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authorJohannes Schickel2013-08-16 05:29:56 +0200
committerJohannes Schickel2013-10-19 22:12:01 +0200
commit46323074e77622e7d08fe20bfdcc459b8eba08a3 (patch)
tree4bdb5ccf144faec961ee348199e6068097873441 /backends/graphics/opengl/opengl-graphics.cpp
parent8a6e57cba1c89f922e27bb72201cfda55681f6dc (diff)
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OPENGL: Add new generic OpenGL (ES) backend.
This backend is based on ideas of the old OpenGL backend, of the Android GL backend and of the iPhone GL backend.
Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
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diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
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+/* 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/debug.h"
+#include "backends/graphics/opengl/extensions.h"
+
+#include "common/textconsole.h"
+#include "common/translation.h"
+#include "common/algorithm.h"
+
+#include "graphics/conversion.h"
+
+namespace OpenGL {
+
+OpenGLGraphicsManager::OpenGLGraphicsManager()
+ : _currentState(), _oldState(), _transactionMode(kTransactionNone), _screenChangeID(1 << (sizeof(int) * 8 - 2)),
+ _outputScreenWidth(0), _outputScreenHeight(0), _displayX(0), _displayY(0),
+ _displayWidth(0), _displayHeight(0), _defaultFormat(), _defaultFormatAlpha(),
+ _gameScreen(nullptr), _gameScreenShakeOffset(0), _overlay(nullptr),
+ _overlayVisible(false), _cursor(nullptr),
+ _cursorX(0), _cursorY(0), _cursorHotspotX(0), _cursorHotspotY(0), _cursorHotspotXScaled(0),
+ _cursorHotspotYScaled(0), _cursorWidthScaled(0), _cursorHeightScaled(0), _cursorKeyColor(0),
+ _cursorVisible(false), _cursorDontScale(false), _cursorPaletteEnabled(false) {
+ memset(_gamePalette, 0, sizeof(_gamePalette));
+}
+
+OpenGLGraphicsManager::~OpenGLGraphicsManager() {
+ delete _gameScreen;
+ delete _overlay;
+ delete _cursor;
+}
+
+bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) {
+ switch (f) {
+ case OSystem::kFeatureAspectRatioCorrection:
+ case OSystem::kFeatureCursorPalette:
+ 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::kFeatureCursorPalette:
+ _cursorPaletteEnabled = enable;
+ updateCursorPalette();
+ break;
+
+ default:
+ break;
+ }
+}
+
+bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) {
+ switch (f) {
+ case OSystem::kFeatureAspectRatioCorrection:
+ return _currentState.aspectRatioCorrection;
+
+ case OSystem::kFeatureCursorPalette:
+ return _cursorPaletteEnabled;
+
+ default:
+ return false;
+ }
+}
+
+namespace {
+
+const OSystem::GraphicsMode glGraphicsModes[] = {
+ { "opengl_linear", _s("OpenGL"), GFX_LINEAR },
+ { "opengl_nearest", _s("OpenGL (No filtering)"), GFX_NEAREST },
+ { nullptr, nullptr, 0 }
+};
+
+} // End of anonymous namespace
+
+const OSystem::GraphicsMode *OpenGLGraphicsManager::getSupportedGraphicsModes() const {
+ return glGraphicsModes;
+}
+
+int OpenGLGraphicsManager::getDefaultGraphicsMode() const {
+ return GFX_LINEAR;
+}
+
+bool OpenGLGraphicsManager::setGraphicsMode(int mode) {
+ assert(_transactionMode != kTransactionNone);
+
+ switch (mode) {
+ case GFX_LINEAR:
