdIconSurface);
// We always filter the osd with GL_LINEAR. This assures it's
// readable in case it needs to be scaled and does not affect it
// otherwise.
_osdIconSurface->enableLinearFiltering(true);
_osdIconSurface->allocate(converted->w, converted->h);
Graphics::Surface *dst = _osdIconSurface->getSurface();
// Copy the icon to the texture
dst->copyRectToSurface(*converted, 0, 0, Common::Rect(0, 0, converted->w, converted->h));
converted->free();
delete converted;
}
#endif
}
void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num) {
assert(_gameScreen->hasPalette());
memcpy(_gamePalette + start * 3, colors, num * 3);
_gameScreen->setPalette(start, num, colors);
// We might need to update the cursor palette here.
updateCursorPalette();
}
void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) const {
assert(_gameScreen->hasPalette());
memcpy(colors, _gamePalette + start * 3, num * 3);
}
void OpenGLGraphicsManager::handleResizeImpl(const int width, const int height) {
// Setup backbuffer size.
_backBuffer.setDimensions(width, height);
uint overlayWidth = width;
uint overlayHeight = height;
// WORKAROUND: We can only support surfaces up to the maximum supported
// texture size. Thus, in case we encounter a physical size bigger than
// this maximum texture size we will simply use an overlay as big as
// possible and then scale it to the physical display size. This sounds
// bad but actually all recent chips should support full HD resolution
// anyway. Thus, it should not be a real issue for modern hardware.
if ( overlayWidth > (uint)g_context.maxTextureSize
|| overlayHeight > (uint)g_context.maxTextureSize) {
const frac_t outputAspect = intToFrac(_windowWidth) / _windowHeight;
if (outputAspect > (frac_t)FRAC_ONE) {
overlayWidth = g_context.maxTextureSize;
overlayHeight = intToFrac(overlayWidth) / outputAspect;
} else {
overlayHeight = g_context.maxTextureSize;
overlayWidth = fracToInt(overlayHeight * outputAspect);
}
}
// HACK: We limit the minimal overlay size to 256x200, which is the
// minimum of the dimensions of the two resolutions 256x240 (NES) and
// 320x200 (many DOS games use this). This hopefully assure that our
// GUI has working layouts.
overlayWidth = MAX<uint>(overlayWidth, 256);
overlayHeight = MAX<uint>(overlayHeight, 200);
if (!_overlay || _overlay->getFormat() != _defaultFormatAlpha) {
delete _overlay;
_overlay = nullptr;
_overlay = createSurface(_defaultFormatAlpha);
assert(_overlay);
// We always filter the overlay with GL_LINEAR. This assures it's
// readable in case it needs to be scaled and does not affect it
// otherwise.
_overlay->enableLinearFiltering(true);
}
_overlay->allocate(overlayWidth, overlayHeight);
_overlay->fill(0);
// Re-setup the scaling for the screen and cursor
recalculateDisplayAreas();
recalculateCursorScaling();
// Something changed, so update the screen change ID.
++_screenChangeID;
}
void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha) {
// Initialize context for use.
initializeGLContext();
// Initialize pipeline.
delete _pipeline;
_pipeline = nullptr;
#if !USE_FORCED_GLES
if (g_context.shadersSupported) {
ShaderMan.notifyCreate();
_pipeline = new ShaderPipeline(ShaderMan.query(ShaderManager::kDefault));
}
#endif
#if !USE_FORCED_GLES2
if (_pipeline == nullptr) {
_pipeline = new FixedPipeline();
}
#endif
g_context.setPipeline(_pipeline);
// Disable 3D properties.
GL_CALL(glDisable(GL_CULL_FACE));
GL_CALL(glDisable(GL_DEPTH_TEST));
GL_CALL(glDisable(GL_DITHER));
g_context.getActivePipeline()->setColor(1.0f, 1.0f, 1.0f, 1.0f);
GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// Setup backbuffer state.
// Default to black as clear color.
_backBuffer.setClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Setup alpha blend (for overlay and cursor).
_backBuffer.enableBlend(true);
g_context.getActivePipeline()->setFramebuffer(&_backBuffer);
// We use a "pack" alignment (when reading from textures) to 4 here,
// since the only place where we really use it is the BMP screenshot
// code and that requires the same alignment too.
GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
// Refresh the output screen dimensions if some are set up.
if (_windowWidth != 0 && _windowHeight != 0) {
handleResize(_windowWidth, _windowHeight);
}
// TODO: Should we try to convert textures into one of those formats if
// possible? For example, when _gameScreen is CLUT8 we might want to use
// defaultFormat now.
