aboutsummaryrefslogtreecommitdiff
path: root/backends/graphics/opengl/opengl-graphics.cpp
diff options
context:
space:
mode:
authorAlejandro Marzini2010-07-24 05:54:51 +0000
committerAlejandro Marzini2010-07-24 05:54:51 +0000
commitb89412d7e4a8473292a041f0fe6519ccd2d06621 (patch)
treeb2c943dde353a6de1ba7a6870d69a32a4a5c2fc3 /backends/graphics/opengl/opengl-graphics.cpp
parentbbdb87a83151e1fdf6770523f0a90fe825e88965 (diff)
downloadscummvm-rg350-b89412d7e4a8473292a041f0fe6519ccd2d06621.tar.gz
scummvm-rg350-b89412d7e4a8473292a041f0fe6519ccd2d06621.tar.bz2
scummvm-rg350-b89412d7e4a8473292a041f0fe6519ccd2d06621.zip
OPENGL: Redesign blitting system. Add basics for aspect correction.
Removed the extra surface in GLTexture. Now there are copies of the texture data in their original format (so engine can get the original data when lockScreen or grabOverlay is called). This copies will be updated when the engine calls a function that modifies the game screen/overlay, and the textures will be marked as dirty. When updating screen, the textures will be updated from the copies data if they are dirty. svn-id: r51234
Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp347
1 files changed, 273 insertions, 74 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 5bb496d1ba..6ba4fed474 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -33,20 +33,20 @@
OpenGLGraphicsManager::OpenGLGraphicsManager()
:
_gameTexture(0), _overlayTexture(0), _cursorTexture(0),
- _screenChangeCount(0),
+ _screenChangeCount(0), _screenNeedsRedraw(false),
_currentShakePos(0), _newShakePos(0),
- _overlayVisible(false),
+ _overlayVisible(false), _overlayNeedsRedraw(false),
_transactionMode(kTransactionNone),
_cursorNeedsRedraw(false), _cursorPaletteDisabled(true),
- _cursorVisible(false), _cursorData(0), _cursorKeyColor(0),
+ _cursorVisible(false), _cursorKeyColor(0),
_cursorTargetScale(1) {
memset(&_oldVideoMode, 0, sizeof(_oldVideoMode));
memset(&_videoMode, 0, sizeof(_videoMode));
memset(&_transactionDetails, 0, sizeof(_transactionDetails));
- _videoMode.mode = OpenGL::GFX_NORMAL;
- _videoMode.scaleFactor = 1;
+ _videoMode.mode = OpenGL::GFX_DOUBLESIZE;
+ _videoMode.scaleFactor = 2;
_videoMode.fullscreen = false;
_videoMode.antialiasing = false;
@@ -64,8 +64,6 @@ OpenGLGraphicsManager::~OpenGLGraphicsManager() {
free(_gamePalette);
free(_cursorPalette);
- if (_cursorData != NULL)
- free(_cursorData);
if (_gameTexture != NULL)
delete _gameTexture;
@@ -80,11 +78,19 @@ OpenGLGraphicsManager::~OpenGLGraphicsManager() {
//
bool OpenGLGraphicsManager::hasFeature(OSystem::Feature f) {
- return (f == OSystem::kFeatureCursorHasPalette);
+ return
+ (f == OSystem::kFeatureAspectRatioCorrection) ||
+ (f == OSystem::kFeatureCursorHasPalette);
}
void OpenGLGraphicsManager::setFeatureState(OSystem::Feature f, bool enable) {
-
+ switch (f) {
+ case OSystem::kFeatureAspectRatioCorrection:
+ setAspectRatioCorrection(enable ? -1 : 0);
+ break;
+ default:
+ break;
+ }
}
bool OpenGLGraphicsManager::getFeatureState(OSystem::Feature f) {
@@ -225,10 +231,10 @@ OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
errors |= OSystem::kTransactionFullscreenFailed;
_videoMode.fullscreen = _oldVideoMode.fullscreen;
- /*} else if (_videoMode.aspectRatioCorrection != _oldVideoMode.aspectRatioCorrection) {
+ } else if (_videoMode.aspectRatioCorrection != _oldVideoMode.aspectRatioCorrection) {
errors |= OSystem::kTransactionAspectRatioFailed;
- _videoMode.aspectRatioCorrection = _oldVideoMode.aspectRatioCorrection;*/
+ _videoMode.aspectRatioCorrection = _oldVideoMode.aspectRatioCorrection;
} else if (_videoMode.mode != _oldVideoMode.mode) {