+ case GFX_NEAREST:
+ _currentState.graphicsMode = mode;
+
+ if (_gameScreen) {
+ _gameScreen->enableLinearFiltering(mode == GFX_LINEAR);
+ }
+
+ if (_overlay) {
+ _overlay->enableLinearFiltering(mode == GFX_LINEAR);
+ }
+
+ if (_cursor) {
+ _cursor->enableLinearFiltering(mode == GFX_LINEAR);
+ }
+ 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 {
+ uint requestedWidth = _currentState.gameWidth;
+ uint requestedHeight = _currentState.gameHeight;
+ const uint desiredAspect = getDesiredGameScreenAspect();
+ requestedHeight = intToFrac(requestedWidth) / desiredAspect;
+
+ if (!loadVideoMode(requestedWidth, requestedHeight,
+#ifdef USE_RGB_COLOR
+ _currentState.gameFormat
+#else
+ Graphics::PixelFormat::createFormatCLUT8()
+#endif
+ )) {
+ 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;
+ }
+
+ // 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;
+
+ GLenum glIntFormat, glFormat, glType;
+#ifdef USE_RGB_COLOR
+ if (_currentState.gameFormat.bytesPerPixel == 1) {
+#endif
+ const bool supported = getGLPixelFormat(_defaultFormat, glIntFormat, glFormat, glType);
+ assert(supported);
+ _gameScreen = new TextureCLUT8(glIntFormat, glFormat, glType, _defaultFormat);
+ _gameScreen->setPalette(0, 255, _gamePalette);
+#ifdef USE_RGB_COLOR
+ } else {
+ const bool supported = getGLPixelFormat(_currentState.gameFormat, glIntFormat, glFormat, glType);
+ assert(supported);
+ _gameScreen = new Texture(glIntFormat, glFormat, glType, _currentState.gameFormat);
+ }
+#endif
+
+ _gameScreen->allocate(_currentState.gameWidth, _currentState.gameHeight);
+ _gameScreen->enableLinearFiltering(_currentState.graphicsMode == GFX_LINEAR);
+ // We fill the screen to all black or index 0 for CLUT8.
+ if (_currentState.gameFormat.bytesPerPixel == 1) {
+ _gameScreen->fill(0);
+ } else {
+ _gameScreen->fill(_gameScreen->getSurface()->format.RGBToColor(0, 0, 0));
+ }
+ }
+
+ // Update our display area and cursor scaling. This makes sure we pick up
+ // aspect ratio correction and game screen changes correctly.
+ recalculateDisplayArea();
+ 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() {
+ return _currentState.gameWidth;
+}
+
+int16 OpenGLGraphicsManager::getHeight() {
+ 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) {
+ _gameScreenShakeOffset = shakeOffset;
+}
+
+void OpenGLGraphicsManager::updateScreen() {
+ if (!_gameScreen) {
+ return;
+ }
+
+ // Clear the screen buffer
+ GLCALL(glClear(GL_COLOR_BUFFER_BIT));
+
+ const GLfloat shakeOffset = _gameScreenShakeOffset * (GLfloat)_displayHeight / _gameScreen->getHeight();
+
+ // First step: Draw the (virtual) game screen.
+ glPushMatrix();
+
+ // Adjust game screen shake position
+ GLCALL(glTranslatef(0, shakeOffset, 0));
+
+ // Draw the game screen
+ _gameScreen->draw(_displayX, _displayY, _displayWidth, _displayHeight);
+
+ glPopMatrix();
+
+ // Second step: Draw the overlay if visible.
+ if (_overlayVisible) {
+ _overlay->draw(0, 0, _outputScreenWidth, _outputScreenHeight);
+ }
+
+ // Third step: Draw the cursor if visible.
+ if (_cursorVisible && _cursor) {
+ glPushMatrix();
+
+ // Adjust game screen shake position, but only when the overlay is not
+ // visible.
