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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.h
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.
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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.
+ *
+ */
+
+#ifndef BACKENDS_GRAPHICS_OPENGL_OPENGL_GRAPHICS_H
+#define BACKENDS_GRAPHICS_OPENGL_OPENGL_GRAPHICS_H
+
+#include "backends/graphics/opengl/opengl-sys.h"
+#include "backends/graphics/graphics.h"
+
+#include "common/frac.h"
+
+namespace OpenGL {
+
+class Texture;
+
+enum {
+ GFX_LINEAR = 0,
+ GFX_NEAREST = 1
+};
+
+class OpenGLGraphicsManager : public GraphicsManager {
+public:
+ OpenGLGraphicsManager();
+ virtual ~OpenGLGraphicsManager();
+
+ // GraphicsManager API
+ virtual bool hasFeature(OSystem::Feature f);
+ virtual void setFeatureState(OSystem::Feature f, bool enable);
+ virtual bool getFeatureState(OSystem::Feature f);
+
+ virtual const OSystem::GraphicsMode *getSupportedGraphicsModes() const;
+ virtual int getDefaultGraphicsMode() const;
+ virtual bool setGraphicsMode(int mode);
+ virtual int getGraphicsMode() const;
+
+ virtual void resetGraphicsScale() {}
+
+#ifdef USE_RGB_COLOR
+ virtual Graphics::PixelFormat getScreenFormat() const;
+ virtual Common::List<Graphics::PixelFormat> getSupportedFormats() const = 0;
+#endif
+
+ virtual void beginGFXTransaction();
+ virtual OSystem::TransactionError endGFXTransaction();
+
+ virtual int getScreenChangeID() const;
+
+ virtual void initSize(uint width, uint height, const Graphics::PixelFormat *format);
+
+ virtual int16 getWidth();
+ virtual int16 getHeight();
+
+ virtual void copyRectToScreen(const void *buf, int pitch, int x, int y, int w, int h);
+ virtual void fillScreen(uint32 col);
+
+ virtual void setShakePos(int shakeOffset);
+
+ virtual void updateScreen();
+
+ virtual Graphics::Surface *lockScreen();
+ virtual void unlockScreen();
+
+ virtual void setFocusRectangle(const Common::Rect& rect);
+ virtual void clearFocusRectangle();
+
+ virtual int16 getOverlayWidth();
+ virtual int16 getOverlayHeight();
+
+ virtual void showOverlay();
+ virtual void hideOverlay();
+
+ virtual Graphics::PixelFormat getOverlayFormat() const;
+
+ virtual void copyRectToOverlay(const void *buf, int pitch, int x, int y, int w, int h);
+ virtual void clearOverlay();
+ virtual void grabOverlay(void *buf, int pitch);
+
+ virtual bool showMouse(bool visible);
+ virtual void warpMouse(int x, int y);
+ virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format);
+ virtual void setCursorPalette(const byte *colors, uint start, uint num);
+
+ virtual void displayMessageOnOSD(const char *msg);
+
+ // PaletteManager interface
+ virtual void setPalette(const byte *colors, uint start, uint num);
+ virtual void grabPalette(byte *colors, uint start, uint num);
+
+protected:
+ /**
+ * Set up the actual screen size available for the OpenGL code to do any
+ * drawing.
+ *
+ * @param width The width of the screen.
+ * @param height The height of the screen.
+ */
+ void setActualScreenSize(uint width, uint height);
+
+ /**
+ * Notify the manager of a OpenGL context change. This should be the first
+ * thing to call when you create an OpenGL (ES) context!
+ *
+ * @param defaultFormat The new default format for the game screen
+ * (this is used for the CLUT8 game screens).
+ * @param defaultFromatAlpha The new default format with an alpha channel
+ * (this is used for the overlay and cursor).
+ */
+ void notifyContextChange(const Graphics::PixelFormat &defaultFormat, const Graphics::PixelFormat &defaultFormatAlpha);
+
+ /**
+ * Adjust the physical mouse coordinates according to the currently visible screen.
+ */
+ void adjustMousePosition(int16 &x, int16 &y);
+
+ /**
+ * Set up the mouse position for graphics output.
+ *
+ * @param x X coordinate in physical coordinates.
+ * @param y Y coordinate in physical coordinates.
+ */
+ void setMousePosition(int x, int y) { _cursorX = x; _cursorY = y; }
+
+ /**
+ * Set up the mouse position for the (event) system.
+ *
+ * @param x X coordinate in physical coordinates.
+ * @param y Y coordinate in physical coordinates.
+ */
+ virtual void setInternalMousePosition(int x, int y) = 0;
+
+private:
+ //
+ // Transaction support
+ //
+ struct VideoState {
+ VideoState() : valid(false), gameWidth(0), gameHeight(0),
+#ifdef USE_RGB_COLOR
+ gameFormat(),
+#endif
+ aspectRatioCorrection(false), graphicsMode(GFX_LINEAR) {
+ }
+
+ bool valid;
+
+ uint gameWidth, gameHeight;
+#ifdef USE_RGB_COLOR
+ Graphics::PixelFormat gameFormat;
+#endif
+ bool aspectRatioCorrection;
+ int graphicsMode;
+
+ bool operator==(const VideoState &right) {
+ return gameWidth == right.gameWidth && gameHeight == right.gameHeight
+#ifdef USE_RGB_COLOR
+ && gameFormat == right.gameFormat
+#endif
+ && aspectRatioCorrection == right.aspectRatioCorrection
+ && graphicsMode == right.graphicsMode;
+ }
+
+ bool operator!=(const VideoState &right) {
+ return !(*this == right);
+ }
+ };
+
+ /**
+ * The currently setup video state.