errors |= OSystem::kTransactionModeSwitchFailed;
@@ -251,7 +257,7 @@ OSystem::TransactionError OpenGLGraphicsManager::endGFXTransaction() {
}
if (_videoMode.fullscreen == _oldVideoMode.fullscreen &&
- //_videoMode.aspectRatioCorrection == _oldVideoMode.aspectRatioCorrection &&
+ _videoMode.aspectRatioCorrection == _oldVideoMode.aspectRatioCorrection &&
_videoMode.mode == _oldVideoMode.mode &&
_videoMode.screenWidth == _oldVideoMode.screenWidth &&
_videoMode.screenHeight == _oldVideoMode.screenHeight) {
@@ -310,6 +316,8 @@ void OpenGLGraphicsManager::setPalette(const byte *colors, uint start, uint num)
// Save the screen palette
memcpy(_gamePalette + start * 4, colors, num * 4);
+ _screenNeedsRedraw = true;
+
if (_cursorPaletteDisabled)
_cursorNeedsRedraw = true;
}
@@ -326,45 +334,65 @@ void OpenGLGraphicsManager::grabPalette(byte *colors, uint start, uint num) {
}
void OpenGLGraphicsManager::copyRectToScreen(const byte *buf, int pitch, int x, int y, int w, int h) {
- if (_screenFormat == Graphics::PixelFormat::createFormatCLUT8()) {
- // Create a temporary RGBA888 surface
- byte *surface = new byte[w * h * 3];
-
- // Convert the paletted buffer to RGBA888
- const byte *src = buf;
- byte *dst = surface;
- for (int i = 0; i < h; i++) {
- for (int j = 0; j < w; j++) {
- dst[0] = _gamePalette[src[j] * 4];
- dst[1] = _gamePalette[src[j] * 4 + 1];
- dst[2] = _gamePalette[src[j] * 4 + 2];
- dst += 3;
- }
- src += pitch;
- }
-
- // Update the texture
- _gameTexture->updateBuffer(surface, w * 3, x, y, w, h);
+ assert(x >= 0 && x < _screenData.w);
+ assert(y >= 0 && y < _screenData.h);
+ assert(h > 0 && y + h <= _screenData.h);
+ assert(w > 0 && x + w <= _screenData.w);
+
+ // Copy buffer data to game screen internal buffer
+ const byte *src = buf;
+ byte *dst = (byte *)_screenData.pixels + y * _screenData.pitch;
+ for (int i = 0; i < h; i++) {
+ memcpy(dst + x * _screenData.bytesPerPixel, src, w * _screenData.bytesPerPixel);
+ src += pitch;
+ dst += _screenData.pitch;
+ }
- // Free the temp surface
- delete[] surface;
- } else
- _gameTexture->updateBuffer(buf, pitch, x, y, w, h);
+ if (!_screenNeedsRedraw) {
+ const Common::Rect dirtyRect(x, y, x + w, y + h);
+ _screenDirtyRect.extend(dirtyRect);
+ }
}
Graphics::Surface *OpenGLGraphicsManager::lockScreen() {
- return _gameTexture->getSurface();
+ return &_screenData;
}
void OpenGLGraphicsManager::unlockScreen() {
- _gameTexture->refreshBuffer();
+ _screenNeedsRedraw = true;
}
void OpenGLGraphicsManager::fillScreen(uint32 col) {
if (_gameTexture == NULL)
return;
- _gameTexture->fillBuffer(col);
+ if (_screenFormat.bytesPerPixel == 1) {
+ memset(_screenData.pixels, col, _screenData.h * _screenData.pitch);
+ } else if (_screenFormat.bytesPerPixel == 2) {
+ uint16 *pixels = (uint16 *)_screenData.pixels;
+ uint16 col16 = (uint16)col;
+ for (int i = 0; i < _screenData.w * _screenData.h; i++) {
+ pixels[i] = col16;
+ }
+ } else if (_screenFormat.bytesPerPixel == 3) {
+ uint8 *pixels = (uint8 *)_screenData.pixels;
+ byte r = (col >> 16) & 0xFF;
+ byte g = (col >> 8) & 0xFF;
+ byte b = col & 0xFF;
+ for (int i = 0; i < _screenData.w * _screenData.h; i++) {
+ pixels[0] = r;
+ pixels[1] = g;
+ pixels[2] = b;
+ pixels += 3;
+ }
+ } else if (_screenFormat.bytesPerPixel == 4) {
+ uint32 *pixels = (uint32 *)_screenData.pixels;
+ for (int i = 0; i < _screenData.w * _screenData.h; i++) {
+ pixels[i] = col;
+ }
+ }
+
+ _screenNeedsRedraw = true;
}
void OpenGLGraphicsManager::updateScreen() {
@@ -392,13 +420,23 @@ void OpenGLGraphicsManager::clearFocusRectangle() {
void OpenGLGraphicsManager::showOverlay() {
assert (_transactionMode == kTransactionNone);