+ if (!_overlayVisible) {
+ GLCALL(glTranslatef(0, shakeOffset, 0));
+ }
+
+ _cursor->draw(_cursorX - _cursorHotspotXScaled, _cursorY - _cursorHotspotYScaled,
+ _cursorWidthScaled, _cursorHeightScaled);
+
+ glPopMatrix();
+ }
+}
+
+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() {
+ if (_overlay) {
+ return _overlay->getWidth();
+ } else {
+ return 0;
+ }
+}
+
+int16 OpenGLGraphicsManager::getOverlayHeight() {
+ if (_overlay) {
+ return _overlay->getHeight();
+ } else {
+ return 0;
+ }
+}
+
+void OpenGLGraphicsManager::showOverlay() {
+ _overlayVisible = true;
+}
+
+void OpenGLGraphicsManager::hideOverlay() {
+ _overlayVisible = false;
+}
+
+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 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;
+ }
+}
+
+bool OpenGLGraphicsManager::showMouse(bool visible) {
+ bool last = _cursorVisible;
+ _cursorVisible = visible;
+ return last;
+}
+
+void OpenGLGraphicsManager::warpMouse(int x, int y) {
+ int16 currentX = _cursorX;
+ int16 currentY = _cursorY;
+ adjustMousePosition(currentX, currentY);
+
+ // Check whether the (virtual) coordinate actually changed. If not, then
+ // simply do nothing. This avoids ugly "jittering" due to the actual
+ // output screen having a bigger resolution than the virtual coordinates.
+ if (currentX == x && currentY == y) {
+ return;
+ }
+
+ // Scale the virtual coordinates into actual physical coordinates.
+ if (_overlayVisible) {
+ if (!_overlay) {
+ return;
+ }
+
+ // It might be confusing that we actually have to handle something
+ // here when the overlay is visible. This is because for very small
+ // resolutions we have a minimal overlay size and have to adjust
+ // for that.
+ x = (x * _outputScreenWidth) / _overlay->getWidth();
+ y = (y * _outputScreenHeight) / _overlay->getHeight();
+ } else {
+ if (!_gameScreen) {
+ return;
+ }
+
+ x = (x * _displayWidth) / _gameScreen->getWidth();
+ y = (y * _displayHeight) / _gameScreen->getHeight();
+
+ x += _displayX;
+ y += _displayY;
+ }
+
+ setMousePosition(x, y);
+ setInternalMousePosition(x, y);
+}
+
+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;
+
+ if (inputFormat.bytesPerPixel == 1) {
+ // In case this is not supported this is a serious programming
+ // error and the assert a bit below will trigger!
+ const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType);
+ assert(supported);
+ _cursor = new TextureCLUT8(glIntFormat, glFormat, glType, _defaultFormatAlpha);
+ } else {
+ // Try to use the format specified as input directly. We can only
+ // do so when it actually has alpha bits.
+ if (inputFormat.aBits() != 0 && getGLPixelFormat(inputFormat, glIntFormat, glFormat, glType)) {
+ _cursor = new Texture(glIntFormat, glFormat, glType, inputFormat);
+ }
+
+ // Otherwise fall back to the default alpha format.
+ if (!_cursor) {
+ const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType);
+ assert(supported);
+ _cursor = new Texture(glIntFormat, glFormat, glType, _defaultFormatAlpha);
+ }
+ }
+
+ assert(_cursor);
+ _cursor->enableLinearFiltering(_currentState.graphicsMode == GFX_LINEAR);
+ }
+
+ _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;
+
+ // In case the actual cursor format differs from the requested format
+ // we will need to convert the format. This might be the case because
+ // the cursor format does not have any alpha bits.
+ if (dst->format != inputFormat) {
+ 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();
+ }
+
+ // Update the scaling.
+ 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) {
+}
+
+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) {
+ assert(_gameScreen->hasPalette());
+
+ memcpy(colors, _gamePalette + start * 3, num * 3);
+}
+
+void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) {
+ _outputScreenWidth = width;
+ _outputScreenHeight = height;
+
+ // Setup coordinates system.
+ GLCALL(glViewport(0, 0, _outputScreenWidth, _outputScreenHeight));
+
+ GLCALL(glMatrixMode(GL_PROJECTION));
+ GLCALL(glLoadIdentity());
+#ifdef USE_GLES
+ GLCALL(glOrthof(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
+#else
+ GLCALL(glOrtho(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
+#endif
+ GLCALL(glMatrixMode(GL_MODELVIEW));
+ GLCALL(glLoadIdentity());
+
+ // 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.