_defaultFormat = defaultFormat;
_defaultFormatAlpha = defaultFormatAlpha;
if (_gameScreen) {
_gameScreen->recreate();
}
if (_overlay) {
_overlay->recreate();
}
if (_cursor) {
_cursor->recreate();
}
#ifdef USE_OSD
if (_osdMessageSurface) {
_osdMessageSurface->recreate();
}
if (_osdIconSurface) {
_osdIconSurface->recreate();
}
#endif
}
void OpenGLGraphicsManager::notifyContextDestroy() {
if (_gameScreen) {
_gameScreen->destroy();
}
if (_overlay) {
_overlay->destroy();
}
if (_cursor) {
_cursor->destroy();
}
#ifdef USE_OSD
if (_osdMessageSurface) {
_osdMessageSurface->destroy();
}
if (_osdIconSurface) {
_osdIconSurface->destroy();
}
#endif
#if !USE_FORCED_GLES
if (g_context.shadersSupported) {
ShaderMan.notifyDestroy();
}
#endif
// Destroy rendering pipeline.
g_context.setPipeline(nullptr);
delete _pipeline;
_pipeline = nullptr;
// Rest our context description since the context is gone soon.
g_context.reset();
}
Surface *OpenGLGraphicsManager::createSurface(const Graphics::PixelFormat &format, bool wantAlpha) {
GLenum glIntFormat, glFormat, glType;
if (format.bytesPerPixel == 1) {
#if !USE_FORCED_GLES
if (TextureCLUT8GPU::isSupportedByContext()) {
return new TextureCLUT8GPU();
}
#endif
const Graphics::PixelFormat &virtFormat = wantAlpha ? _defaultFormatAlpha : _defaultFormat;
const bool supported = getGLPixelFormat(virtFormat, glIntFormat, glFormat, glType);
if (!supported) {
return nullptr;
} else {
return new TextureCLUT8(glIntFormat, glFormat, glType, virtFormat);
}
#if !USE_FORCED_GL
} else if (isGLESContext() && format == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) {
// OpenGL ES does not support a texture format usable for RGB555.
// Since SCUMM uses this pixel format for some games (and there is no
// hope for this to change anytime soon) we use pixel format
// conversion to a supported texture format. However, this is a one
// time exception.
return new TextureRGB555();
#endif // !USE_FORCED_GL
} else {
const bool supported = getGLPixelFormat(format, glIntFormat, glFormat, glType);
if (!supported) {
return nullptr;
} else {
return new Texture(glIntFormat, glFormat, glType, format);
}
}
}
bool OpenGLGraphicsManager::getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const {
#ifdef SCUMM_LITTLE_ENDIAN
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
#else
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
#endif
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_BYTE;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) { // RGB565
glIntFormat = GL_RGB;
glFormat = GL_RGB;
glType = GL_UNSIGNED_SHORT_5_6_5;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 11, 6, 1, 0)) { // RGBA5551
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_5_5_5_1;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 12, 8, 4, 0)) { // RGBA4444
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_4_4_4_4;
return true;
#if !USE_FORCED_GLES && !USE_FORCED_GLES2
// The formats below are not supported by every GLES implementation.
// Thus, we do not mark them as supported when a GLES context is setup.
} else if (isGLESContext()) {
return false;
#ifdef SCUMM_LITTLE_ENDIAN
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_INT_8_8_8_8;
return true;
#endif
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555
glIntFormat = GL_RGB;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 8, 4, 0, 12)) { // ARGB4444
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
return true;
#ifdef SCUMM_BIG_ENDIAN
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) { // ABGR8888
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_INT_8_8_8_8_REV;
return true;
#endif
} else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 8, 16, 24, 0)) { // BGRA8888
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_INT_8_8_8_8;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 6, 5, 0, 0, 5, 11, 0)) { // BGR565
glIntFormat = GL_RGB;
glFormat = GL_RGB;
glType = GL_UNSIGNED_SHORT_5_6_5_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 1, 1, 6, 11, 0)) { // BGRA5551
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_5_5_5_1;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 0, 4, 8, 12)) { // ABGR4444
glIntFormat = GL_RGBA;
glFormat = GL_RGBA;
glType = GL_UNSIGNED_SHORT_4_4_4_4_REV;
return true;
} else if (pixelFormat == Graphics::PixelFormat(2, 4, 4, 4, 4, 4, 8, 12, 0)) { // BGRA4444
glIntFormat = GL_RGBA;
glFormat = GL_BGRA;
glType = GL_UNSIGNED_SHORT_4_4_4_4;
return true;
#endif // !USE_FORCED_GLES && !USE_FORCED_GLES2
} else {
return false;
}
}
bool OpenGLGraphicsManager::gameNeedsAspectRatioCorrection() const {
if (_currentState.aspectRatioCorrection) {
const uint width = getWidth();
const uint height = getHeight();
// In case we enable aspect ratio correction we force a 4/3 ratio.