+ if (_overlayVisible)
+ return;
+
_overlayVisible = true;
+
+ clearOverlay();
}
void OpenGLGraphicsManager::hideOverlay() {
assert (_transactionMode == kTransactionNone);
+ if (!_overlayVisible)
+ return;
+
_overlayVisible = false;
+
+ clearOverlay();
}
Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
@@ -406,21 +444,18 @@ Graphics::PixelFormat OpenGLGraphicsManager::getOverlayFormat() const {
}
void OpenGLGraphicsManager::clearOverlay() {
- _overlayTexture->fillBuffer(0);
+ memset(_overlayData.pixels, 0, _overlayData.h * _overlayData.pitch);
+ _overlayNeedsRedraw = true;
}
void OpenGLGraphicsManager::grabOverlay(OverlayColor *buf, int pitch) {
- const Graphics::Surface *surface = _overlayTexture->getSurface();
- assert(surface->bytesPerPixel == sizeof(buf[0]));
- uint w = _overlayTexture->getWidth();
- uint h = _overlayTexture->getHeight();
- const byte *src = (byte *)surface->pixels;
- do {
- //memset(buf, 0, w * sizeof(buf[0]));
- memcpy(buf, src, w * sizeof(buf[0]));
+ assert(_overlayData.bytesPerPixel == sizeof(buf[0]));
+ const byte *src = (byte *)_overlayData.pixels;
+ for (int i = 0; i < _overlayData.h; i++) {
+ memcpy(buf, src, _overlayData.pitch);
buf += pitch;
- src += surface->pitch;
- } while (--h);
+ src += _overlayData.pitch;
+ }
}
void OpenGLGraphicsManager::copyRectToOverlay(const OverlayColor *buf, int pitch, int x, int y, int w, int h) {
@@ -429,7 +464,40 @@ void OpenGLGraphicsManager::copyRectToOverlay(const OverlayColor *buf, int pitch
if (_overlayTexture == NULL)
return;
- _overlayTexture->updateBuffer(buf, pitch * sizeof(buf[0]), x, y, w, h);
+ // Clip the coordinates
+ if (x < 0) {
+ w += x;
+ buf -= x;
+ x = 0;
+ }
+
+ if (y < 0) {
+ h += y; buf -= y * pitch;
+ y = 0;
+ }
+
+ if (w > _overlayData.w - x)
+ w = _overlayData.w - x;
+
+ if (h > _overlayData.h - y)
+ h = _overlayData.h - y;
+
+ if (w <= 0 || h <= 0)
+ return;
+
+ // Copy buffer data to internal overlay surface
+ const byte *src = (byte *)buf;
+ byte *dst = (byte *)_overlayData.pixels + y * _overlayData.pitch;
+ for (int i = 0; i < h; i++) {
+ memcpy(dst + x * _overlayData.bytesPerPixel, src, w * _overlayData.bytesPerPixel);
+ src += pitch * sizeof(buf[0]);
+ dst += _overlayData.pitch;
+ }
+
+ if (!_overlayNeedsRedraw) {
+ const Common::Rect dirtyRect(x, y, x + w, y + h);
+ _overlayDirtyRect.extend(dirtyRect);
+ }
}
int16 OpenGLGraphicsManager::getOverlayHeight() {
@@ -474,9 +542,8 @@ void OpenGLGraphicsManager::setMouseCursor(const byte *buf, uint w, uint h, int
#endif
// Save cursor data
- free(_cursorData);
- _cursorData = (byte *)malloc(w * h * _cursorFormat.bytesPerPixel);
- memcpy(_cursorData, buf, w * h * _cursorFormat.bytesPerPixel);
+ _cursorData.create(w, h, _cursorFormat.bytesPerPixel);
+ memcpy(_cursorData.pixels, buf, h * _cursorData.pitch);
// Set cursor info
_cursorState.w = w;
@@ -503,10 +570,106 @@ void OpenGLGraphicsManager::disableCursorPalette(bool disable) {
_cursorNeedsRedraw = true;
}
+//
+// Misc
+//
+
+void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) {
+
+}
+
+//
+// Intern
+//
+
+void OpenGLGraphicsManager::refreshGameScreen() {
+ if (_screenNeedsRedraw)
+ _screenDirtyRect = Common::Rect(0, 0, _screenData.w, _screenData.h);
+
+ int x = _screenDirtyRect.left;
+ int y = _screenDirtyRect.top;
+ int w = _screenDirtyRect.width();
+ int h = _screenDirtyRect.height();
+
+ if (_screenData.bytesPerPixel == 1) {
+ // Create a temporary RGB888 surface
+ byte *surface = new byte[w * h * 3];
+
+ // Convert the paletted buffer to RGB888
+ const byte *src = (byte *)_screenData.pixels + y * _screenData.pitch;
+ src += x * _screenData.bytesPerPixel;
+ byte *dst = surface;