+ const uint overlayWidth = MAX<uint>(width, 256);
+ const uint overlayHeight = MAX<uint>(height, 200);
+
+ if (!_overlay || _overlay->getFormat() != _defaultFormatAlpha) {
+ delete _overlay;
+ _overlay = nullptr;
+
+ GLenum glIntFormat, glFormat, glType;
+ const bool supported = getGLPixelFormat(_defaultFormatAlpha, glIntFormat, glFormat, glType);
+ assert(supported);
+ _overlay = new Texture(glIntFormat, glFormat, glType, _defaultFormatAlpha);
+ _overlay->enableLinearFiltering(_currentState.graphicsMode == GFX_LINEAR);
+ }
+ _overlay->allocate(overlayWidth, overlayHeight);
+ _overlay->fill(0);
+
+ // Re-setup the scaling for the screen and cursor
+ recalculateDisplayArea();
+ recalculateCursorScaling();
+
+ // Something changed, so update the screen change ID.
+ ++_screenChangeID;
+}
+
+void OpenGLGraphicsManager::notifyContextChange(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha) {
+ // Initialize all extensions.
+ initializeGLExtensions();
+
+ // Disable 3D properties.
+ GLCALL(glDisable(GL_CULL_FACE));
+ GLCALL(glDisable(GL_DEPTH_TEST));
+ GLCALL(glDisable(GL_LIGHTING));
+ GLCALL(glDisable(GL_FOG));
+ GLCALL(glDisable(GL_DITHER));
+ GLCALL(glShadeModel(GL_FLAT));
+ GLCALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));
+
+ // Default to black as clear color.
+ GLCALL(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
+ GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
+
+ // Setup alpha blend (for overlay and cursor).
+ GLCALL(glEnable(GL_BLEND));
+ GLCALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
+
+ // Enable rendering with vertex and coord arrays.
+ GLCALL(glEnableClientState(GL_VERTEX_ARRAY));
+ GLCALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
+
+ GLCALL(glEnable(GL_TEXTURE_2D));
+
+ // Refresh the output screen dimensions if some are set up.
+ if (_outputScreenWidth != 0 && _outputScreenHeight != 0) {
+ setActualScreenSize(_outputScreenWidth, _outputScreenHeight);
+ }
+
+ // 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->recreateInternalTexture();
+ }
+
+ if (_overlay) {
+ _overlay->recreateInternalTexture();
+ }
+
+ if (_cursor) {
+ _cursor->recreateInternalTexture();
+ }
+}
+
+void OpenGLGraphicsManager::adjustMousePosition(int16 &x, int16 &y) {
+ if (_overlayVisible) {
+ // It might be confusing that we actually have to handle something
+ // here when the overlay is visible. This is because for very small
+ // resolutions we have a minimal overlay size and have to adjust
+ // for that.
+ if (_overlay) {
+ x = (x * _overlay->getWidth()) / _outputScreenWidth;
+ y = (y * _overlay->getHeight()) / _outputScreenHeight;
+ }
+ } else if (_gameScreen) {
+ x -= _displayX;
+ y -= _displayY;
+
+ const int16 width = _gameScreen->getWidth();
+ const int16 height = _gameScreen->getHeight();
+
+ x = (x * width) / _displayWidth;
+ y = (y * height) / _displayHeight;
+
+ // Make sure we only supply valid coordinates.
+ x = CLIP<int16>(x, 0, width - 1);
+ y = CLIP<int16>(y, 0, height - 1);
+ }
+}
+
+bool OpenGLGraphicsManager::getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const {
+ 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;
+ } 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;
+#ifndef USE_GLES
+ } else if (pixelFormat == Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0)) { // RGB555
+ // GL_BGRA does not exist in every GLES implementation so should not be configured if
+ // USE_GLES is set.