// But just for 320x200 and 640x400 games, since other games do not need
// this.
return (width == 320 && height == 200) || (width == 640 && height == 400);
}
return false;
}
void OpenGLGraphicsManager::recalculateDisplayAreas() {
if (!_gameScreen) {
return;
}
WindowedGraphicsManager::recalculateDisplayAreas();
// Setup drawing limitation for game graphics.
// This involves some trickery because OpenGL's viewport coordinate system
// is upside down compared to ours.
_backBuffer.setScissorBox(_gameDrawRect.left,
_windowHeight - _gameDrawRect.height() - _gameDrawRect.top,
_gameDrawRect.width(),
_gameDrawRect.height());
// Update the cursor position to adjust for new display area.
setMousePosition(_cursorX, _cursorY);
// Force a redraw to assure screen is properly redrawn.
_forceRedraw = true;
}
void OpenGLGraphicsManager::updateCursorPalette() {
if (!_cursor || !_cursor->hasPalette()) {
return;
}
if (_cursorPaletteEnabled) {
_cursor->setPalette(0, 256, _cursorPalette);
} else {
_cursor->setPalette(0, 256, _gamePalette);
}
_cursor->setColorKey(_cursorKeyColor);
}
void OpenGLGraphicsManager::recalculateCursorScaling() {
if (!_cursor || !_gameScreen) {
return;
}
// By default we use the unscaled versions.
_cursorHotspotXScaled = _cursorHotspotX;
_cursorHotspotYScaled = _cursorHotspotY;
_cursorWidthScaled = _cursor->getWidth();
_cursorHeightScaled = _cursor->getHeight();
// In case scaling is actually enabled we will scale the cursor according
// to the game screen.
if (!_cursorDontScale) {
const frac_t screenScaleFactorX = intToFrac(_gameDrawRect.width()) / _gameScreen->getWidth();
const frac_t screenScaleFactorY = intToFrac(_gameDrawRect.height()) / _gameScreen->getHeight();
_cursorHotspotXScaled = fracToInt(_cursorHotspotXScaled * screenScaleFactorX);
_cursorWidthScaled = fracToInt(_cursorWidthScaled * screenScaleFactorX);
_cursorHotspotYScaled = fracToInt(_cursorHotspotYScaled * screenScaleFactorY);
_cursorHeightScaled = fracToInt(_cursorHeightScaled * screenScaleFactorY);
}
}
#ifdef USE_OSD
const Graphics::Font *OpenGLGraphicsManager::getFontOSD() const {
return FontMan.getFontByUsage(Graphics::FontManager::kLocalizedFont);
}
#endif
bool OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const {
const uint width = _windowWidth;
const uint height = _windowHeight;
// A line of a BMP image must have a size divisible by 4.
// We calculate the padding bytes needed here.
// Since we use a 3 byte per pixel mode, we can use width % 4 here, since
// it is equal to 4 - (width * 3) % 4. (4 - (width * Bpp) % 4, is the
// usual way of computing the padding bytes required).
// GL_PACK_ALIGNMENT is 4, so this line padding is required for PNG too
const uint linePaddingSize = width % 4;
const uint lineSize = width * 3 + linePaddingSize;
Common::DumpFile out;
if (!out.open(filename)) {
return false;
}
Common::Array<uint8> pixels;
pixels.resize(lineSize * height);
GL_CALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, &pixels.front()));
#ifdef USE_PNG
const Graphics::PixelFormat format(3, 8, 8, 8, 0, 16, 8, 0, 0);
Graphics::Surface data;
data.init(width, height, lineSize, &pixels.front(), format);
return Image::writePNG(out, data, true);
#else
// BMP stores as BGR. Since we can't assume that GL_BGR is supported we
// will swap the components from the RGB we read to BGR on our own.
for (uint y = height; y-- > 0;) {
uint8 *line = &pixels.front() + y * lineSize;
for (uint x = width; x > 0; --x, line += 3) {
SWAP(line[0], line[2]);
}
}
out.writeByte('B');
out.writeByte('M');
out.writeUint32LE(height * lineSize + 54);
out.writeUint32LE(0);
out.writeUint32LE(54);
out.writeUint32LE(40);
out.writeUint32LE(width);
out.writeUint32LE(height);
out.writeUint16LE(1);
out.writeUint16LE(24);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.writeUint32LE(0);
out.write(&pixels.front(), pixels.size());
return true;
#endif
}
} // End of namespace OpenGL