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ dst[0] = _gamePalette[src[j] * 4];
+ dst[1] = _gamePalette[src[j] * 4 + 1];
+ dst[2] = _gamePalette[src[j] * 4 + 2];
+ dst += 3;
+ }
+ src += _screenData.pitch;
+ }
+
+ // Update the texture
+ _gameTexture->updateBuffer(surface, w * 3, x, y, w, h);
+
+ // Free the temp surface
+ delete[] surface;
+ } else {
+ // Update the texture
+ _gameTexture->updateBuffer((byte *)_screenData.pixels + y * _screenData.pitch +
+ x * _screenData.bytesPerPixel, _screenData.pitch, x, y, w, h);
+ }
+
+ _screenNeedsRedraw = false;
+ _screenDirtyRect = Common::Rect();
+}
+
+void OpenGLGraphicsManager::refreshOverlay() {
+ if (_overlayNeedsRedraw)
+ _overlayDirtyRect = Common::Rect(0, 0, _overlayData.w, _overlayData.h);
+
+ int x = _overlayDirtyRect.left;
+ int y = _overlayDirtyRect.top;
+ int w = _overlayDirtyRect.width();
+ int h = _overlayDirtyRect.height();
+
+ if (_overlayData.bytesPerPixel == 1) {
+ // Create a temporary RGB888 surface
+ byte *surface = new byte[w * h * 3];
+
+ // Convert the paletted buffer to RGB888
+ const byte *src = (byte *)_overlayData.pixels + y * _overlayData.pitch;
+ src += x * _overlayData.bytesPerPixel;
+ byte *dst = surface;
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ dst[0] = _gamePalette[src[j] * 4];
+ dst[1] = _gamePalette[src[j] * 4 + 1];
+ dst[2] = _gamePalette[src[j] * 4 + 2];
+ dst += 3;
+ }
+ src += _screenData.pitch;
+ }
+
+ // Update the texture
+ _overlayTexture->updateBuffer(surface, w * 3, x, y, w, h);
+
+ // Free the temp surface
+ delete[] surface;
+ } else {
+ // Update the texture
+ _overlayTexture->updateBuffer((byte *)_overlayData.pixels + y * _overlayData.pitch +
+ x * _overlayData.bytesPerPixel, _overlayData.pitch, x, y, w, h);
+ }
+
+ _overlayNeedsRedraw = false;
+ _overlayDirtyRect = Common::Rect();
+}
+
void OpenGLGraphicsManager::refreshCursor() {
_cursorNeedsRedraw = false;
- if (_cursorFormat == Graphics::PixelFormat::createFormatCLUT8()) {
+ if (_cursorFormat.bytesPerPixel == 1) {
// Create a temporary RGBA8888 surface
byte *surface = new byte[_cursorState.w * _cursorState.h * 4];
memset(surface, 0, _cursorState.w * _cursorState.h * 4);
@@ -519,13 +682,14 @@ void OpenGLGraphicsManager::refreshCursor() {
palette = _cursorPalette;
// Convert the paletted cursor to RGBA8888
+ const byte *src = (byte *)_cursorData.pixels;
byte *dst = surface;
for (int i = 0; i < _cursorState.w * _cursorState.h; i++) {
// Check for keycolor
- if (_cursorData[i] != _cursorKeyColor) {
- dst[0] = palette[_cursorData[i] * 4];
- dst[1] = palette[_cursorData[i] * 4 + 1];
- dst[2] = palette[_cursorData[i] * 4 + 2];
+ if (src[i] != _cursorKeyColor) {
+ dst[0] = palette[src[i] * 4];
+ dst[1] = palette[src[i] * 4 + 1];
+ dst[2] = palette[src[i] * 4 + 2];
dst[3] = 255;
}
dst += 4;
@@ -542,18 +706,6 @@ void OpenGLGraphicsManager::refreshCursor() {
}
}
-//
-// Misc
-//
-
-void OpenGLGraphicsManager::displayMessageOnOSD(const char *msg) {
-
-}
-
-//
-// Intern
-//
-
void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat, byte &bpp, GLenum &glFormat, GLenum &gltype) {
if (pixelFormat == Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) { // RGBA8888
bpp = 4;
@@ -575,13 +727,14 @@ void OpenGLGraphicsManager::getGLPixelFormat(Graphics::PixelFormat pixelFormat,
bpp = 2;
glFormat = GL_RGBA;
gltype = GL_UNSIGNED_SHORT_4_4_4_4;
- } else if (pixelFormat == Graphics::PixelFormat::createFormatCLUT8()) { // CLUT8
- // If uses a palette, create as RGBA888, then convert
+ } else if (pixelFormat.bytesPerPixel == 1) { // CLUT8
+ // If uses a palette, create texture as RGB888. The pixel data will be converted
+ // later.