+ glIntFormat = GL_RGB;
+ glFormat = GL_BGRA;
+ glType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ return true;
+ } else if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 16, 8, 0, 24)) { // ARGB8888
+ glIntFormat = GL_RGBA;
+ glFormat = GL_BGRA;
+ glType = GL_UNSIGNED_INT_8_8_8_8_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;
+ } 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;
+ } 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_BGR;
+ glType = GL_UNSIGNED_SHORT_5_6_5;
+ 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
+ } else {
+ return false;
+ }
+}
+
+frac_t OpenGLGraphicsManager::getDesiredGameScreenAspect() const {
+ const uint width = _currentState.gameWidth;
+ const uint height = _currentState.gameHeight;
+
+ if (_currentState.aspectRatioCorrection) {
+ // 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.
+ if ((width == 320 && height == 200) || (width == 640 && height == 400)) {
+ return intToFrac(4) / 3;
+ }
+ }
+
+ return intToFrac(width) / height;
+}
+
+void OpenGLGraphicsManager::recalculateDisplayArea() {
+ if (!_gameScreen || _outputScreenHeight == 0) {
+ return;
+ }
+
+ const frac_t outputAspect = intToFrac(_outputScreenWidth) / _outputScreenHeight;
+ const frac_t desiredAspect = getDesiredGameScreenAspect();
+
+ _displayWidth = _outputScreenWidth;
+ _displayHeight = _outputScreenHeight;
+
+ // Adjust one dimension for mantaining the aspect ratio.
+ if (outputAspect < desiredAspect) {
+ _displayHeight = intToFrac(_displayWidth) / desiredAspect;
+ } else if (outputAspect > desiredAspect) {
+ _displayWidth = fracToInt(_displayHeight * desiredAspect);
+ }
+
+ // We center the screen in the middle for now.
+ _displayX = (_outputScreenWidth - _displayWidth ) / 2;
+ _displayY = (_outputScreenHeight - _displayHeight) / 2;
+}
+
+void OpenGLGraphicsManager::updateCursorPalette() {
+ if (!_cursor || !_cursor->hasPalette()) {
+ return;
+ }
+
+ if (_cursorPaletteEnabled) {
+ _cursor->setPalette(0, 256, _cursorPalette);
+ } else {
+ _cursor->setPalette(0, 256, _gamePalette);
+ }
+
+ // We remove all alpha bits from the palette entry of the color key.
+ // This makes sure its properly handled as color key.
+ const Graphics::PixelFormat &hardwareFormat = _cursor->getHardwareFormat();
+ const uint32 aMask = (0xFF >> hardwareFormat.aLoss) << hardwareFormat.aShift;
+
+ if (hardwareFormat.bytesPerPixel == 2) {
+ uint16 *palette = (uint16 *)_cursor->getPalette() + _cursorKeyColor;
+ *palette &= ~aMask;
+ } else if (hardwareFormat.bytesPerPixel == 4) {
+ uint32 *palette = (uint32 *)_cursor->getPalette() + _cursorKeyColor;
+ *palette &= ~aMask;
+ } else {
+ warning("OpenGLGraphicsManager::updateCursorPalette: Unsupported pixel depth %d", hardwareFormat.bytesPerPixel);
+ }
+}
+
+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 uint screenScaleFactorX = _displayWidth * 10000 / _gameScreen->getWidth();
+ const uint screenScaleFactorY = _displayHeight * 10000 / _gameScreen->getHeight();
+
+ _cursorHotspotXScaled = (_cursorHotspotXScaled * screenScaleFactorX) / 10000;
+ _cursorWidthScaled = (_cursorWidthScaled * screenScaleFactorX) / 10000;
+
+ _cursorHotspotYScaled = (_cursorHotspotYScaled * screenScaleFactorY) / 10000;
+ _cursorHeightScaled = (_cursorHeightScaled * screenScaleFactorY) / 10000;
+ }
+}
+
+} // End of namespace OpenGL