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author | Max Horn | 2002-08-21 16:07:07 +0000 |
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committer | Max Horn | 2002-08-21 16:07:07 +0000 |
commit | ce46866403fdcc479cf9d67e4d430409b15dadc3 (patch) | |
tree | 75ebfaa1ed13f549959d76d3ce101c3e66f5451b /backends/sdl/fb2opengl.h | |
parent | 662256f25dbe43abf67077a804e225738765f009 (diff) | |
download | scummvm-rg350-ce46866403fdcc479cf9d67e4d430409b15dadc3.tar.gz scummvm-rg350-ce46866403fdcc479cf9d67e4d430409b15dadc3.tar.bz2 scummvm-rg350-ce46866403fdcc479cf9d67e4d430409b15dadc3.zip |
Initial revision
svn-id: r4785
Diffstat (limited to 'backends/sdl/fb2opengl.h')
-rw-r--r-- | backends/sdl/fb2opengl.h | 355 |
1 files changed, 355 insertions, 0 deletions
diff --git a/backends/sdl/fb2opengl.h b/backends/sdl/fb2opengl.h new file mode 100644 index 0000000000..39ab98ddc5 --- /dev/null +++ b/backends/sdl/fb2opengl.h @@ -0,0 +1,355 @@ +/* ScummVM - Scumm Interpreter + * Copyright (C) 2001 Ludvig Strigeus + * Copyright (C) 2001/2002 The ScummVM project + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + */ + +// FrameBuffer renderer in an OpenGL texture +// Andre Souza <asouza@olinux.com.br> + +#include <SDL.h> +#include <SDL_opengl.h> +#include <stdlib.h> +#include <string.h> + +// FLAGS +#define FB2GL_FS 1 // FULLSCREEN +#define FB2GL_RGBA 2 // Use RGBA (else use palette) +#define FB2GL_320 4 // 320x256 texture (else use 256x256) +#define FB2GL_AUDIO 8 // Activate SDL Audio +#define FB2GL_PITCH 16 // On fb2l_update, use pitch (else bytes per pixel) +#define FB2GL_EXPAND 32 // Create a RGB fb with the color lookup table + +// This extension isn't defined in OpenGL 1.1 +#ifndef GL_EXT_paletted_texture +#define GL_EXT_paletted_texture 1 +#endif + +class FB2GL { + private: + // Framebuffer for 8 bpp + unsigned char ogl_fb[256][256]; + unsigned char ogl_fbb[256][64]; + // Framebuffer for RGBA */ + unsigned char ogl_fb1[256][256][4]; + unsigned char ogl_fb2[256][64][4]; + // Texture(s) + GLuint texture; + GLuint textureb; + // Display list + GLuint dlist; + // Color Table (256 colors, RGB) + char ogl_ctable[256][3]; + char ogl_temp_ctable[256][3]; // Support for OpenGL 1.1 + char flags; + void maketex(); + void makedlist(int xf, int yf); + void display(); + + public: + SDL_Surface *screen; + FB2GL() { + flags=0; + screen=NULL; + } + int init(int width, int height, int xfix, int yfix, char _flags); + void update(void *fb, int width, int height, int pitch, int xskip, int yskip); + void palette(int index, int r, int g, int b); + void setPalette(int first, int ncolors); +}; + +void FB2GL::maketex() +{ + glGenTextures(0,&texture); + glBindTexture(GL_TEXTURE_2D,texture); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + // Bilinear filtering + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); +/* + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); +*/ + + if (flags & FB2GL_RGBA) { + glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGBA, GL_UNSIGNED_BYTE, ogl_fb1); + } + else { + glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,256,256,0,GL_COLOR_INDEX, GL_UNSIGNED_BYTE, ogl_fb); + } + + if (flags & FB2GL_320) { + glGenTextures(1,&textureb); + glBindTexture(GL_TEXTURE_2D,textureb); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + // Bilinear filtering + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); +/* + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); +*/ + + if (flags & FB2GL_RGBA) { + glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,64,256,0,GL_RGBA, + GL_UNSIGNED_BYTE, ogl_fb2); + } + else { + glTexImage2D(GL_TEXTURE_2D,0,GL_COLOR_INDEX,64,256,0,GL_COLOR_INDEX, + GL_UNSIGNED_BYTE, ogl_fbb); + } + } + +} + +void FB2GL::makedlist(int xf, int yf) +{ + double xfix=(double)xf/128; // 128 = 256/2 (half texture => 0.0 to 1.0) + double yfix=(double)yf/128; + // End of 256x256 (from -1.0 to 1.0) + double texend = (double)96/160; // 160=320/2 (== 0.0), 256-160=96. + + dlist=glGenLists(1); + glNewList(dlist,GL_COMPILE); + + glEnable(GL_TEXTURE_2D); + + glBindTexture(GL_TEXTURE_2D, texture); + + if (!(flags & FB2GL_320)) { // Normal 256x256 + glBegin(GL_QUADS); + glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); // upper left + glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left + glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); // lower right + glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); // upper right + glEnd(); + } + else { // 320x256 + + // First, the 256x256 texture + glBegin(GL_QUADS); + glTexCoord2f(0.0,1.0); glVertex2f(-1.0,-1.0-yfix); // upper left + glTexCoord2f(0.0,0.0); glVertex2f(-1.0,1.0); // lower left + glTexCoord2f(1.0,0.0); glVertex2f(texend+xfix,1.0); // lower right + glTexCoord2f(1.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); // upper right + glEnd(); + + // 64x256 + glBindTexture(GL_TEXTURE_2D, textureb); + + glBegin(GL_QUADS); + glTexCoord2f(0.0,1.0); glVertex2f(texend+xfix,-1.0-yfix); // upper left + glTexCoord2f(0.0,0.0); glVertex2f(texend+xfix,1.0); // lower left + glTexCoord2f(1.0,0.0); glVertex2f(1.0+xfix,1.0); // lower right + glTexCoord2f(1.0,1.0); glVertex2f(1.0+xfix,-1.0-yfix); // upper right + glEnd(); + } + + glDisable(GL_TEXTURE_2D); + + glEndList(); +} + +int FB2GL::init(int width, int height, int xfix, int yfix, char _flags) +{ + char gl_ext[4096]; + gl_ext[0]='\0'; + + flags = _flags; + + // Fullscreen? + if ((flags & FB2GL_FS) && !screen) { + screen = SDL_SetVideoMode(width, height, 0, SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER | SDL_FULLSCREEN); + } + else if (!screen) { + screen = SDL_SetVideoMode(width, height, 0, SDL_HWPALETTE | SDL_HWSURFACE | SDL_OPENGL | SDL_GL_DOUBLEBUFFER); + } + + if (!screen) { + fprintf(stderr, "Couldn't start video res %dx%d\n", width, height); + return 0; + } + + + if (!(flags & FB2GL_RGBA)) { // Check for Paletted Texture Extension + + strcpy(gl_ext, (char *)glGetString(GL_EXTENSIONS)); + fprintf(stderr,"gl_ext= %s\n",gl_ext); + + if ( strstr( gl_ext , "GL_EXT_paletted_texture") ) + glEnable(GL_EXT_paletted_texture); + else { + fprintf(stderr,"Your OpenGL version doesn't support paletted texture\n"); + return 0; + } + } + + maketex(); + makedlist(xfix, yfix); + + return 1; +} + +void FB2GL::display() +{ + glCallList(dlist); + SDL_GL_SwapBuffers(); +} + +void FB2GL::update(void *fb, int w, int h, int pitch, int xskip, int yskip) { + unsigned char *fb1=(unsigned char *)fb; + int x,y,scr_pitch,byte=0; + + if (flags & FB2GL_PITCH) scr_pitch=pitch; + else { + scr_pitch=w*pitch; + byte = pitch; // Bytes perl pixel (for RGBA mode) + } + + if (flags & FB2GL_RGBA) { + + if (flags & FB2GL_EXPAND) { // Expand the 8 bit fb into a RGB fb + + for (y=yskip; y<h; y++) { + for (x=xskip; x<w; x++) { + if (x<256) { + ogl_fb1[y][x][0] = ogl_ctable[*(fb1+x)][0]; + ogl_fb1[y][x][1] = ogl_ctable[*(fb1+x)][1]; + ogl_fb1[y][x][2] = ogl_ctable[*(fb1+x)][2]; + } + else { + ogl_fb2[y][x-256][0] = ogl_ctable[*(fb1+x)][0]; + ogl_fb2[y][x-256][1] = ogl_ctable[*(fb1+x)][1]; + ogl_fb2[y][x-256][2] = ogl_ctable[*(fb1+x)][2]; + } + } + fb1 += scr_pitch; + } + } + else { // No expansion + for (y=yskip; y<h; y++) { + for (x=xskip; x<w; x++) { + if (x<256) { + ogl_fb1[y-yskip][x-xskip][0] = *(fb1+(x*byte)); + ogl_fb1[y-yskip][x-xskip][1] = *(fb1+(x*byte)+1); + ogl_fb1[y-yskip][x-xskip][2] = *(fb1+(x*byte)+2); + } + else { + ogl_fb2[y-yskip][x-256][0] = *(fb1+(x*byte)); + ogl_fb2[y-yskip][x-256][1] = *(fb1+(x*byte)+1); + ogl_fb2[y-yskip][x-256][2] = *(fb1+(x*byte)+2); + } + } + fb1 += scr_pitch; + } + } + + // Update 256x256 texture + glBindTexture(GL_TEXTURE_2D,texture); + glFlush(); + glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip,GL_RGBA, + GL_UNSIGNED_BYTE,ogl_fb1); + + if (flags & FB2GL_320) { + // Update 64x256 texture + glBindTexture(GL_TEXTURE_2D,textureb); + glFlush(); + glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip,GL_RGBA, + GL_UNSIGNED_BYTE,ogl_fb2); + } + + } + else { // non RGBA (paletted) + + for (y=0; y<h; y++) + for (x=0; x<w; x++) { + if (x<256) { + ogl_fb[ y ][ x ] = *(fb1 + (y)*scr_pitch + x); + } + else { + ogl_fbb[ y ][ x - 256 ] = *(fb1 + y*scr_pitch + x); + } + } + + // Update 256x256 texture + glBindTexture(GL_TEXTURE_2D,texture); + glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,256-xskip,256-yskip, + GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fb); + + if (flags & FB2GL_320) { + // Update 64x256 texture + glBindTexture(GL_TEXTURE_2D,textureb); + glTexSubImage2D(GL_TEXTURE_2D,0,xskip,yskip,64-xskip,256-yskip, + GL_COLOR_INDEX, GL_UNSIGNED_BYTE,ogl_fbb); + } + + } + + display(); + +} + +void FB2GL::palette(int i, int r, int g, int b) { + if (flags & FB2GL_EXPAND) { + ogl_temp_ctable[i][0]=r; + ogl_temp_ctable[i][1]=g; + ogl_temp_ctable[i][2]=b; + } + else { // Paletted texture + ogl_ctable[i][0]=r; + ogl_ctable[i][1]=g; + ogl_ctable[i][2]=b; + } +} + +void FB2GL::setPalette(int f, int n) { + char temp[256][3]; + int i; + + if (flags & FB2GL_EXPAND) { + for (i=f; i<n; i++) { + ogl_ctable[i][0] = ogl_temp_ctable[i][0]; + ogl_ctable[i][1] = ogl_temp_ctable[i][1]; + ogl_ctable[i][2] = ogl_temp_ctable[i][2]; + } + } + else { // Paletted texture + glBindTexture(GL_TEXTURE_2D,texture); + glGetColorTable(GL_TEXTURE_2D,GL_RGB,GL_UNSIGNED_BYTE,&temp); + + for (i=f; i<n; i++) { + temp[i][0] = ogl_ctable[i][0]; + temp[i][1] = ogl_ctable[i][1]; + temp[i][2] = ogl_ctable[i][2]; + } + + glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp); + + if (flags & FB2GL_320) { + glBindTexture(GL_TEXTURE_2D,textureb); + glColorTable(GL_TEXTURE_2D,GL_RGB,256,GL_RGB,GL_UNSIGNED_BYTE,&temp); + } + + } + +} |