bpp = 3;
glFormat = GL_RGB;
gltype = GL_UNSIGNED_BYTE;
} else {
- error("Not supported format");
+ error("Pixel format not supported");
}
}
@@ -590,16 +743,29 @@ void OpenGLGraphicsManager::internUpdateScreen() {
glClear(GL_COLOR_BUFFER_BIT); CHECK_GL_ERROR();
// Draw the game screen
+ if (_screenNeedsRedraw || !_screenDirtyRect.isEmpty())
+ // Refresh texture if dirty
+ refreshGameScreen();
+
_gameTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
// Draw the overlay
- if (_overlayVisible)
+ if (_overlayVisible) {
+
+ // Refresh texture if dirty
+ if (_overlayNeedsRedraw || !_overlayDirtyRect.isEmpty())
+ refreshOverlay();
+
_overlayTexture->drawTexture(0, 0, _videoMode.hardwareWidth, _videoMode.hardwareHeight);
+ }
// Draw the cursor
if (_cursorVisible) {
+
+ // Refresh texture if dirty
if (_cursorNeedsRedraw)
refreshCursor();
+
_cursorTexture->drawTexture(_cursorState.x - _cursorState.hotX,
_cursorState.y - _cursorState.hotY, _cursorState.w, _cursorState.h);
}
@@ -640,6 +806,11 @@ void OpenGLGraphicsManager::initGL() {
}
void OpenGLGraphicsManager::loadTextures() {
+#ifdef USE_RGB_COLOR
+ if (_transactionDetails.formatChanged && _gameTexture)
+ delete _gameTexture;
+#endif
+
if (!_gameTexture) {
byte bpp;
GLenum format;
@@ -679,6 +850,21 @@ void OpenGLGraphicsManager::loadTextures() {
_gameTexture->allocBuffer(_videoMode.screenWidth, _videoMode.screenHeight);
_overlayTexture->allocBuffer(_videoMode.overlayWidth, _videoMode.overlayHeight);
_cursorTexture->allocBuffer(_cursorState.w, _cursorState.h);
+
+ if (_transactionDetails.formatChanged ||
+ _oldVideoMode.screenWidth != _videoMode.screenWidth ||
+ _oldVideoMode.screenHeight != _videoMode.screenHeight)
+ _screenData.create(_videoMode.screenWidth, _videoMode.screenHeight,
+ _screenFormat.bytesPerPixel);
+
+ if (_oldVideoMode.overlayWidth != _videoMode.overlayWidth ||
+ _oldVideoMode.overlayHeight != _videoMode.overlayHeight)
+ _overlayData.create(_videoMode.overlayWidth, _videoMode.overlayHeight,
+ _overlayFormat.bytesPerPixel);
+
+ _screenNeedsRedraw = true;
+ _overlayNeedsRedraw = true;
+ _cursorNeedsRedraw = true;
}
bool OpenGLGraphicsManager::loadGFXMode() {
@@ -705,6 +891,19 @@ void OpenGLGraphicsManager::setScale(int newScale) {
_transactionDetails.sizeChanged = true;
}
+void OpenGLGraphicsManager::setAspectRatioCorrection(int ratio) {
+ if (_oldVideoMode.setup && _oldVideoMode.aspectRatioCorrection == ratio)
+ return;
+
+ if (_transactionMode == kTransactionActive) {
+ if (ratio == -1)
+ _videoMode.aspectRatioCorrection = (_videoMode.aspectRatioCorrection + 1) % 4;
+ else
+ _videoMode.aspectRatioCorrection = ratio;
+ _transactionDetails.needHotswap = true;
+ }
+}
+
void OpenGLGraphicsManager::adjustMouseEvent(const Common::Event &event) {
if (!event.synthetic) {
Common::Event newEvent(event);