+ */
+ VideoState _currentState;
+
+ /**
+ * The old video state used when doing a transaction rollback.
+ */
+ VideoState _oldState;
+
+protected:
+ enum TransactionMode {
+ kTransactionNone = 0,
+ kTransactionActive = 1,
+ kTransactionRollback = 2
+ };
+
+ TransactionMode getTransactionMode() const { return _transactionMode; }
+
+private:
+ /**
+ * The current transaction mode.
+ */
+ TransactionMode _transactionMode;
+
+ /**
+ * The current screen change ID.
+ */
+ int _screenChangeID;
+
+protected:
+ /**
+ * Set up the requested video mode. This takes parameters which describe
+ * what resolution the game screen requests (this is possibly aspect ratio
+ * corrected!).
+ *
+ * A sub-class should take these parameters as hints. It might very well
+ * set up a mode which it thinks suites the situation best.
+ *
+ * @parma requestedWidth This is the requested actual game screen width.
+ * @param requestedHeight This is the requested actual game screen height.
+ * @param format This is the requested pixel format of the virtual game screen.
+ * @return true on success, false otherwise
+ */
+ virtual bool loadVideoMode(uint requestedWidth, uint requestedHeight, const Graphics::PixelFormat &format) = 0;
+
+private:
+ //
+ // OpenGL utilities
+ //
+
+ /**
+ * Try to determine the internal parameters for a given pixel format.
+ *
+ * @return true when the format can be used, false otherwise.
+ */
+ bool getGLPixelFormat(const Graphics::PixelFormat &pixelFormat, GLenum &glIntFormat, GLenum &glFormat, GLenum &glType) const;
+
+ //
+ // Actual hardware screen
+ //
+
+ /**
+ * The width of the physical output.
+ */
+ uint _outputScreenWidth;
+
+ /**
+ * The height of the physical output.
+ */
+ uint _outputScreenHeight;
+
+ /**
+ * @return The desired aspect of the game screen.
+ */
+ frac_t getDesiredGameScreenAspect() const;
+
+ /**
+ * Recalculates the area used to display the game screen.
+ */
+ void recalculateDisplayArea();
+
+ /**
+ * The X coordinate of the game screen.
+ */
+ uint _displayX;
+
+ /**
+ * The Y coordinate of the game screen.
+ */
+ uint _displayY;
+
+ /**
+ * The width of the game screen in physical coordinates.
+ */
+ uint _displayWidth;
+
+ /**
+ * The height of the game screen in physical coordinates.
+ */
+ uint _displayHeight;
+
+ /**
+ * The default pixel format of the backend.
+ */
+ Graphics::PixelFormat _defaultFormat;
+
+ /**
+ * The default pixel format with an alpha channel.
+ */
+ Graphics::PixelFormat _defaultFormatAlpha;
+
+ //
+ // Game screen
+ //
+
+ /**
+ * The virtual game screen.
+ */
+ Texture *_gameScreen;
+
+ /**
+ * The game palette if in CLUT8 mode.
+ */
+ byte _gamePalette[3 * 256];
+
+ /**
+ * The offset by which the screen is moved vertically.
+ */
+ int _gameScreenShakeOffset;
+
+ //
+ // Overlay
+ //
+
+ /**
+ * The overlay screen.
+ */
+ Texture *_overlay;
+
+ /**
+ * Whether the overlay is visible or not.
+ */
+ bool _overlayVisible;
+
+ //
+ // Cursor
+ //
+
+ /**
+ * Set up the correct cursor palette.
+ */
+ void updateCursorPalette();
+
+ /**
+ * The cursor image.
+ */
+ Texture *_cursor;
+
+ /**
+ * X coordinate of the cursor in phyiscal coordinates.
+ */
+ uint _cursorX;
+
+ /**
+ * Y coordinate of the cursor in physical coordinates.
+ */
+ uint _cursorY;
+
+ /**
+ * The X offset for the cursor hotspot in unscaled coordinates.
+ */
+ uint _cursorHotspotX;
+
+ /**
+ * The Y offset for the cursor hotspot in unscaled coordinates.
+ */
+ uint _cursorHotspotY;
+
+ /**
+ * Recalculate the cursor scaling. Scaling is always done according to
+ * the game screen.
+ */
+ void recalculateCursorScaling();
+
+ /**
+ * The X offset for the cursor hotspot in scaled coordinates.
+ */
+ uint _cursorHotspotXScaled;
+
+ /**
+ * The Y offset for the cursor hotspot in scaled coordinates.
+ */
+ uint _cursorHotspotYScaled;
+
+ /**
+ * The width of the cursor scaled coordinates.
+ */
+ uint _cursorWidthScaled;
+
+ /**
+ * The height of the cursor scaled coordinates.
+ */
+ uint _cursorHeightScaled;
+
+ /**
+ * The key color.
+ */
+ uint32 _cursorKeyColor;
+
+ /**
+ * Whether the cursor is actually visible.
+ */
+ bool _cursorVisible;
+
+ /**
+ * Whether no cursor scaling should be applied.
+ */
+ bool _cursorDontScale;
+
+ /**
+ * Whether the special cursor palette is enabled.
+ */
+ bool _cursorPaletteEnabled;
+
+ /**
+ * The special cursor palette in case enabled.
+ */
+ byte _cursorPalette[3 * 256];
+};
+
+} // End of namespace OpenGL
+
+#endif